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Old Apr 07, 2007, 01:35 AM // 01:35   #1
Wilds Pathfinder
 
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Default jagged bones change plz

i have a sugestion now that SR has been fixed and is not as viable to gimic builds can we make it so jagged bones is not trash?
my idea for a fix
current: 5E 1C 15R
For 30 seconds, whenever target undead servant dies, it is replaced by a level 0...12 Jagged Horror that causes Bleeding with each of its attacks.

my change:5 1C 5R
For 30 seconds, whenever target undead servant dies, it is replaced by a level 0...12 Jagged Horror that causes Bleeding with each of its attacks only eight of your minions can have this enchantment at once.
plz if you agree or not or have an idea to change the skill voice your opinion
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Old Apr 07, 2007, 01:40 AM // 01:40   #2
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i really liked the skill the way it was before and your idea seems good too. /signed
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Old Apr 07, 2007, 02:21 AM // 02:21   #3
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/signed

given the updates is almost as bad as a normal minion skill.
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Old Apr 07, 2007, 02:29 AM // 02:29   #4
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i suppose. i never use it, but at least this way it has more of a use. i try to support ideas that distance themselves from cookie-cutter, run-of-the-mill builds.
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Old Apr 07, 2007, 02:36 AM // 02:36   #5
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ty you all but remember my ideas have to be flawed anyone have any changes they think would be balanced and useful?
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Old Apr 07, 2007, 02:41 AM // 02:41   #6
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Jagged bones had a 5 second recharge before, meaning that it would be mostly unaffected by the nerf. It's still 14 energy every 5 seconds, or 14/5 *3 = 8.4 pips of energy regen for the entire team, which is pretty farking ridiculous if you ask me.
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Old Apr 07, 2007, 04:07 AM // 04:07   #7
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I say put the recharge back to 5 and increase the energy and cast time.
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Old Apr 18, 2007, 08:53 AM // 08:53   #8
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I say extend the recharge to 30 seconds, triple the cost to 15 (maybe 25), and have it affect all minions under your control. I don't know about you, but i hate trying to click on a minion that is forever shifting about in a mob just so i can use this skill. THings to note before a panic starts:

1) Only effects minions under your control (so still a max of 10).
2) Since it's only your minions, you can't cast this on some other guys cheapo minion to give him an uber one.
3) 30 second recharge wont see it being double cast, though it will allow it to be maintained (minues the casting time or any interupts).
4) the proposed cost increase recognizes that a group affecting enchantment is more powerful than just the one.


The only reason I suggest this change is becuase it is very difficult to target minions. Targeting a party member is super easy. You can click on the party window, you can assign each member to a key, or you can cycle through the party members with another key. You cannot do any of these things with minions. So, if you think the above changes to the skill are too weird and potentially world altering, please offer a way that a human player can easily target a minion (like a specifc key stroke). In fact, I would prefer a way to target minions to this change, since other spells require a minion to be targeted too.
Just my 5 cents
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Old Apr 18, 2007, 09:21 AM // 09:21   #9
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Currently, this skill is much better used by MM heroes than players, because it is quite hard to efectively target your own minions.

Many times they'll die before you finish casting.

I'll change it to:
- E:25, C:2, R:30.
Elite Enchantment. You become enchanted with Jagged Bones for 5..20 seconds, anytime an allied minion dies within earshot, it is replaced by a level 0...12 Jagged Horror that causes Bleeding with each of its attacks and you lose 5 energy or Jagged Bones ends.
(Attribute: Death Magic)

But like countesscorpula, I'd rather like a better way to target minions.
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Old Apr 18, 2007, 12:27 PM // 12:27   #10
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Quote:
Originally Posted by countesscorpula
I say extend the recharge to 30 seconds, triple the cost to 15 (maybe 25), and have it affect all minions under your control. I don't know about you, but i hate trying to click on a minion that is forever shifting about in a mob just so i can use this skill. THings to note before a panic starts:

1) Only effects minions under your control (so still a max of 10).
2) Since it's only your minions, you can't cast this on some other guys cheapo minion to give him an uber one.
3) 30 second recharge wont see it being double cast, though it will allow it to be maintained (minues the casting time or any interupts).
4) the proposed cost increase recognizes that a group affecting enchantment is more powerful than just the one.


The only reason I suggest this change is becuase it is very difficult to target minions. Targeting a party member is super easy. You can click on the party window, you can assign each member to a key, or you can cycle through the party members with another key. You cannot do any of these things with minions. So, if you think the above changes to the skill are too weird and potentially world altering, please offer a way that a human player can easily target a minion (like a specifc key stroke). In fact, I would prefer a way to target minions to this change, since other spells require a minion to be targeted too.
Just my 5 cents
/signed

Makes the skill more viable. I would like to see death nova the same way cost more but enchant all minions.

~the rat~
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Old Apr 18, 2007, 01:03 PM // 13:03   #11
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Quote:
Originally Posted by MithranArkanere
E:25, C:2, R:30.
Elite Enchantment. You become enchanted with Jagged Bones for 5..20 seconds, anytime an allied minion dies within earshot, it is replaced by a level 0...12 Jagged Horror that causes Bleeding with each of its attacks and you lose 5 energy or Jagged Bones ends.
(Attribute: Death Magic)
I like that for PvE, but I think it would probably create too much energy for PvP again.
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Old Apr 18, 2007, 03:34 PM // 15:34   #12
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SMITE

... anyway I think minion spells need a "buff" that targets the nearest minion or at least a a minion not under the effects of the skill/spell.
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Old Apr 18, 2007, 05:02 PM // 17:02   #13
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Quote:
Originally Posted by MithranArkanere
Currently, this skill is much better used by MM heroes than players, because it is quite hard to efectively target your own minions.

Many times they'll die before you finish casting.

I'll change it to:
- E:25, C:2, R:30.
Elite Enchantment. You become enchanted with Jagged Bones for 5..20 seconds, anytime an allied minion dies within earshot, it is replaced by a level 0...12 Jagged Horror that causes Bleeding with each of its attacks and you lose 5 energy or Jagged Bones ends.
(Attribute: Death Magic)

But like countesscorpula, I'd rather like a better way to target minions.
I think the allied minion bit leaves way too much room for abuse. The PvP arenas would get hit hard. Minions already tend to be problematic there, and I dont see this helping.
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Old Apr 18, 2007, 05:53 PM // 17:53   #14
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Hmm I would say this is interesting. But your idea need some changes too!

You wont need the min on 8 minions since recharge on the skill is 5. It lasts for only 30sec mean only 6 can maintain it! They nerfed this skill be4 because of the over - use in the jagged Bond build! But since Soul reaping can only be used for every 5 sec and the recharge for this skill is 5 sec. Dont think it will be much of the prob. Will be interesting with the coming back of Jagged bond

/sign!
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Old Apr 18, 2007, 05:59 PM // 17:59   #15
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/signed I like it

BTW you guys know you dont actually have to target a minion for the skill right?
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Old Apr 18, 2007, 06:46 PM // 18:46   #16
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no you dont have to target, but im ok with eaither solution lol
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Old Apr 18, 2007, 10:35 PM // 22:35   #17
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Quote:
Originally Posted by TedTheDead
/signed I like it

BTW you guys know you dont actually have to target a minion for the skill right?
I assume it always targets the minion with the lowest health or the 1 stood inside the Firestorm? Somehow i doubt that...

I prefer the 'Order' style version, its almost impossible to use it if your not an MM hero.
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