Sep 06, 2010, 10:47 AM // 10:47
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#261
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Tea Powered
Join Date: May 2008
Location: UK
Profession: N/
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Quote:
Originally Posted by reaper with no name
It's only drawback (movement penalty) has no meaning in PvE.
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Unless you take the time to ball up mobs and blow them apart with a series of nukes based on your physical output, you're simply wrong.
Quote:
Originally Posted by saint666
Ele, rit, mes and nec have similar roles in rdps, some with additional roles in support. With the exception of the ele, the other 3 classes are quite comparable and interchangeable in what the can bring to the group, they all have great rdps and support. What the ele lacks in offense it makes it up with ER, which is stepping into the boundaries of the monk.
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Eugh. No.
Simply put, you don't bring those casters primarily for their raw DPS potential (apart from the Necromancer and maybe Rit). The Mesmer's DPS potential is somewhere in the dirt along with the Ele's. The Rit gets spirits to bring it above those two and the Necromancer has minions as well as the option of acting as a strong power amplifier for physical teams.
The casters were not built (apart from perhaps the Ele) for raw damage output as that role was already taken by the Warrior.
The roles in support each caster has are different, certainly for the core ones (the Rit is a little different here). The Monk is your defender with healing and protection, the Elementalist is your ranged source of caster damage as well as more general utility, the Necromancer is your debuffer (softer, more passive shutdown) and force multiplier as well as having access to Minions with the Mesmer being your active disruption and harder shutdown.
Ether Renewal is a separate discussion really, but doesn't make the Monk redundant. Problems the Elementalist has are also a separate discussion.
This is the last time I'm going to pursue that strawman.
Quote:
Originally Posted by saint666
Enchantment nukes can become very powerful actually. Having caster dps could be quite good for the dervish since working in the realm of the caster would allow more room for different abilities and open up more roles rather than the limited variation of martial classes that has already been saturated.
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Caster damage is generally poor and the role already filled to saturation. Pushing for this turns the Dervish into a caster and won't open new roles, simply introduce a new viable-ish build that does what the Elementalist can already easily do. It won't improve anything.
Quote:
Originally Posted by saint666
But really you don't even have to do that if you can lower the damage output of warriors and assassins, maybe rangers too with scythes to dervish levels, you wouldn't even need any changes for the dervish, they'd be fine as they are.
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I suggested nerfing three skills that allow Warriors and Assassins to strongly use a Scythe. You attacked these suggestions quite vehemently and this is the root of this rather pained discussion. Perhaps you would like to make your own suggestions based on this more sensible premise.
I am not fully convinced Warriors outdamage Dervs when using a scythe but I'm certain Rangers don't. I can't even see how this could be the case.
Quote:
Originally Posted by saint666
The optimal dervish build is based on ZV which only requires wind prayers and scythe mastery to run, it has nothing to do with Mysticism...
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Did you read any of what I said there?
And the only time I have any issues running ZV is if there's an abnormally large number or some very powerful strips and I get a bit unlucky.
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Quote:
Originally Posted by saint666
The damage the dervish can generate is not terrible consider the dervish in effect is only able to use one skill tree effectively. The full potential might be too much, you might be right that it might be safer for the meta keeping the dervish the same while bringing warriors and assassins closer to it's level with scythes. Since the dervish isn't actually underpowered, any changes might break it. The real problem is other classes making the dervish look weak in comparison.
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Then what the RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO are we arguing about here?!
If you agree that the dervish isn't underpowered, simply that the other physicals are too strong then your initial comment to me was either utterly retarded or you've changed opinions right around without admitting it directly.
Quote:
Originally Posted by saint666
Buff the dervish at the expense of warriors and assassins really?
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Sep 06, 2010, 12:18 PM // 12:18
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#262
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Frost Gate Guardian
Join Date: Aug 2010
Profession: D/Mo
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Quote:
Originally Posted by saint666
Enchantment nukes can become very powerful actually. Having caster dps could be quite good for the dervish since working in the realm of the caster would allow more room for different abilities and open up more roles rather than the limited variation of martial classes that has already been saturated.
<...>
Ele, rit, mes and nec have similar roles in rdps, some with additional roles in support. With the exception of the ele, the other 3 classes are quite comparable and interchangeable in what the can bring to the group, they all have great rdps and support. What the ele lacks in offense it makes it up with ER, which is stepping into the boundaries of the monk.
