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With the release of Zamorak, it's apparent that Jagex will be designing bosses around flat damage mitigation which leaves Melee and Ranged at a severe disadvantage as they will be taking significantly more damage throughout any fight.

Watching 'world race' for Zamorak, a majority of the high enrage team has been having everyone use mage tank, as the damage mitigation plays such an impactful role throughout the fight, since twin shot effectively reducing the active time to soul split flick to about 30% of the time, meaning that the other styles consistently take much more damage.

Animate dead with the other styles' tank armor would allow both style to effectively even the field with magic, as many of the benefits of the other styles (high adren gain with ranged and high burst with melee), have been effectively rolled into magic with the numerous content it has received other the past year.

Thanks for coming to my Ted Talk. If there was anything I missed that would make these styles blatantly OP say something down in the comments

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over 2 years ago - /u/JagexSponge - Direct link

I wouldn't be entirely against this, my preference would be to introduce tank effects/sets for the other styles with different effects so there's a play style difference.
such as Melee being ability based (e.g increasing the effects of debil/reflect etc based on your armor stat) and range being something like dodge chance or debuffing?

over 2 years ago - /u/JagexSponge - Direct link

Originally posted by skumfukrock

Just like splashing is imo a very outdated mechanic a dodge chance based armour set seems very unfun because of the rng behind it

Just like splashing is imo a very outdated mechanic a dodge chance based armour set seems very unfun because of the rng behind it

yeah i completely agree, it'd have to be a player-controlled dodge (though it was more of an example and i'd probably avoid completely mitigating damage) .

over 2 years ago - /u/JagexSponge - Direct link

Originally posted by chi_pa_pa

Devourer's set (melee tank):

  • 2pc - Max HP is increased by 40%
  • 3pc - Killing an enemy heals you for 15% of its max HP, and all bleeds heal you for 10% of damage dealt
  • 4pc - Killing an enemy boosts bleed damage dealt by 20% for 15 seconds.
  • 5pc - All bleeds tick twice as fast

Provisionist's set (range tank):

  • 2pc - eating food no longer uses adrenaline, and you heal 1% of your HP passively per tick
  • 3pc - Food heals an additional 50% more HP over 6 seconds
  • 4pc - Debilitate reduces the damage the target deals to all allies, instead of only you. Additionally, the debilitated target takes 10% more damage from all sources while debilitate is active
  • 5pc - Eating food can overheal you, up to 25% overheal

Just some ideas. Melee and Range dont need to copy Magic's damage reduction; there are other avenues to achieve the high sustainability of Animate Dead that are more interesting and more varied in application

This is cool, i'd avoid giving damage increases to tank armour though, unless it's a damage increase to the rest of the team. I do however like the idea of melee being a regen tank - e.g. after taking damage, regenerate 40% of it over 10 seconds. Or doing something with shielding (e.g. after casting a defensive gain a hp shield for x% of your hp+armour value)

over 2 years ago - /u/JagexSponge - Direct link

Originally posted by TheRealNoodre

Maybe a potion or elixir for range and melee, that way it's still consumable and kinda sorta fits in line with the styles?

This is my thoughts, maybe potion for melee, incense for ranged?