Originally Posted by dirigible
@Fellgnome
That's kind of the point - to add synergy for the Warrior / Rogue / Ranger classes. Currently the only build which actually synergizes with itself is pure mage, and it synergizes SO HARD. Being able to use more than half the skills in the game, AND combo off of your own abilities, able to do it all at range, and you only need to rely on a single stat? What the hell.
The other point is to make it harder to combo with yourself. Poison would rely on Str, but fire would rely on Int. Water would rely on Int, but Lightning would rely on Dex. Gotta multi-class or rely on your team mates to pull off them sick combos.


Mages have the most synergy and versatility, sure, but the least raw damage and survivability. You give Warriors or Scoundrel/ Marksman builds a hefty chunk of the mage versatility and a pure mage becomes obsolete.

Mages rely on combining spells to build up control and damage, warriors and scoundrel/marksman can simply autoattack for better damage using a small selection of CDs for mobility/control when needed. Giving them some of the best mage spells may solve the gap in diversity between them and mages, but it makes mages pointless in doing so.

It's not like it's that hard to include some key-spell skills for non-mages either, even just 8-10 int can give anyone a good selection of utility/mobility/buff spells for not-too-much trade-off(at least at higher levels).

If they want to improve the skill selection for man-at-arms(via new skills or allowing easier hybrization somehow), marksman, scoundrel, and lower their CDs they're going to have to nerf autoattacks to balance it. Which I am all for as I find them boring compared to mages right now.