Jan 30, 2008, 11:53 PM // 23:53
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#61
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Forge Runner
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good : ursan blessing
bad: ursan blessing
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Jan 31, 2008, 12:18 AM // 00:18
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#62
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Grotto Attendant
Join Date: Aug 2007
Location: Canada
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Eviscerape FTW
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Jan 31, 2008, 12:29 AM // 00:29
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#63
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Desert Nomad
Join Date: Jun 2006
Location: Netherlands
Guild: No Inherent Effect [NiE]
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[skill]Searing Flames[/skill] -> good like ursan
[skill]savannah heat[/skill] -> Excellent if snared & [skill]arcane echo[/skill]
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Jan 31, 2008, 12:53 AM // 00:53
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#64
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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There is only one thing I care about Elite skills.
1 Prophecies elite warrior skill must be made into non-elite.
1 Propehcies non-elite Mesmer skill must be turned into an elite one.
That's all I can care about elites.
Since I don't have fixed builds and I make them again anytime I go out, I don't care much about changes in elites.
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Jan 31, 2008, 01:50 AM // 01:50
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#65
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Jungle Guide
Join Date: Feb 2007
Guild: [SNOW] of [YUM]
Profession: E/
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Quote:
Originally Posted by mr_groovy
[skill]triple chop[/skill] is excellent for farming. W/me UW run anyone? >.>
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[skill]echo[/skill] works far better - use it with whirlwind attack. Recharging itself ftw with no energy cost!
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Jan 31, 2008, 02:04 AM // 02:04
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#66
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Furnace Stoker
Join Date: Nov 2006
Profession: D/W
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RC is amazing
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Jan 31, 2008, 06:33 AM // 06:33
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#67
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Forge Runner
Join Date: Nov 2006
Location: US
Guild: Its Rainning Fame Hallelujah[伞回伞], also as guild leader
Profession: N/
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Quote:
Originally Posted by Coloneh
RC is amazing
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he wins^ ^ 12 chars-_-!
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Jan 31, 2008, 06:54 AM // 06:54
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#68
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Forge Runner
Join Date: Feb 2007
Location: Melbourne, Australia
Guild: None
Profession: W/
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This is really a thread where bad players post what they think only to get ripped to pieces by good players
DA is bad lul. it iz elite and aegis isnt!
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Jan 31, 2008, 07:45 AM // 07:45
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#69
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Furnace Stoker
Join Date: Feb 2007
Guild: Trinity of the Ascended [ToA] | Ex-Officer [TAM]
Profession: W/
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[skill]dragon slash[/skill]
For the win.
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Jan 31, 2008, 07:15 PM // 19:15
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#70
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Desert Nomad
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My Reasons:
[skill]Headbutt[/skill]
Headbutt may be good for Plague Touchers, but otherwise this Skill is useless, and Skills, only insteresting for Special Builds are shit.
The Skills should be buffed to:
E Cost of 10, Recharge Time reduced to 15s, Damage reduced by 15% and the Skill should give the targeted foe direct the daze condition, while the warrior suffers then on weakness for a duration of 15s. Then this Skill would be worth it, to be an Elite and it would be more interesting for different Skill builds, other then only Touchers
[skill]Quivering Blade[/skill]
This Skill has more disadvantages, than advantages and is only again of most interest for just 1 build...this Skill would be alot better, when it would also disable the skill of the foe, when the attack gets block, which enabled the foe to block your attack, therefore that you suffer on daze ... and for the effect raise adrenaline to 6
[skill]"Charge!"[/skill]
This Skill is for an Elite simple too uninteresting and boring, its just a dumb rush skill and should have beneath its movement increasement also some other effect imo (ranger rush skilsl mostly have also too some other positive side effects, like increasign block chances) Due to the name of this Skill I'd say, Charge should also improve the maximum attack for for the next x-x attacks by some amount of additional damage, like +5-15 additinal damage or so, anythign that makes this skill a bit more interestign for general usage, other then only rushing
[skill]Shove[/skill]
Lose all adrenaline, get skills disabled and a silly too long rechange of 20s, just only for a knockdown and some damage oO ? ya sure, skill needs a buff:
reduce recharge tiem to 15s and get rid of the skill disable, just loose only all adrenaline and maybe have 20 lesser armor, while usign this skill
[skill]"Coward!"[/skill]
too high adrenaline costs to really stop someone from fleeing consecutively and efficiently... either reduce the adrenaline cost to 2 and give the skill a little recharge time, or let this skill use 5 Energy instead of adrenaline ...
