If were able to take a single spell, AA, skill, or innate ability (like Warrior AC overcap returns) from a different class, and stick it onto one of your own, what would you take and why? You can only pick one thing for your whole trio, and are still otherwise bound by the rules of the game (you need a piercer to backstab, if you're silenced you can't cast spells etc). For the benefit of pure melee classes, imagine you gained a mana pool and the benefit from FT and MP regen buffs should you pick a spell. I guess bards should get a separate 'real deal' mana pool as well if they were to choose a spell, but for that spell only. Personally I'd be very sorely tempted Supernal Light on my BST, but the Gather Mana AA for the Druid could be pretty clutch...
Feign Death or Fading Memories on my Druid. Having to sit at 90%+ mana most fights because I will pull aggro doing more DPS is sad. I miss DA aggro dump from AK.
Enchanter charm on bard sounds fun. I'd rather take SL than CH if going down the heal route. Edit: come to think of it, SoS on a bard could be really fun too. Or knight hate (best terror spell perhaps, since it wouldn't be subject to hate cap). So many good options.
Fade on my Druid would be one of my top picks. Fade on any class that could actually regen mana correctly would be killer. Group heals on SK that actually healed. Stuns on SK to stun lock stuff. Lots of good ones in the thread.
Rez on a rogue would be pretty strong Lifeburn on a warrior would be dum but fun Stonestance on a chanter would make charm breaks pretty easy Backstab on a warrior or knight that can wield a big two-handed piercer? how much would this backstab for...
Slows on a warrior! Heck just in general, I always thought a Warrior / Enchanter hybrid class could be fun. Just build it like all the other hybrid classes, same spells just at later levels.
Beastlord a with the ability of monk tripple attack. Then I would want FD because I pull enough agro in raids as is.
No mention yet of Flame Lick for warriors? Practically invalidate two whole classes with one spell. I think it'd be fun to have monk Block skill on a necro, or warrior defense skill, not sure which is more powerful. See how much further I could push life tap tanking.
Biggest slow they have is a 50% slow attached to a proc. Would be way more effective to be able to initiate combat with a big slow. Alternately -- warriors with mez lol.
Thucy stole mine with bard channeling for any class, wizard would be awesome. So I'll go with monk (that's the best, right?) Melee on my bard. Best puller and best melee DPS. I'd box 3 of those bards forever. Or maybe just plain Meditate for any other caster class on the bard. Denon's for Days.
I take back my prior assertion that "warrior with slow" is the answer. Paladin with slow would be superior. High % slow and root joust with the biggest slowest two handed weapon you can find. Stay outside of the hit box when healing or etc. Sit down for mediate ticks in-between swings if the fight is going to last long enough that you're going to run LOM. Should be able to kill almost anything whose hit box is small enough for the jousting to work, even if it takes all afternoon. I am pretty sure that would be peak EverQuest for me, weirdly. Solo levelled a paladin to level 50 on Red99 using this general root-joust-med strategy. Once you get good at it you can sit down for a meditate tick every 6 seconds AND get in a big melee swing in between every meditate tick. Sort of a funny little dance that is similar to but more intricate than shaman canni-dancing. I killed dark blues just a few levels below me the whole way. Finished 46-50 killing dars in LGuk mostly, camped Frenzy myself, etc., in mostly crap magic resist gear in case I got PvP jumped at an inopportune moment. Adding slow into a setup like this would be bonkers for solo challenges if one was patient enough.
75% slow? I think you'd be taking effectively half the damage instead of 75%. Still worthwhile if you're trying to use a paladin to solo kill big stuff. But few are that masochistic I'll admit lol. Will help with stuns at the very least.
A slowed mob would have a bigger window of time to move in and out of melee range before the second round. I've never jousted so Idk how important that is.
Helps to avoid stuns. Tho the ideal root joust involves finding the exact line of the hit box and just barely moving back and forth across it.
Most stuff in PoP mitigates I thought anyway, pretty far down. I remember on dev looking at the values and nearly everything in BoT mitigated down a good amount. So, most of the time, it wouldn't be the 75%.