Dec 29, 2005, 06:19 PM // 18:19
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#1
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Banned
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There should be cross-class skills.
there should be skills available depending on your two professions that give you a bit of both worlds
say you were an E/N.
you should be able to use skills like putrid explosion but it would be fire damage, or spiteful spite but it's light damage
i think this would add a lot more possibilities to the ways we build our characters. thx
note* these skills would be the most powerful, my example of the firey putrid explosion could be, 100 dmg + 3 seconds on fire, or 150 dmg, but these skills would be enhanced by both profession attributes, firey explosion would be fire and death. with no attributes in these fields, they'd still blow :]
Last edited by Captain Arne Is PRO; Dec 29, 2005 at 06:33 PM // 18:33..
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Dec 29, 2005, 08:30 PM // 20:30
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#2
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Krytan Explorer
Join Date: Jun 2005
Profession: R/
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As much as I like this idea, it will be very hard to design it since we already have so many skills in the game.
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Dec 29, 2005, 08:38 PM // 20:38
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#3
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Underworld Spelunker
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Quote:
Originally Posted by Captain Arne Is PRO
with no attributes in these fields, they'd still blow :]
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/not only no but hell no
that would be the same as adding attribute points to the game by making them unnecessary for these extras
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Dec 30, 2005, 03:50 AM // 03:50
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#4
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Banned
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i didnt quite get what you meant..
by adding cross class skills there would be more then the pyromancer, geomancer, and whatnot, there'd be deathpyros and whatnot..
and these skills would be like all other skills, with 0 in their attribute trees, they'd suck.
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Dec 30, 2005, 05:05 AM // 05:05
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#5
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Grotto Attendant
Join Date: May 2005
Location: in the midline
Profession: E/Mo
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NO because I remember when they had skill charms we had craploads of fun but it was way overpowered.
You could basically get any skill in beta with the skill charm necklaces and skill rings...
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Dec 30, 2005, 03:25 PM // 15:25
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#6
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Academy Page
Join Date: Oct 2005
Profession: E/Me
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No, I don't think that cross-class skills should be the most powerful, or that having a different class mean different effects on skills. Cross-class skills should be skills that would be of use to that particular class type, but not particularly more powerful. They would be more 'tailored', so their uses are more practical for that combination.
Plus, each attribute would effect one part, not both effect one. The key would be to make the skill work at low/marginal efficiency if the build doesn't call for those two attributes to be high in the first place.
For example,
Firey Dragon Blow : Sword Attack. If this attack hits, you strike for an additional 5...12 (Swordsmanship) fire damage and you set the target on fire for 1...3 (Fire Magic)seconds.
10 energy | 15 second recharge
Okay, at zero Swordsmanship but with twelve Fire Magic you have a melee range immolate that requires you to wield a sword. Nah.
At zero Fire Magic but with twelve Swordsmanship you deal 12 + 14 damage for a staggaring total of 26 damage. If you wanted to, you could use Pure Strike and have not only shorter recharge, but more energy to boot.
However, if you were, for example, playing a Conjure Fire warrior, this would deal twelve damage and an additional forty two over time. Quite palatable,to say the least
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Dec 30, 2005, 03:43 PM // 15:43
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#7
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Master of Beasts
Join Date: Mar 2005
Location: Ottawa, Canada
Guild: Servants of Fortuna [SoF]
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There are only a few possible scenarios from this:
1) The skills suck and nobody uses them (watse of time)
2) The skills are great, so everybody uses them (After all, if the synergy is good it'll be the most efficient.)
3) They are about the same as existing skills, so why bother with having to invest points in two attributes to get a useful skill?
I can't see this helping. Cute idea, but I think it won't work.
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Dec 30, 2005, 03:54 PM // 15:54
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#8
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Krytan Explorer
Join Date: Jul 2005
Guild: [FDG]-Fudge
Profession: Mo/Me
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That is too much of a pain in the a$$ to implement and may backfire on you.
For instance, say putrid normally does a full 100 damage being a necro spell. Now as an Ele/necro it does 100 fire damage. If a creature has some elemental protection (as most do), it is now only doing 60 damage! Keeping it as a pure necro skill will allow for the most damage, and keep the game simple.
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