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[skill]Rampage as One[/skill]
This skill has become total senseless as Elite-Skill due to the implementation of the ranger pve-only skill, which has the same effect like rampage, but even gives too to you and you pet a life regeneration...
the skill should get buffed to steay a reasonable elite skill:
reduce energy cost from 25 to 15
[skill]Strike as One[/skill]
The skill is in one way overpowered, in an otherway too weak and uninteresting in the same moment.
The next 5 attacks limit should get taken away, the energy cost should get raised to 25 and the recharge shold get raised to 45s
[skill]Expert's Dexterity[/skill]
A Skill, that totally makes the effect of Expertise total senseless, only for quicker recharge of attack skills..sure >.> the skill needs a buff to become more interesting. +150% more energy cost is way too much..reduce it to +150 to +50%, reduce the recharge faster to max 66%, raise energy cost to 10 and give that skill an additional skill effect of an 5-10% increased rate for critical shots.
[skill]Oath Shot[/skill]
This skill is crap, like all skills, which have good chances for disabling all own skills, when missing >.>, especially when its 50%, when the attribute is not high enough and this skill has a way too high recharge time. this skill needs a serious buff:
reduce skill disable to max 5s, reduce recharge time to 15s, remove this 50% miss shit chance and guve the skill a base chance of say 15% to miss
[skill]Quicksand[/skill]
This Skill is just too weak..enemies should lose 1-3 Energy, when attacking or using a Skill ..just only 1 is so cheap, that it is absolutely no thread and any good player with good e managemant can shit on those spirits, because they aren't dangerous enough to them, also this skill should reduce the movement speed of everyone in its range by 25% and raise earth damage by +5-20 in its near. then this skill would have an perfect effect, that would fit to its name.
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[skill]Boon Signet[/skill]
This signet heals simple way too weak for an elite signet, heal power should be raised from 35 to 75 and should give double DF Bonus ...
[skill]Peace and Harmony[/skill]
this ending crap should get simple removed and the duration of PaH should get reduced from max 90 to max 30 seconds, recharge raise to 20 seconds and this enchant should be come a party enchant, means every ally in earshot should get affected by the energy reg effect, e-reg should get increased to max +2, e cost raise to 15 ...
By this way, would receive the monk a good party buff spell. and oh ya, cast time should get increased to 2seconds
[skill]Healer's Covenant[/skill]
this skill is just senseless, no monk would use such a maintaining enchant, just to reduce his heal power by 1/4th..only for a skill cost reduce of 1-3 points ...
the skill needs a total new effect, change it to:
"While you maintain this enchantment, will have all your spells a double DF Bonus and whenever you use a Spell, you and all your nearby allies will receive a heal of 200-400% of the Energy Cost of the used Spell, but all your spells will cost 20% more Energy, when you use Spells, which are no Enchants.
Raiose the E Cost from 5 to 10 and raise recharge from 5 to 30
[skill]Amity[/skill]
Skills recharge time needs a drastically reduce from 45s to 30s and the endign effect neds to get removed, its a hex and will last either so long its duration is, or as long it doesn't get removed by a hex remove skill, but not by alone, hwne foes get damage, thats silly. duration shoiuld get reduced to 15s max, e cost raise to 10.
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[skill]Cultist's Fervor[/skill]
The sacrificing of this skill is just ridiculous unbalanced. reduce the - Energy from 7 to 5. and each spell casted shoukld sacrifice only 15-5% max HP ... raise the energy cost from 5 to 10
[skill]Lingering Curse[/skill]
way too high energy cost, should get reduced to 15, raise hp sacrifice from 10% to 15% and change effect to target + adjacent foes, raise recharge to 15s
[skill]Order of Apostasy[/skill]
way to high energy cost again, should get also reduced to 15, also the sacrifice should get reduced to 15%-5%...its total shit...when you die, because your allies spiked to much with physical attacks...you have no conmtrol over what your allies die..so die self through this skill has way too high risk
[skill]Order of Undeath[/skill]
same, like at order of apostasy...compare that now only, with a MM with his up to 10 Minions that 10% + 5* 10*2%, when all your mininos attack a target for the full 5 seconds, makes a HP sacrifice of 110% in 5 seconds ..abslutely insane ... the sacrifice for the minion attacks should get reduced to
1% or better 0,5%, this way the sacrifice would get reduced to 60% or 35%
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[skill]Psychic Distraction[/skill]
like said,skills which disable all other skills are imo shit, once u use this skill, the only skill left you can use then for the next whil is psychic ... the needs to be a tweak in the skill effect, like
"all your non domination magic skills get disabled for .." would make much more sense imo
[skill]Illusionary Weapon[/skill]
this skill has too high energy cost and too high recharge time and duration ...
