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Old Jan 15, 2007, 03:06 PM // 15:06   #21
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Any better
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Old Jan 15, 2007, 04:27 PM // 16:27   #22
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Lol, photoshop 4TW! And the yaw moves too...

Also a signet does no activate like a attack, it has a casting time just like a spell.
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Old Jan 15, 2007, 06:55 PM // 18:55   #23
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Added bolo, entangling net, apprehend, doublecross, and suspicion.
Added halt, adjusted recharge times, turnabout, lucky block
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Old Jan 16, 2007, 10:21 AM // 10:21   #24
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Quote:
Rouge Justice-Spell 15e 1c 15r
Foe suffers from one of their recharging hexes. If there are no hexes recharging then this skill is disabled for 20 additional seconds.
Wow I love it, not the name perhaps but the effect is really cool.
Quote:
Doublecross- Elite Spell 15e 15r
Reactivates one deactivated skullduggery skill, and deactivates two other random skills for 5...15 seconds.
I like this too, being eilte you might get away with reativation 2 skull dugery skills.
And I would like to have a skill that does something similar but is not elite, recharges a skulldugery skill and locks one of your own skills.
Like
"Trust me" skill
The next time you use a skill that skill rechargers instantly and one random kill on you is disabled for X seconds.
(if a thief says trust me, he is always lieing)

Also I would again like to emphesise people would go either mostly cudgel or mostly sling, the sling should therefor be just as attractive as the cudgel, right now some of the attacks are pretty high damage making it pretty atractive, but the time is 1 second load + 1-3 seconds release + reaction time.
The speed of the sling is then 2.1 to 4.3 seconds the 3.1 costs energy and the 2.1 costs energy and has a damage penalty, so the sling is pretty slow compared to other ranged weapons, making it look kind of like a hammer of ranged weaons, which is not entirely what I invision a sling to be.

Maybe, because it esentially is a weapon skill but does not have increase in chance to critical(don't need one with skills like Power Sling-Sling Release) you could instead have it increase the speed at wich releases activate.
Or you could just cut all the activation times in half to make sling mastery less hammer like.
Also I don't think a lead ball can knock a foe down, you should have a gut aim instead (and a elite crotch aim )

I think it would be totaly awsome to play a Warden/Paragon with a sling and a spear, and use a dirty set of skull dugery sling and spear skills.
[EDIT] Oh now I see, must have managed to miss all of them looking primerally at slings, Disorderly Conduct is really great too, being drunk in GW is fun, kudo's to you what ever it means.
And I know I can do other stuff while the sling is firering but I only have so many skill slots to put the other stuff in and so much atribute points to spend on the other stuff. But as I can't offer a balanced alternative right now I'll quit b*tching and shut up [/EDIT]

Last edited by System_Crush; Jan 16, 2007 at 05:00 PM // 17:00..
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Old Jan 16, 2007, 03:19 PM // 15:19   #25
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The nice thing about the sling is the fire rate is long but you can do other things while the sling is waiting to be fired. Sling releases start a timer it does not use cast times and you can club, spear, stab people while you are waiting.

The sling in reality takes longer to fire than a bow as you have to build up some force by swinging it.

The knockdown will probably go away now that I added bolo no need to beat a dead horse.
I do have three healing skills unrelenting justice, love of duty, and disorderly conduct.
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Old Jan 16, 2007, 06:54 PM // 18:54   #26
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Yeah, thats a much better diagram, look like Egyptian gods :P

The bolo idea is alot better for knockdowns too, Imagine combining Bolo with Awe.
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Old Jan 16, 2007, 08:45 PM // 20:45   #27
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/signed for a melee/ranged combo.

I think the general idea is pretty neat, especially if not forced to use sling & melee weapons. You could specialize in melee / shield, sling / shield, or melee / sling, depending on your skill choice.
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