
WTS useless skills
#1
Posted 17 January 2011 - 11:38 PM
Please follow format, and discuss amongst each other.
Also On the menu, skills that need to be tweaked to become more in line with other skills.
Class:Defender
Skill Name: Fighting will
proposed change:Fix it or forget it, apparently does nothing, If Accuracy mattered then It would be fine, If not then just remove it.
Class:Defender
Skill Name: Physical blessing
Proposed change: New skill functionality. Instead of a HP regen boost, change the skill to be 5%-23% more health gained by healing spells(+2% per level) Could affect only direct healing from radiants.
Class:Templar
Skill Name: Invigoration
Proposed Change: New skill functionality. Instead of a hp regen boost, change the skill to be 5%-23% more health gained by buffed target when healed. Or even better would be to make it a moderate HoT 75 - 300 /2 for 20 seconds
Class: Tempest
Skill Name: Instant moving
Proposed change: Cast time should be instant, and always 100% success chance. Would make things interesting.
Class: Rogue
Skill name: Shadow Runner
Proposed change: Either faster movement, or higher level monster to detect, Possibly undetectable by stealth detection skills but Scud/ Ambush unusable.
Class: Rogue
Skill Name: Doppleganger Magic
Proposed change: New Skill Functionality. Doppleganger should be summoned at the casters level, and be an exact replica (same stats and weapon damage), however, Level 1 should be 60% of the stats of the summoner going up 5% per level. Also possible to unlock skills for the dopple to use if its too hard to code stats.
Class: Battle Magician
Skill Name: Invisible Arrow
Proposed change: Elimination of 1 of the 3 properties. Instant cast, ranged, stun that does damage is a little too powerful. I suggest remove the damage, as most plenty of stun effects have no damage. Could settle for a 1 Second cast, would like input from honest Battle Magicians about which of those two options they would rather have. If changed to 1 second cast time, then an increase in duration by 1 second would be fair compensation.
I could go on and on about skills that need to be tweaked, but i'll let another take the floor.
#2
Posted 18 January 2011 - 12:06 AM
Class:Templar
Skill Name: Invigoration
Proposed Change: New skill functionality. Instead of a hp regen boost, change the skill to be 5%-23% more health gained by buffed target when healed. Or even better would be to make it a moderate HoT 75 - 300 /2 for 20 seconds
Why do you guys all want a +% healing instead of a HP % buff. >>
#3
Posted 18 January 2011 - 02:31 AM
Class:Defender
Skill Name: Physical blessing
Proposed change: New skill functionality. Instead of a HP regen boost, change the skill to be 5%-23% more health gained by healing spells(+2% per level) Could affect only direct healing from radiants.
Class:Templar
Skill Name: Invigoration
Proposed Change: New skill functionality. Instead of a hp regen boost, change the skill to be 5%-23% more health gained by buffed target when healed. Or even better would be to make it a moderate HoT 75 - 300 /2 for 20 seconds
Invigoration could be a Rejuvenation but that can be casted over other characters: and Rejuvenation and the new Invigoration effect wouldnt stack, to make it fair. For Physical Blessing, it could be the same, some kind of Rejuvenation for Defenders.
#4
Posted 18 January 2011 - 07:36 AM
Why do you guys all want a +% healing instead of a HP % buff. >>
hmm actually Physical Blessing for defender might make more sense as a +% HP increase, of course I would say 5% to 20% and stackable with other means of + HP
#5
Posted 18 January 2011 - 11:56 AM
Class: Battle Magician
Skill Name: Invisible Arrow
Proposed change: Elimination of 1 of the 3 properties. Instant cast, ranged, stun that does damage is a little too powerful. I suggest remove the damage, as most plenty of stun effects have no damage. Could settle for a 1 Second cast, would like input from honest Battle Magicians about which of those two options they would rather have. If changed to 1 second cast time, then an increase in duration by 1 second would be fair
Scud does more dmg, has a longer range, and a longer stun... If IA deserves a nerf, then so does scud.
#6
Posted 18 January 2011 - 08:34 PM
Scud does more dmg, has a longer range, and a longer stun... If IA deserves a nerf, then so does scud.
Scud probably needs a nerf as well, but the factors it has that make it more balanced are: Requires you to be in stealth and It is melee range (altho there is a charge aspect to the skill) And before you say anything about being able to scud then dash away, remember thats two seperate skills (3 if including retreat)
#7
Posted 19 January 2011 - 09:54 AM
Scud probably needs a nerf as well, but the factors it has that make it more balanced are: Requires you to be in stealth and It is melee range (altho there is a charge aspect to the skill) And before you say anything about being able to scud then dash away, remember thats two seperate skills (3 if including retreat)
With the new update, there's no reason a sin should be out of stealth anyways. It's not melee range, it's 35m range, which even with clairvoyance, you cant hit sins before they hit you. Invisible arrow is fine the way it is. It only 3 seconds long, which really isn't much nowadays
#8
Posted 19 January 2011 - 10:12 AM
Keep, just fix the Acc in the game.Class:Defender
Skill Name: Fighting will
proposed change:Fix it or forget it, apparently does nothing, If Accuracy mattered then It would be fine, If not then just remove it.