reduce cost to 10,duration to 15s and recharge to 20s and make the skill more interesting by giving it a condition, like foes hit by the illusionary weapon will lose 1-3 energy/hit and the enchanted player will receive this energy.., then has the mesmer a skill, that has some synergy with the inspiration skills
[skill]Energy Drain[/skill]
the skill has simple a too high recharge time, thats why it is a bad skill, because it is not very much better, then the non elite skill version.
RT should get reduced to 15s
[skill]Tease[/skill]
get rid of the "skill ends, when u get hit" crap, or change it to : the hex ends, when your hp decreases to under 50% ...
[skill]Signet of Midnight[/skill]
only the touched foe should get blinded..and to make this skill more interesting, should receive the targeted foe for the nex 1-5 enemy attacks/spells double dark damage, so this signet becomes more interesting for necromancers
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[skill]Energy Boon[/skill]
ged rit of the exhaustion >.> wherefore get 20 energy, when I automatically reduce the gain then by reducing my max energy by 5 for the next 5 seconds oO as said, just remove exhaustion and maybe raise the cast time to 2s
[skill]Ether Prism[/skill]
this skill costs simple too much, reduce skill cost to 15, or keep the energy cost, be buff the skill, by letting it give also energy to adjacent to nearby allies, when you use it ... then the effect would also fit better to the skill name
[skill]Ether Prodigy[/skill]
is the silly after effect, which makes this skill very bad, that you lose HP ,when this skill ends ..this skill can nearly kill you by half, when you are an Elementalist with over 100 Energy >.< The health damage should count for every second the enchant was active.. instead for every energy point you have -.- this way the damage woukld be max 90...instead of over 300 for 100+ Energy Eles >.>
[skill]Ether Renewal[/skill]
the duration of this spell is way too short, say what you want, but 7 seconds is a joke, for 30 seconds of recharge then... raise the duration to 15s and cats tiem to 2s
[skill]Mist Form[/skill]
players should be able to attack, by attacks should be then water "ice" elemental and the damage power should be only half ...
[skill]Second Wind[/skill]
this skill needs just an other better effect. This Skill should be imo an Enchant, which instantly casts the next casted spell on a foe or an ally twice, but only with single effect of exhaustion, therefore the double casted spell will have then doubke the recharge time after the cast, as usual.
remove the exhaustion from this skill and raise its recharge time from 5 to 30 and rename the skill from Second Wind to "Dual Cast" and raise e cost from 5 to 15
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[skill]Aura of Displacement[/skill]
[skill]Shadow Meld[/skill]
Those 2 SKills are just too boring for elite skills, those 2 skills should be imo no maintaining enchants, just normal enchants with day durations of 10 seconds and recharge times of 15 seconds ...
While Aura of Displacement is active, the sin should receive a 50% chance to block physical attacks. And Shadow Meld should imo heal the assasin, when the enchant ends
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[skill]Xinrae's Weapon[/skill]
imo too high energy cost this skill to be useful. should be 15, reduce disable time to 10s, raise ruation to 15s.
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[skill]"Incoming!"[/skill]
simple way too weak this skill, either raise the duration, or reduce its recharge time... raise either duration to max 7 seconds, or reduce recharge to 10s, or the middle, raise duration to 5s, reduce recharge to 15s, imo best solution
[skill]Defensive Anthem[/skill]
this skill ends, when party member attacks crap should get removed, to high energy cost - reduce to 10e
[skill]"It's Just A Flesh Wound."[/skill]
total crap skill, which idiot please will give hisself a deep wound to heal someone else from an condition -.-
changwe the skil effect to:
If you suffer on a deep wound, then you will receive +20-40 armor against physical hits for the next 5-10 seconds, when this shout ends, your deep wound will get healed
[skill]"The Power Is Yours!"[/skill]
This skill is just retarded and total cheap...suffer on -10 energy degeneration, just to heal all others for dumb 1-8 energy ? ya sure, how dumb must someone be to use this shit skill ??
