Nov 04, 2005, 12:36 PM // 12:36
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#1
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Ascalonian Squire
Join Date: Jul 2005
Guild: Kuh Five
Profession: R/E
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Warrior Elite: Weaponsmastery
Weaponsmastery; Enchantment. (10nrg 2s-cast 1s-aftercast 40s-recharge) For 30 seconds, you gain +(1..10) ranks in each of Swordsmanship, Axe Mastery, Hammer Mastery, and Marksmanship, but has no effect if the attribute is already at 12 or higher. (Attrib: Tactics)
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Nov 04, 2005, 03:34 PM // 15:34
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#2
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Jungle Guide
Join Date: Jul 2005
Location: Kuala Lumpur, Malaysia
Guild: Deimos Tel Arin [CCTV]
Profession: W/
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Warriors do not 'cast' spells.
If you really want this skill, then
My counter suggestion is:
Instead of an enchantment, which can be easily removed.
Make it an elite stance instead, which can only be removed by 'Wild Blow'.
Cheers.
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Nov 04, 2005, 04:43 PM // 16:43
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#3
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Lion's Arch Merchant
Join Date: Aug 2005
Guild: Outlaws Of Ascalon
Profession: Mo/
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marksmanship ehhh i dk seems to me warrior are used mostly for close up dmg, mostly cause of their armor. plus i know ppl who laugh at warriors atking from the back with anything (staff/wand/bow yes i seen them all funny was the magical ones )
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Nov 05, 2005, 04:41 AM // 04:41
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#4
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Ascalonian Squire
Join Date: Jul 2005
Guild: Kuh Five
Profession: R/E
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Quote:
Originally Posted by Tuoba Hturt Eht
Warriors do not 'cast' spells.
If you really want this skill, then
My counter suggestion is:
Instead of an enchantment, which can be easily removed.
Make it an elite stance instead, which can only be removed by 'Wild Blow'.
Cheers.
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I was just throwing something out there. The point is the mechanic.
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Nov 05, 2005, 04:45 AM // 04:45
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#5
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Grotto Attendant
Join Date: Jun 2005
Location: The Clouds
Guild: Scars Meadows [SMS]
Profession: Mo/Me
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I think this would make it to easy to put points into to secondary atrritubtes, or have a strength tactics w/ secondary warrior that still has full attack capacilities of a normal warrior.
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Nov 05, 2005, 04:59 AM // 04:59
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#6
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Banned
Join Date: Oct 2005
Guild: Playboy Entertainment
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are you kidding this would add so much more dmg, overpowered skill, 10 ranks would add to much dmg, maybe do like what the necro skilll +2strength and +2weapon mastery of your choosing
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Nov 05, 2005, 05:19 AM // 05:19
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#7
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Ascalonian Squire
Join Date: Jul 2005
Guild: Kuh Five
Profession: R/E
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Then suggest different values.
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Nov 05, 2005, 05:25 AM // 05:25
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#8
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Banned
Join Date: Oct 2005
Guild: Playboy Entertainment
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i did, do an idea like awaken the blood, +2strength and +2weapon mastery instead of increasing the value you increase the time, because if your gonna be adding +10 skill that'd be adding around 20 dmg
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Nov 05, 2005, 06:19 AM // 06:19
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#9
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Ascalonian Squire
Join Date: Jul 2005
Guild: Kuh Five
Profession: R/E
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Uh, you know you can only attack with one weapon at once right? ;/
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Nov 05, 2005, 07:11 AM // 07:11
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#10
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Academy Page
Join Date: Oct 2005
Location: Some say in my own little world ^^
Guild: SOED
Profession: N/Mo
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This idea has it's points. But derrty brought up the biggest exploit. A person can pump all their points into other attributes, throw on a rune of major swordsmanship or whatever weapon they choose and be able to use a sword just as well (if not better depending on the build) than a person completely focused in the skill. Hannibel has the best idea for this in my opinion since the power increase is not too dramatic. Although instead of adding to strength i'd add to tactics, strength is the warriors primary ability and by using this skill any class could have access to strength by use of this skill. to what end i do not know but the fact that a secondary would have access to a primary only ability may cause balance issues.
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Nov 05, 2005, 07:55 AM // 07:55
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#11
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Forge Runner
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I don't understand why would you need to increase power in all the weapons attributes at the same time???
Do you quick switch between sword, axe, bow, and hammer in 30 seconds and use each one's skills? Well that's a silly reason anyway,
so I really can't work out the point of this skill. As Hannibel stated, it's overpowered too.
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Nov 05, 2005, 08:42 PM // 20:42
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#12
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Ascalonian Squire
Join Date: Jul 2005
Guild: Kuh Five
Profession: R/E
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Yah cuz as we all know, a skill idea must be perfectly balanced or it is useless. And currently all skills are balanced. Cough cough blackout... cough cough.
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Nov 06, 2005, 02:51 AM // 02:51
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#13
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Krytan Explorer
Join Date: Aug 2005
Location: nowhere!!!
Profession: N/Mo
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I agree with hanibel's ideas. They seem a little smarter and better balanced.
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Nov 06, 2005, 03:03 AM // 03:03
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#14
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Desert Nomad
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Quote:
Originally Posted by King Symeon
I don't understand why would you need to increase power in all the weapons attributes at the same time???
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So you can use it with any weapon attribute, instead of having three or four versions of the same skill?
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