Cart Boost for Genetic vs. Mechanic
#1
Posted 19 September 2010 - 06:20 AM
Genetic:
Cart boost gives +100% walking speed for 90seconds and +50 Attack
Mastersmith/Mechanic:
Cart boost gives +20% walking speed for 60seconds
This is stupidly, stupidly overpowered and basically grants all 3rd class alchemists unlimited speed potion movement and attack power. Make it equal for the class this skill was ripped off of, or get rid of it.
#2
Posted 19 September 2010 - 06:29 AM
Genetic Cart Boost is obviously a 3rd class skill which is why it's better than the Trans Cart Boost.
The pro to Cart Boost is that it gives atk + it gives movement speed based on skill level.
The Con....position lag and sudden stops.
#3
Posted 19 September 2010 - 06:37 AM
Perhaps it should be changed to require an item to be consumed when used?
Edited by richard, 26 March 2012 - 03:18 AM.
#4
Posted 19 September 2010 - 06:45 AM
It does seem overpowered.
Perhaps it should be changed to require an item to be consumed when used?
You be trollin' so hard.
Every skill Genetics use needs an item except for Cart Boost and Cart Tornado (all I remember off the top of my dome).
Most of the genetic skills are "hindrance" skills. I view them as "Crowd Control" just to move people back.
Keep in mind that this is a 3rd class skill...It's supposed to give an edge over the Trans skills. I could see if it was doing 28k dmg to you with less than a 3 second cast time, but it's not =D
#5
Posted 19 September 2010 - 07:40 AM
#6
Posted 19 September 2010 - 11:34 AM
This skill would have made much more sense to be given to Mechanics than Genetics.
#7
Posted 19 September 2010 - 11:35 AM
You be trollin' so hard.
Just stop. Please. Just stop.
#8
Posted 19 September 2010 - 11:59 AM
Edited by Morge, 19 September 2010 - 12:00 PM.
#9
Posted 19 September 2010 - 04:10 PM
#10
Posted 19 September 2010 - 05:02 PM
#11
Posted 19 September 2010 - 05:32 PM
Now, about that "Cart Remodeling" skill... Gravity Does LOVe to give the skills a class needs, to another that doesnt really, right? D: D:
#12
Posted 20 September 2010 - 03:25 AM
#13
Posted 20 September 2010 - 04:05 AM
Make the most of the Mechanic skills you guys have.
#14
Posted 20 September 2010 - 05:10 AM
If anything the trans skills supplement the third job class more than anything, such as in the case of soul drain and mystical amplification, martyr's reckoning, meditatio, and so on.
Mechanics are the only class right now whose 2nd AND trans skills are nearly useless to them as a whole. That may be different if maximum over thrust worked on their axe skills, but they don't, so.
I don't see any valid reason why a skill with the same name is borked for one class and not the other. Mages and acolytes both have safety wall, and it works fine for both.
#15
Posted 20 September 2010 - 07:36 AM
#16
Posted 20 September 2010 - 09:21 AM
If anything, Genetic card boost killed any reason for using a Lif. . .
No, there was mental charge too, but we took care of that with the new matk formula.
#17
Posted 20 September 2010 - 09:48 AM
Mechanics are the only class right now whose 2nd AND trans skills are nearly useless to them as a whole.
And over half of the third class skills too.
#18
Posted 20 September 2010 - 09:57 AM
#19
Posted 20 September 2010 - 10:23 AM
Edited by KriztanAlizun, 20 September 2010 - 10:32 AM.
#20
Posted 20 September 2010 - 12:51 PM
Playing Mechanic is fun.
Yes, but it's not very productive.
#21
Posted 24 September 2010 - 01:16 AM
secondly +50atk!! what am i surpost to make a melee one, be better then a mech atm >>
thridly dont they have more cart space, 11000. SHOULDNT THIS make them SLOWER!! not to mention they have no str to drag a big heavy cart around
personaly as a mastersmith i hate cartboost, i would rather use badges for walking speed, cart boost is usless. only upside is no despell
Edited by IronFist, 24 September 2010 - 01:18 AM.
#22
Posted 24 September 2010 - 01:36 AM
Second... yeah, it seems to me like the genetic skill was flipped backwards and REALLY meant for mechanics. But I bet a lot of griping is coming from the fact that they have the same name. Maybe if they changed the name to "Bio-engineered Robotized Cart !!" they would have secretly pleased half the players.
Ok, why can't mechanics robotize their carts?
#23
Posted 24 September 2010 - 01:13 PM
What I don't understand is where all this axe and mech crap came from (biochemists being the class that originally had axe mastery anyway), where Genetics got all the new fancy cart skills that would only really make sense as a progression from mastersmith skills.
I mean, really, what makes more sense, giving Genetics a special powerful cart boost, or giving mechanics a special powerful cart boost that has the cart boost they already have as a pre-req?
It's just silly in PVP though, genetics zooming around with super agi spamming large area skills with devastating effects and powerful rangled skills, and me...
I just try to stay alive long enough to mag field someone and blow up next to them, then afk for five minutes until I can kill someone again.
Edited by Sera, 24 September 2010 - 01:15 PM.
#24
Posted 24 September 2010 - 08:43 PM
#25
Posted 25 September 2010 - 09:30 AM
Mechanics hurt when they're in melee range
Yeah after they stuck all sorts of god items and frankly unrealistic gear on the server.
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users