Change the skill effect to:
"When you use this shout, the paragon will sacrifice half his energy. for every energy point sacrificed by this skill, all allies in earshiot will receive 1-2 Energy Points"
and reduce recharge to 15s ...
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That way imo would be all those Elites worth to be called elite skills, and will become more interesting, maybe even interestign enough to change a bit the meta game ...
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Jan 31, 2008, 07:23 PM // 19:23
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#71
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Grotto Attendant
Join Date: Dec 2005
Location: Beyond the Forest of Doom, past the Cavern of Agony... on Kitten & Puppy Island
Guild: Soul of Melandru [sOm]
Profession: W/E
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Quote:
Originally Posted by Phoenix Tears
some waffling
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The fact you suggested a buff to RaO shows you really have no idea what you're talking about.
Just drop it.
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Jan 31, 2008, 07:58 PM // 19:58
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#72
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Krytan Explorer
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Quote:
Originally Posted by Phoenix Tears
My Reasons:
[skill]Shove[/skill]
Lose all adrenaline, get skills disabled and a silly too long rechange of 20s, just only for a knockdown and some damage oO ? ya sure, skill needs a buff:
reduce recharge tiem to 15s and get rid of the skill disable, just loose only all adrenaline and maybe have 20 lesser armor, while usign this skill
[skill]Rampage as One[/skill]
This skill has become total senseless as Elite-Skill due to the implementation of the ranger pve-only skill, which has the same effect like rampage, but even gives too to you and you pet a life regeneration...
the skill should get buffed to steay a reasonable elite skill:
reduce energy cost from 25 to 15
[skill]Oath Shot[/skill]
This skill is crap, like all skills, which have good chances for disabling all own skills, when missing >.>, especially when its 50%, when the attribute is not high enough and this skill has a way too high recharge time. this skill needs a serious buff:
reduce skill disable to max 5s, reduce recharge time to 15s, remove this 50% miss shit chance and guve the skill a base chance of say 15% to miss
[skill]Psychic Distraction[/skill]
like said,skills which disable all other skills are imo shit, once u use this skill, the only skill left you can use then for the next whil is psychic ... the needs to be a tweak in the skill effect, like
"all your non domination magic skills get disabled for .." would make much more sense imo
[skill]Energy Drain[/skill]
the skill has simple a too high recharge time, thats why it is a bad skill, because it is not very much better, then the non elite skill version.
RT should get reduced to 15s
[skill]Signet of Midnight[/skill]
only the touched foe should get blinded..and to make this skill more interesting, should receive the targeted foe for the nex 1-5 enemy attacks/spells double dark damage, so this signet becomes more interesting for necromancers
[skill]Aura of Displacement[/skill]
[skill]Shadow Meld[/skill]
Those 2 SKills are just too boring for elite skills, those 2 skills should be imo no maintaining enchants, just normal enchants with day durations of 10 seconds and recharge times of 15 seconds ...
While Aura of Displacement is active, the sin should receive a 50% chance to block physical attacks. And Shadow Meld should imo heal the assasin, when the enchant ends
[skill]Defensive Anthem[/skill]
this skill ends, when party member attacks crap should get removed, to high energy cost - reduce to 10e
[skill]"It's Just A Flesh Wound."[/skill]
total crap skill, which idiot please will give hisself a deep wound to heal someone else from an condition -.-
changwe the skil effect to:
If you suffer on a deep wound, then you will receive +20-40 armor against physical hits for the next 5-10 seconds, when this shout ends, your deep wound will get healed
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I'm guessing you don't PvP much. These skills are nasty in PvP.
Shove was first used with sins as a gateway to Falling Spider. Currently though, its used in a TA smite spike and farms uncoordinated teams.
