Sep 10, 2008, 01:49 PM // 13:49
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#21
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Jungle Guide
Join Date: May 2007
Guild: Nice But Deadly[nice]
Profession: N/
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I think we should limit discussion to the skill moloch posted.
About Palm strike, maybe if it did KD if the target was below a certain % of health or if they were moving(like an assassin [bulls strike]). I kind of like the idea of reducing the recharge a little,but if you look at the recharges of many of the dual attacks, many are at least 8 seconds. Death blossom is an oddity at 2, and critical strike is the next fastest at 6, and twisting and HotO are 15 and 12.
One use for palm strike is that after using [shadow walk] you have an attack, then you jump straight into twisting fangs or some such.
It's an attack that lets you set up a quick spike, like instead of steady pressure([gold fox strike][wild strike][death blossom] repeatedly), or trying to do a KD chain, you can take it and a couple more attack skills and attack something else quickly, picture 2 assassins with [palm strike], [twisting fangs], and [critical strike] or [death blossom] and another lead skip like [Black spider Strike] or [Gold Phoenix Strike], one does it's twisting combo, the other it's other attack, then they reverse on a target they port to. assisted by the third melee or midliners, they'd get kills, question is would they get them before they died...
It's kind of like what Brawling headbut>steelfang does in pve, maybe it's just me but after I headbutt something the next attack comes very quickly(especially in an ias stance), then I can steelfang something before it gets up and re-charge the chain. I've also been having a bit of fun with [rage of the ntouka], dismember and agonizing chop, with flail and rush and lions comfort available constantly, palm strike is a skill that facilitates quick unloads and target swaps
Edit: and BTW [healing hands] will make NPCs in fort aspenwood or AB damn near invincible...
Last edited by Hugh Manatee; Sep 10, 2008 at 01:52 PM // 13:52..
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Sep 10, 2008, 01:51 PM // 13:51
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#22
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Forge Runner
Join Date: Mar 2006
Location: Malta
Guild: [CuTe]
Profession: E/
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Quote:
Originally Posted by Wetader
I'm not a ranger by profession, but while checking wiki I found 2 skills that are oddly placed.
Quick Shot (ELITE)- shoots an arrow twice as fast. Cost 5 energy, 1 sec activation and 1 sec recharge.
Called Shot- shoots an arrow three times faster and can't be blocked. Cost 5 energy, no activation time, 3 sec recharge.
I think the normal skill is much over powered than the elite except for 3 sec recharge. Do you guys think this is right?
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Thread Win O.O^^
What if: Quick Shot (ELITE) - You Shoot an Arrow three times as fast, this attack cannot be blocked. If it misses you gain 1..7 energy. 1 Sec activation time, 3 sec recharge.
Possible improvement? Ideas?
- Ganni
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Sep 10, 2008, 02:01 PM // 14:01
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#23
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Krytan Explorer
Join Date: Jul 2006
Location: Växjö, Sweden
Guild: Stop Stealing [agro]
Profession: Mo/
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quick shot got activation time... still useless though :P
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Sep 10, 2008, 02:59 PM // 14:59
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#24
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Jungle Guide
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just make it shoot 2/3 arrows that move twice as fast and you're set
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Sep 10, 2008, 03:27 PM // 15:27
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#25
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Better Than Arkantos
Join Date: Apr 2007
Location: ONOES I iz playing WoW
Guild: The Order of Dii [Dii] - officer
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Quote:
Originally Posted by Wetader
I'm not a ranger by profession, but while checking wiki I found 2 skills that are oddly placed.
Quick Shot (ELITE)- shoots an arrow twice as fast. Cost 5 energy, 1 sec activation and 1 sec recharge.
Called Shot- shoots an arrow three times faster and can't be blocked. Cost 5 energy, no activation time, 3 sec recharge.
I think the normal skill is much over powered than the elite except for 3 sec recharge. Do you guys think this is right?
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The reason that [Quick Shot] is elite is because it has an activation time. With ranger skills that don't have activation time (e.g. [Called Shot]) the skill activates the next time you would normally fire an arrow. Depending on your weapon speed, that could be anywhere from 2 to 2.7 seconds, longer if you've got [Faintheartedness] or some other curse on you. Skills that have an activation time aren't dependent on weapon speed and can be fired on recharge at the stated speed. Therefore, Quick Shot will get more arrows out more quickly than Called Shot. That being said, I've always had trouble finding a build to use it well in.
As for [Palm Strike], it's already been pointed out that it's an unblockable, armor-ignoring damage that sets you up for a dual attack. You could run a build something like this:
[build prof=a crit=12+1+1 dagger=12+1+2][palm strike][horns of the ox][falling spider][blades of steel][critical eye][critical agility][critical defenses][optional][/build]
Not saying that's a great build but it's a start. Direct, unblockable attack that counts as an offhand, KD, poison, and then a 2x +60 dual attack.
