Feb 15, 2007, 10:55 PM // 22:55
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#2
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Desert Nomad
Join Date: Jul 2006
Location: in sardelac getting yelled at.
Guild: Angels of Strife[Aoc]
Profession: E/
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yes currently the only use for the cry that i know of now is a boost in armor...... but other than that yea useless... also yea a bit too little for an elite but truly there are a few skills like that that i have seen but it seems they seem to redeem themselves as you find uses for them. i used to think jagged bones was a useless elite till i used it and found out how good it was.... really i dont no atm but the cry i will agree is a lil useless
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Feb 15, 2007, 11:48 PM // 23:48
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#3
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Forge Runner
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I believe Otyuph's Cry has been posted about, but, since no one uses it, why buff it?
Then I agree for Balthazar's Pendulum.... biggest piece of crap lol unless if you were to purposefully use a skill that knocks you down. Say, Desperation/Drunken blow. Then that skill might do something, but that's like one knockdown you do for every 10 seconds and I don't find smiting monks that concerned with Melee weapons... So very little damage in the end.
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Feb 16, 2007, 12:31 AM // 00:31
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#4
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"I love reading trash!"
Join Date: May 2005
Location: Home Again
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Lists without comments are not considered 'constructive' and do not add to the conversation. This is also not the place to discuss who uses which skill and where.
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Feb 16, 2007, 02:25 AM // 02:25
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#5
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Frost Gate Guardian
Join Date: Jun 2006
Location: The United States
Guild: Boston Guild [BG]
Profession: Mo/Me
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With Otyugh's Cry, I think they should just change the way the skill works. I was thinking that when those animals turn hostile to your enemies, they stick with and follow you around (until you leave the instance of course). I suppose one could set up a limit so rangers wouldn't become minion masters, but I think it would be fun to have a little army of flamingos.
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Feb 16, 2007, 02:52 AM // 02:52
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#6
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Forge Runner
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Quote:
Originally Posted by Alfrond
With Otyugh's Cry, I think they should just change the way the skill works. I was thinking that when those animals turn hostile to your enemies, they stick with and follow you around (until you leave the instance of course). I suppose one could set up a limit so rangers wouldn't become minion masters, but I think it would be fun to have a little army of flamingos.
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Maybe if they follow you for 30-90 seconds seconds with you.
Also, the animals wouldn't be as good as minions because they're always starting at level 5...
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Feb 16, 2007, 03:43 AM // 03:43
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#7
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Banned
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I will be happy to provide more when I have some more free time.
"Can't Touch This!" Completely useless. The next 1... 4 touch skills fail against you? There is hardly a scenario in the game that would justify bringing this over any other skill... at least Otyugh's cry can benefit your pet with armor! This skill is just horrible... unless the next profession is based on Touch Skills... this skill is just complete crap. To fix: Make 1... 3 touch OR melee attack skills fail against you. There, now the skill has some use.
"The Power is Yours!" Wow, for almost 45 total energy, more energy than anything else in the game costs (once you factor in the energy degen), you get to buff all of your teammates with an almost negligible amount of energy every 20 seconds. Name one time this would be more useful than Blood is Power? Or even Blood Ritual? At least those give a lot of energy to one target. Fix? Remove the energy degeneration, increase skill cost to 25 (with 16 tactics and 16 command, you will regain potentially 16 energy from using this skill, so it would cost about 10 energy total to buff your teammates with a tiny bit of energy) and increase recharge to 25+. That way, using the skill wont COMPLETELY destroy your energy supply for 10 seconds. Although The Power is Yours does have some minor use, it is definitely not worth using your elite slot for.
"Incoming!" 3 seconds of damage reduction is NOTHING. This is only useful if abused in large Paragon groups. At least give it a decent duration and a smaller damage reduction. 3 seconds of 50% less damage is... what... 50 less damage or so? Just use a single prot spell :-/ 3 seconds is hardly even long enough to prevent a spike which this skill was made for... not to mention the fact that since this skill only prevents damage, it does nothing against certain spikes like B-spike.
Last edited by Series; Feb 16, 2007 at 03:46 AM // 03:46..
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Feb 16, 2007, 05:43 AM // 05:43
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#8
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Jungle Guide
Join Date: May 2006
Guild: The Seraphim Knights [TSK]
Profession: E/A
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Otyugh's Cry - Now increases your pet's attack speed by 25%
Balthazar's Pendulum - Enchants your entire party. Reduce casting time to 1/4. Reduce duration to 5..10. Increase recharge to 12.
There. Fixed.
As for other skills:
"Incoming!"
5/0/15
For 1..4 seconds, target ally and up to 2 nearby allies take 50% less damage and are immune to life stealing.
"Can't Touch This!"
10/0/20
For 20 seconds, the next time each ally in earshot is the target of a touch skill, that skill fails and is disabled for 5..20 seconds.
"The Power is Yours!"
5/0/8
For 1..8 seconds, target ally gains +3 energy regeneration. For 10 seconds, you suffer from -3 energy degeneration. This skill has half range.
There are more than a few skills that bother me too.
Xinrae's Weapon - Reduce cost to 15, reduce recharge to 15
Power Flux - Increase duration to 20
Stolen Speed - decrease cast time to 1/4, increase spell casting slow/speed up to 75%
Sharded Burden - decrease cost to 10, decrease recharge to 15
Signet of Illusions - Tied to Illusion. Works for the next 1..3 spells cast.
Archer's Signet - Tied to Marksmanship. Casting time reduced to 1. Skill disabling removed.
"I Will Survive!" - Increase regeneration to +1..4, reduce recharge to 20.
Warrior's Cunning - Reduce recharge to 30
Magehunter's Smash - Cannot be blocked
Shove - Not longer causes loss of adreniline
I could go on for quite some time.
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