Rampage As One is weaker than Never Rampage Alone, but thats because the AI doesn't care about the skill balance of PvE only skills. In PvP, Rampage as One is very deadly and backbones the thumper and non-RA Pack Hunter builds. You still see people running thumper builds in HA as well.
Oath Shot is a trappers skill. But if they ever decided to buff Oath Shot, they would have to make Lightning Reflexes and Whirling Defenses unplayable.
Psychic Distraction is the fastest recharge of a mesmer interrupt and it can interrupt anything with a cast time, AND it disables it for X seconds. This skill is very key in PvP for quick interrupts to stop the opposing teams game breaking plays.
Aura of Displacement is still very strong, however sins opt for Shadow Prison for the free snare, or they spike you with the DD+Asp combo.
Shadow Meld is used in HB. I don't really follow HB alot, so maybe someone who does can tell you why its the fotm build atm.
Defensive Anthem is one of the 2 skills that make blockway. Run this with your Aegis Chains and other methods of block. Oh yeah, its a chant so it can't be removed by your opponent's skills.
"Just a Flesh Wound!!" removes all conditions from another ally and gives you deep wound. Sure, it sucks if you solo farm, but in a team build, its RC without the healing. The fact that it can't be interrupted, has a quick 1 sec recharge, and is virtually free for a paragon to use makes it strong enough where it doesn't need a buff.
Now about this skill:
Quote:
[skill]"Incoming!"[/skill]
simple way too weak this skill, either raise the duration, or reduce its recharge time... raise either duration to max 7 seconds, or reduce recharge to 10s, or the middle, raise duration to 5s, reduce recharge to 15s, imo best solution
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"Incoming!" is always going to be too strong or too weak. In its original form, it was too strong for PvP. Now, its too weak for anything. This skill went thru 2-3 nerfs before ending up where it is today.
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Jan 31, 2008, 10:38 PM // 22:38
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#73
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Frost Gate Guardian
Join Date: Aug 2006
Location: Portugal - Porto
Profession: W/
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Quote:
Originally Posted by RhanoctJocosa
Phoenix Tears:
[skill]Aura of Displacement[/skill]- GOOD
[skill]Shadow Meld[/skill]- used in hb, still a pretty bad skill.
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Ehm.. No comment? x)
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Jan 31, 2008, 10:48 PM // 22:48
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#74
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Hell's Protector
Join Date: Jul 2005
Guild: The Eyes of Texas [BEVO]
Profession: D/A
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Quote:
Originally Posted by Mickey
Yes! I'm on a roll! (Pun)
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Grrr....
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Jan 31, 2008, 10:50 PM // 22:50
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#75
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Forge Runner
Join Date: Aug 2006
Location: Canada bro.
Profession: A/D
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Quote:
Originally Posted by Phoenix Tears
That way imo would be all those Elites worth to be called elite skills, and will become more interesting, maybe even interestign enough to change a bit the meta game ...
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Your the worst tro--- wait wheres the RIckRoll? The Mudkipz, The Falcon Paunch,chuck norris jokes,gannon-banned,shoop da woop.
your not trolling are you?
Nothing makes sense anymore, Up is Down, and Down is Purple.....
Quote:
[skill]Rampage as One[/skill]
This skill has become total senseless as Elite-Skill due to the implementation of the ranger pve-only skill, which has the same effect like rampage, but even gives too to you and you pet a life regeneration...
the skill should get buffed to steay a reasonable elite skill:
reduce energy cost from 25 to 15
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Im Using Palm Strike!
RaO is a Thumper thing, you know the Rangers with Hammers?
Also the 25 energy cost is not much with expertise, have you ever used RaO
Quote:
[skill]Aura of Displacement[/skill]
[skill]Shadow meld[/skill]
Those 2 SKills are just too boring for elite skills, those 2 skills should be imo no maintaining enchants, just normal enchants with day durations of 10 seconds and recharge times of 15 seconds ...
While Aura of Displacement is active, the sin should receive a 50% chance to block physical attacks. And Shadow Meld should imo heal the assasin, when the enchant ends
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This skills excel at movement control, there fine.
Also I'd consider your suggestion to be a nerf.
