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 Shields. 
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Joined: Tue Apr 05, 2016 2:40 pm
Posts: 3722
Location: U.S.A.
Ever since the dagger/off hand update, shields have become almost non existent.

This is a post to discuss what can be done to make shields viable again.

The main reason people use a dagger over a shield or even mages using a wand over a shield, is all the props.

Example:
shields get 6%ac, resist disp, resist stup 4/8%defense, 2-4% amp. 2-4%reflect, 10% armor spell bonus

Well wands gives 12%hp, 10% all magic bonus + (PLUS) another 5%fire/shadow or ice/sp, 3%amp, 2%cast,

And daggers give 10%speed, 10%dmg, 10% ferocious (pvp/pve) or for hunting steal hp/mp

These are FAR better props that the shield props.

I am sure there is a way for ej to check how many chars are using dagger/wands over shields.

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Mon Sep 03, 2018 7:17 pm
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Joined: Mon Jun 30, 2014 3:53 am
Posts: 189
There are 2 shields I still find useful. A volcanic shield makes all the difference when doing Cron and for any boss that does a lot of physical damage I use my Vexar Shield. Other then that, dagger is my choice largely because I have the only Draconic Dagger worth using in the game.

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Mon Sep 03, 2018 8:21 pm
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Joined: Tue May 15, 2018 2:02 am
Posts: 76
add steals of some sort and base hp/mp to shields and I would use that over dagger.


Mon Sep 03, 2018 10:13 pm
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Joined: Fri Jun 20, 2014 10:42 pm
Posts: 383
ya shields as they are right now are out of style. Why would I choose a shield for a bit of AC and a shield's built in props when I can choose an obvious superior dagger/wand?


Mon Sep 03, 2018 11:03 pm
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Joined: Thu Jul 17, 2014 11:38 am
Posts: 265
Make them NEEDED to tank a boss. Throw in a skill in melee "tanking" classes that gives xx amount of boss damage reduction while shield is equipped. Right now there really isn't a reason to wear one.


Thu Sep 06, 2018 1:09 am
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Joined: Wed Mar 18, 2015 5:29 pm
Posts: 2990
Primal wrote:
Make them NEEDED to tank a boss. Throw in a skill in melee "tanking" classes that gives xx amount of boss damage reduction while shield is equipped. Right now there really isn't a reason to wear one.


Give the shield a Taunt ability too dependent on how much skill points you put into it. Perks like that add diversity.

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Thu Sep 06, 2018 2:32 am
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Joined: Sun Sep 20, 2015 3:54 pm
Posts: 229
How about giving melees a bash ability which acts as a ten second taunt, deals damage and has 100% accuracy, give it 5 second cooldown. Aswell as this i see no harm in boosting shield base stats significantly, the way i see it daggers give up to 30% dps boost, just make shields equally as good.

Edit: or just revamp shields skill, base it off cons and make it give blocj,defence,amp and ac.


Thu Sep 06, 2018 8:40 pm
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Joined: Tue Apr 05, 2016 2:40 pm
Posts: 3722
Location: U.S.A.
How about, rework the "Shield Bash" skill into a skill that stuns the monster (like daze) for a second (same as dull sense/daze/freeze solid) but also drops its defense by like 25% for lets say 1 minute (PVE ONLY skill)

It would also do 200% of the damage upon landing the hit and has a 3 minute cool down.

In pvp it would ONLY do 110% damage of a regular melee hit and drop player defense by 5% for 30 seconds or some crap like that. (If its possible to make 1 skill act 2 different ways fpr pve/pvp.

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Last edited by Loki on Thu Sep 06, 2018 9:00 pm, edited 1 time in total.



Thu Sep 06, 2018 8:54 pm
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Joined: Tue Apr 05, 2016 2:40 pm
Posts: 3722
Location: U.S.A.
or just give shields the same props (imbued)that daggers can get

10% spd 10%dmg 10% fero 4 lethal 3 dispell, etc


Or maybe give ALL shields built in hp steal starting from 1 up to like 8 for high end shields.
And built in Health.

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"I'm not playing til 60-70cap ej!"


Thu Sep 06, 2018 9:00 pm
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Joined: Tue Apr 05, 2016 2:40 pm
Posts: 3722
Location: U.S.A.
or just nerf daggers/wands so they can only get 3-4 props MAX.

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"I'm not playing til 60-70cap ej!"


Fri Sep 07, 2018 2:44 pm
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