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Nexus Clash :: View topic - [Mechanics] Auras and XP
In earnest, the only reason I pushed for spell aura exclusion is that I am a very bitter person and dislike them.
I offer no game play rationale for the exclusion other than what would be a niche bonus for 5 underwhelming classes would swell to 17 classes. Also, the fact that they can pick their own aura flavouring seems to be too steep an advantage.
OP edited after considering discussion. Innate auras only seems to be the ticket.
Aww, disagree!
Spell auras have a fairly short duration. The total max xp yield per MP for a caster with death mantle and four other death spells is exactly equivalent to the xp yield for a number of necrotic rays that caster could cast with the same MP. Lower, if soak is an issue. They wouldn't be substantially better than other spells for getting xp (except for the "pets don't trigger status ticks" thing, which ought to be fixed for a number of reasons), and they take more work than innate auras, and are a CP investment in their own right- so why not show love for spell auras?
I think the general feeling is that innate aura classes (with maybe the exception of the lich, but let's not be mean) have trouble getting XP, but, in general, spellcasting classes aren't have too much trouble getting XP, by comparison, so it's like they don't need the XP boost. Frankly, it's pretty small either way, but aura spells already give XP when attacking.
Now, if innate auras were added as supplementary damage to attacks, wouldn't that be something different.
My two tanks are my lowest-level characters by quite a way now. 5 levels below my Glass Cannons/Warmage, to be precise.
It's frustrating that for my tanks I essentially have to choose between (a) skills that allow me to fill my main role, OR (b) skills that actually help me to level up. This suggestion would go at least some way to reducing the frustration, and hence I am seriously all for it.
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