__________
Good:
"Charge", Number 1 reason to take Devona in pve
"Your All Alone"
Glass Arrows
Spiteful Spirit
Spoil Victor
Divert Hexes
Healer's Boon
Signet of Illusions
Ineptitude
Beguiling Haze
Moebius Strike
Avatar of Melandru
Avatar of Lyssa
Dragon Slash
Eviscerate
Headbutt
Vengeful Was Khanhei
Bad:
Wastrel's Collapse
Peace and Harmony
Amity
Keystone Signet
Primal Rage
Healer's Covenant
Last edited by ensoriki; Jan 31, 2008 at 10:52 PM // 22:52..
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Jan 31, 2008, 10:56 PM // 22:56
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#76
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Jungle Guide
Join Date: Jul 2006
Profession: Mo/
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Rhanoct, I'm guessing you don't pvp much at all.
Because.. most of those skills work very well in pvp.
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Jan 31, 2008, 10:59 PM // 22:59
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#77
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Zookeeper
Join Date: Jul 2005
Location: Australian Discussion Posse HQ - Glorious leader
Guild: ҉ ̵̡̢̢̛̛̛̖̗̘̙̜̝̞̟&#
Profession: N/E
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If they buffed RaO, I quit.
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Feb 01, 2008, 03:47 AM // 03:47
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#78
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Forge Runner
Join Date: Feb 2007
Location: Melbourne, Australia
Guild: None
Profession: W/
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I bet Phoenix Tears also thinks obsidian tanking is awesome and the only way to beat DoA (along with fail bear)
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Feb 01, 2008, 05:06 AM // 05:06
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#79
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Krytan Explorer
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Quote:
Originally Posted by MagmaRed
Wow..... just wow. You need to learn why and how skills are used. Sometimes a skill is used as a secondary, and sometimes a skill is used for a specific purpose. For example: Ether Prodigy may see little to no use in PvE, but watch some GvG and see how many E/Mo players use it for flag running Heal Party spamming. Headbutt and Shove are skills, and cannot be blocked. Plague Touch Daze and knockdowns are extremely useful. Stop making yourself look stupid, and learn how the game works. All of the skills I left in your quote are skills that can be good, or are GREAT.
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I wouldn't say Ether Prodigy sees alot of GvG play these days. Its not because the skill sucks though.
1) That extra 1 damage adds up and leaves your ele spikable.
2) Eles didn't have the amount of good elites in the Prophecies era as they have now in the game. Run air, bsurge, run water, either Shatterstone or Icy Shackles, run Fire, Searing Flames or Savannah Heat, run Earth... ok no one runs earth primarily anymore, its usually splashed in for the wards.
Heabutt is a bit bad though. Its overcosted and you pretty dedicate yourself to W/N to utilize it efficiently. It should definately be 10e because your sticking your target with Daze is not really guaranteed. And while it has one of the longest Daze available, you waste alot of it sending it to your target. In the end, if you want to add Daze on your war, your better off with Skull Crack.
That said, the only skill I don't like is Defy Pain. It has nothing to do with the skill really but the fact 1 in 5 warriors actually think they will pwn everyone in RA/TA with this skill makes me hate its existence. And no, I haven't seen one win a match yet.
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Feb 01, 2008, 06:53 AM // 06:53
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#80
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Forge Runner
Join Date: Sep 2007
Guild: Trinity of the Ascended [ToA]
Profession: A/
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Really? Nobody cared to mention [skill]Shadow Form[/skill] on either list? Best farming skill I've ever used, close to if not the worst Assassin elite for normal applications.
[skill]Defensive Anthem[/skill] is a wonderful skill. It's particularly great in my experience in PvE, especially running caster heavy teams.
I'd like to see [skill]Mist Form[/skill] be more productive... if, like Shadow Form, attacks simply didn't hit or at least didn't still produce their effects - knockdown, conditions, interrupts, etc. - this could be a good skill.
[skill]Weapon of Remedy[/skill] = teh good.
I hate to just mention a bunch of Assassin skills, and I'm really trying to minimize it, but as a primary Sin I can't help it... so here's a few more.
[skill]Shadow Prison[/skill]: WAY overused, and used by so many noobs that have no clue what they're doing... I love to see an SP Sin pop up and fail the first attack due to blocking and then just die. In my opinion, most scenarios can make a non-elite snare work juuuuuust fine.
I've recently fallen in love with [skill]Shattering Assault[/skill] too. Great skill for nearly any area of the game.
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