If HP rec can double by adding points to HoT, then HP rec would be worth something.Class:Defender
Skill Name: Physical blessing
Proposed change: New skill functionality. Instead of a HP regen boost, change the skill to be 5%-23% more health gained by healing spells(+2% per level) Could affect only direct healing from radiants.
If HP rec can double by adding points to HoT, then HP rec would be worth something.Class:Templar
Skill Name: Invigoration
Proposed Change: New skill functionality. Instead of a hp regen boost, change the skill to be 5%-23% more health gained by buffed target when healed. Or even better would be to make it a moderate HoT 75 - 300 /2 for 20 seconds
Be worth if they can choose the location.Class: Tempest
Skill Name: Instant moving
Proposed change: Cast time should be instant, and always 100% success chance. Would make things interesting.
It is neat, but really worthless. Could make it where it adds an extra stealth layer.Class: Rogue
Skill name: Shadow Runner
Proposed change: Either faster movement, or higher level monster to detect, Possibly undetectable by stealth detection skills but Scud/ Ambush unusable.
Actually is useful if you know how to use it.Class: Rogue
Skill Name: Doppleganger Magic
Proposed change: New Skill Functionality. Doppleganger should be summoned at the casters level, and be an exact replica (same stats and weapon damage), however, Level 1 should be 60% of the stats of the summoner going up 5% per level. Also possible to unlock skills for the dopple to use if its too hard to code stats.
Don't change, they nerfed Raging Strike, now you want to nerf our other stun, role a BM and then see if you think it's just. It's not as powerful as you think. Cause it uses water (not the fire, curst, elec that everyone resist to).Class: Battle Magician
Skill Name: Invisible Arrow
Proposed change: Elimination of 1 of the 3 properties. Instant cast, ranged, stun that does damage is a little too powerful. I suggest remove the damage, as most plenty of stun effects have no damage. Could settle for a 1 Second cast, would like input from honest Battle Magicians about which of those two options they would rather have. If changed to 1 second cast time, then an increase in duration by 1 second would be fair compensation.
#9
Posted 20 January 2011 - 04:29 PM
Don't change, they nerfed Raging Strike, now you want to nerf our other stun, role a BM and then see if you think it's just. It's not as powerful as you think. Cause it uses water (not the fire, curst, elec that everyone resist to).
dude you play elem and you dont know the names of your skills?
the other stun that was nerfed is called flame curse strike
i have a elem and sometimes i can kill noobs with just invi arrow before i combo their ass with snow burst lct and myst storm
but leave it like it is for now
scud needs nerf tho, either range or dmg or time but if they nerf time to less than 6 seconds sins can just use ambush for the times when elem or ranger is not around
#10
Posted 20 January 2011 - 05:36 PM
The icons look the same at a glace. lol
Just sucks that IA is bugged.
Cause when IA is up in 3 seconds, it bugs the next stun.
FCS, Scuds, even Shield Stun.
You can ask Syre, he knows, too.
#11
Posted 31 January 2011 - 11:13 AM
Skill Name: Terrified Scream
Proposed change: Either go back to fear or change it to root with no attack (a la Trap of Stiffness)
#12
Posted 31 January 2011 - 11:20 AM
skill name: range extension
proposed change: delete
instead of delete you can write some good suggestion but im too lazy so just delete
Edited by Famous, 31 January 2011 - 11:22 AM.
#13
Posted 03 February 2011 - 11:25 AM
they need to change how eva works though.
would be fun with more eva builds, and sniper builds to defeat eva chars. right now you just need foc/raid set with acc, to beat evasion.
but with higher acc you can hunt much higher lv mobs easy. like my lv 28 alt could kill deers outside plancy.
your suggestion on dopple is crap

You could just stay stealthed and have your dopple fight for you. if it dies meh, re-summon, you'd never loose any HP. you could sit in camp in foc, and just send out dopple to fight for you.
you could make a tank set with high def/eva/hp, and summon it, have it tank for you. you switch to full paper-cannon gear.
i think making moderate and high lv dopple available at 2nd class would be better. moderate could be elite, high lv like NM mob. maybe use raid skill if its behind mob. or poison arrow if it use xbow.
also it should get 20-30m range with xbow, not 4m. it should generate aggro too.
#14
Posted 03 February 2011 - 11:37 AM
Edited by Syre, 03 February 2011 - 11:39 AM.
#15
Posted 03 February 2011 - 02:20 PM
but i would like to sell lithifying terror like it is now (-_-ty range), soul shield (-_-ty defense, not even lr defense included) and i have a special discount on trap of restoration...nowait its called curse of restoration, i dont even know how its called because its

hm i guess thats it for now.
#16
Posted 04 February 2011 - 01:28 PM
It's actually a useful skill, if.../care at topic
but i would like to sell lithifying terror like it is now (-_-ty range), soul shield (-_-ty defense, not even lr defense included) and i have a special discount on trap of restoration...nowait its called curse of restoration, i dont even know how its called because itsuseless.
hm i guess thats it for now.
You cast it from Safe Zone to prevent spawners from resting.
Or the opponent is running away and prevent them from healing.
Other than that, it's worthless.
Can't even make use of it on Bosses, since Bosses don't run out of MP.
Before S2, Qualin actually ran out, talk about a boss that could not stun anymore, if you lasted 30mins.
#17
Posted 06 February 2011 - 12:30 PM
that wood be the funnest thing in my life to see every one going HO MY GOD kill it wall it raps a domi
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