I was bored so i thought about a few things anyways... Almost all other quicken type abilities apply to more than one weapon aka other classes quicken skills.
technically all quicken skill types have a secondary bonus or effect except the knight 2 hand quicken
you could argue 2 hand swords high att but thats countered by a blacksmiths 2 handed axes so that moot
spear quicken was revised to include ALL spears one and two handed and gives crit and flee
Adrenaline rush effects All axes and maces in the blacksmith's party(lesser effect but still is party buff)All weapons with link.
I would propose to take the literal naming of 2 hand quicken to its logical meaning of including ALL 2 handed weapons the knight could use. Since knight's gain no secondary benefit from this skill otherwise and it has a relatively high cost in sp vs knight sp pool and regen. Arguments about 3rd class and Lord Knight variants having more sp matter little as this is a CORE Knight skill.
So 2 Handed AXES SWORDS or SPEARS may be used with the quicken otherwise find some way to make the skill more appealing or remove the spear quicken flee and crit since it has a benefit with ALL spears now. Balance the older classes as well since these type of skills are still used into your third class.
Two Hand Quicken
Started by
Cryslia
, Oct 31 2011 09:36 AM
6 replies to this topic
#1
Posted 31 October 2011 - 09:36 AM
#2
Posted 31 October 2011 - 11:07 AM
Learn Korean and bring it up with kRO. Changes like these cannot or should not be made by iRO.
Moot point, but frenzy is a weapon unrestricted quicken.
Moot point, but frenzy is a weapon unrestricted quicken.
#3
Posted 31 October 2011 - 12:07 PM
*insert obligatory two handed "quicken" joke here*
#4
Posted 31 October 2011 - 12:19 PM
*insert obligatory two handed "quicken" joke here*
orz too much too soon
#5
Posted 31 October 2011 - 12:52 PM
Maybe the effects of the quicken skills are different because the classes were planned as a whole, not as individual skills. If you look at the skills of a blacksmith, and the skills of a knight, you'll see that knight had more and better attack moves than the smith, so the smith buffs were better so the both classes were equally good (or intended to be equally good...). Anyways, several years later from that, you can use frenzy with any weapon, and attack faster with maces and adrenaline rush too...
Now, if you look at a rune knight, and then look at a mechanic... do you feel like knight is under-par and needs more?
Now, if you look at a rune knight, and then look at a mechanic... do you feel like knight is under-par and needs more?
Edited by Kadnya, 31 October 2011 - 12:55 PM.
#6
Posted 31 October 2011 - 01:21 PM
75% medium size, no bonus effect, canceled by quamire, agi down, dispel etc. Cart boost remove agi down. Need to improve two-handed sword or spear + shield > ths even in dps.
#7
Posted 31 October 2011 - 01:32 PM
I think the better solution would be to just fix the nerf to attack speed they get when they change to rune knight, that's just ridiculous.
THQ is lacking compared to other aspd skills though.
THQ is lacking compared to other aspd skills though.
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