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Sep 10, 2008, 03:38 PM // 15:38
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#26
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Emo Goth Italics
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I... think we should start making things die to create more balance before the random buffs come in. PvE-only would be good for me, though.
I'd like to see this skill with this description.
Palm Strike - 5E 0 Cast 30 Recharge - Dagger Mastery
Elite Skill. For 5... 30 seconds, after a normal attack you can use a Dual Attack. If you are not empowered by an Assassin enchantment, this skill ends.
Not sure how it'll turn out, but meh.
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Sep 10, 2008, 04:03 PM // 16:03
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#27
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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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In Assassins combos, the real damage is in the Dual Strikes, while the other are susualy more for conditions than for damage.
This skills instatly allows you to go for a Dual Attack. It's not so bad.
But since it's a 'palm' strike, it could knock(push) down enemies under a certain condition. Probably having an effect that increases armor.
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Sep 10, 2008, 08:05 PM // 20:05
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#28
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Krytan Explorer
Join Date: Mar 2008
Guild: Order Of The Abominations [OoTA]
Profession: N/
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Quote:
Originally Posted by N1ghtstalker
[quicksand]
anyone got a use for this?
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i love that skill helps with my 600 dungeon running =P
Last edited by januscht; Sep 10, 2008 at 08:07 PM // 20:07..
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Sep 10, 2008, 08:31 PM // 20:31
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#29
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Krytan Explorer
Join Date: Jul 2008
Guild: The Rejected Sins [SOF]
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Imo. Should just be the same as before, but with a KD if target foe is not adjacent too any ally's.
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Sep 10, 2008, 08:42 PM // 20:42
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#30
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Desert Nomad
Join Date: Nov 2007
Guild: [HAWK]
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Quote:
Originally Posted by Tyla
I... think we should start making things die to create more balance before the random buffs come in. PvE-only would be good for me, though.
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killing skills is what helped kill the game. more usable skills=harder to balance, but more bar freedom and diversity, meaning more creativity and fun for everyone. less skills are of course easier to balance, but make the game stale and predictable, and worse, clonewars.
on topic:
I would love to see some work done to fix skills like the ones you wanna talk about Moloch. It'd be a shame to lose the "touch" part of "palm strike" though :/.. what about something with cracked armor? like target foe takes X damage and suffers cracked armor and is knocked down, but it has to follow a dual or something.
it'd even be cool if it were like a "dual" palm strike, replacing a dual attack, like, you touch the target foe twice for X damage (like Ursan :P), the first strike causes cracked armor, the second causes deep wound (deep wound on top for balance issues) and it counts as a dual attack
then you'd kinda have an elite Twisting Fangs, which i think would be really sweet. (except unblockable and obviously elite)
Last edited by Magikarp; Sep 10, 2008 at 08:47 PM // 20:47..
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Sep 10, 2008, 08:57 PM // 20:57
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#31
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Emo Goth Italics
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I mean things that should die. In order to balance you should to tone a few things down before you actually look at things that want buffs. If you have more skills, don't forget that it would eventually lead to build wars too.
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Sep 10, 2008, 09:28 PM // 21:28
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#32
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Desert Nomad
Join Date: Nov 2007
Guild: [HAWK]
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Quote:
Originally Posted by Tyla
I mean things that should die. In order to balance you should to tone a few things down before you actually look at things that want buffs. If you have more skills, don't forget that it would eventually lead to build wars too.
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dont get me wrong, i agree that problem skills obviously need to be put in control, but smiters booning skills isnt a solution so much as it is a cop-out. Also, im still not sure how a larger skill pool will lead to more buildwars compared to the current roster of skills. this is a skill based game, with a small amount of skills usable on the field, so of course you'll see duplicated skill bars and pvx clones, but the more skills at least means the more of those, and the less of the mirror matches we've had for the last 2 years.
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Sep 11, 2008, 05:37 AM // 05:37
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#33
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Furnace Stoker
Join Date: Nov 2005
Guild: [CRFH]
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Quote:
Originally Posted by MithranArkanere
In Assassins combos, the real damage is in the Dual Strikes, while the other are susualy more for conditions than for damage.
This skills instatly allows you to go for a Dual Attack. It's not so bad.
But since it's a 'palm' strike, it could knock(push) down enemies under a certain condition. Probably having an effect that increases armor.
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Except, as was pointed out, it's competing with [Golden Phoenix Strike], which is non-elite and has an easy condition to meet.
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Sep 11, 2008, 07:01 AM // 07:01
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#34
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Forge Runner
Join Date: Dec 2007
Profession: E/
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[quick shot] needs to be quicker (activation time)
simple
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