Guild Skills
#1
Posted 18 July 2011 - 08:15 PM
#2
Posted 18 July 2011 - 08:26 PM
#3
Posted 18 July 2011 - 08:33 PM
That or buff the skills so they're WORTH using in place of Recall.
I also wanted to see the Antagonist list do something more... Nothing big, but perhaps 5% or 10% extra damage or reduction on whatever guild you have set as antagonist, and then once you set it have a cooldown of a week before it can be removed.
Guardians also need a buff in both WoE 1 and 2. Right now it's like they're hitting you with a fish rather than a sword.
Guardian Stones and Barricades could use more HP as well. One good GFist and a Guard Stone is toast. With the number and power of AoE skills in Renewal, Barricades don't last long at all either.
#4
Posted 18 July 2011 - 10:31 PM
Edited by Andini, 18 July 2011 - 10:32 PM.
#5
Posted 18 July 2011 - 11:07 PM
eske?the emp change and the edge of defending makes up for the stones/cades, not to mention deep sleep on emps, which is potentially much more effective then sancing an emp prenrewal. guardians should at least hit as hard as a bio 3 lk or something tho
#6
Posted 18 July 2011 - 11:32 PM
But basically every serious WoE2 between Jinx & Valk alliances ends with someone defending the Emp because the Barricades and Stones are just so easy to wipe. @@
#7
Posted 19 July 2011 - 12:11 AM
eske?
If you eske them now they hit about as hard as a poring.
#8
Posted 19 July 2011 - 12:23 AM
1 - As the OP said, give all the active skills separate cooldowns.
2 - Make the 20 skill point guildmaster aura not completely fail at life. It needs a wider AoE and a much stronger set of effects, especially since it doesn't even work on self. Additionally, make it different for each class, so there's reason to use a class besides SC for the guildmaster character.
3 - Guardians, in general, need a buff. They're a complete joke atm.
4 - There needs to actually be 49 places to put a skill point. There's no reason at all to max a guild under the current system.
#9
Posted 19 July 2011 - 11:20 AM
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