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I'd like to see less reliance on invokers for dangerous exploration. I think the elemental resists (such as those gained by items, granted by healers, and those innate to druids) should reduce damage from the big elemental blasts and make it so the gear won't be destroyed. The damage alone, even somewhat reduced, would still be very rough. I didn't add in the ranger's "protection from heat/cold" because that seems more like something they just shrug off, where the others seem like something mystical. Anyway, it just sucks that so many things are off-limits unless you happen to have a high-level invoker in tow. Just my opinion. As a counter-weight, some of the mobs that do mediocre damage but have big blasts should be beefed up in the spell/skill/damage department.
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