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I believe that the Dervish can be made a viable caster, but not if we insist that it be interchangeable with any given DPS. Watching this conversation, though, I've repeatedly seen the idea the game is DPS and making sure the DPS stays alive. In this sort of thinking, any DPS is roughly interchangeable with any other DPS. This is true if you squint, because a dead monster is dead no matter how it got that way, but suggesting that a Mesmer and Ritualist are interchangeable, even roughly, indicates serious problems in the analysis.
If I counted correctly, nineteen out of eighty-five of the Dervish's skills cause conditions. More than half of these are AoE spells, not scythe attacks. To my knowledge, no other profession out there can bleed, blind, burn, cripple, and weaken all nearby or adjacent enemies in four skills, all the while protecting the caster and dealing minor AoE damage. The Paragon, not coincidentally, comes closest. The Dervish can't cause disease (no one but the Necromancer can), poison, cracked armor, or daze; this last one I do consider to be a real limitation if we were to view the Dervish as a condition caster.
And that's what I'm thinking about. I understand that conditions are often ignored, but, because the Dervish is already able to so easily cause them over such large areas, I believe they deserve another look and are a possible area of expansion for the Dervish as a caster. We could consider expanding the AoE, change some single-target skills into AoE (Signet of Pious Restraint), lengthening the conditions, etc. We'd take another look at Mystic Corruption and the possibility of a native daze. We might eventually be able to stack conditions as easily as a Mesmer stacks hexes.
Just a thought about what kind of caster the Dervish could be, given that it probably won't end up as plain DPS.
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Sep 06, 2010, 08:41 PM // 20:41
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#263
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Frost Gate Guardian
Join Date: Jan 2007
Guild: LOL
Profession: A/
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Quote:
Originally Posted by Xenomortis
Simply put, you don't bring those casters primarily for their raw DPS potential (apart from the Necromancer and maybe Rit). The Mesmer's DPS potential is somewhere in the dirt along with the Ele's. The Rit gets spirits to bring it above those two and the Necromancer has minions as well as the option of acting as a strong power amplifier for physical teams.
The casters were not built (apart from perhaps the Ele) for raw damage output as that role was already taken by the Warrior.
The roles in support each caster has are different, certainly for the core ones (the Rit is a little different here). The Monk is your defender with healing and protection, the Elementalist is your ranged source of caster damage as well as more general utility, the Necromancer is your debuffer (softer, more passive shutdown) and force multiplier as well as having access to Minions with the Mesmer being your active disruption and harder shutdown.
Ether Renewal is a separate discussion really, but doesn't make the Monk redundant. Problems the Elementalist has are also a separate discussion.
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Casters have roles that overlap it is true, it is also true that each have their own uniqueness the way they perform these roles, because with spell abilities you generally can have more variations in performing the same thing. The bare bones roles are these ele, mes, nec-rdps, shutdown - rit, ele, nec, rdps, support, heal, you can break down how they can do each role uniquely but in the end they share overlapping roles, it's because the can perform the same roles their own way as well as having access to multiple roles that they are interchangeable.
Assassins do more damage than warriors, why are warriors still desired? Because what they lack offense they have in defense, they are much more reliable. They can not only dish out a good amount of damage but also take it, assassins can't and are shut down easily. They are doing the same roles but they have unique qualities of their own, the are the archetypal warrior and thief classes, they are interchangeable with each other. When you introduce dervishes, they can neither do as much dps as assassins nor take as much punishment as warriors, don't bring anything that wars/sins don't have already, where does that put them? Try to fit the dervish in between these classes, with exactly the right amount of offense and defense? If too much is done to the dervish you might end up displacing both these classes, if not enough is done nothing will change for the dervish. There is a lot less variation you can have with melee attacks compared with spell abilities, in the end you just end up with the similar attacks with different names. The dervish is GW's "paladin" a frontline support class, most of their skills carry enemy debuffs, buffs, party heals, the problem is that it can't use any of it properly. You're asking why a "paladin" type class isn't as good as a glass cannon as a "thief" type class. You're saying that the problem with the dervish is that it's trying to fill the same role as warrior and assassin which both these classes excel at, but you shoot down the idea of introducing(really just making what is already there work) the caster aspect of the dervish as another way of being viable that is not in direct competition with established classes.
Quote:
Originally Posted by Xenomortis
Caster damage is generally poor and the role already filled to saturation. Pushing for this turns the Dervish into a caster and won't open new roles, simply introduce a new viable-ish build that does what the Elementalist can already easily do. It won't improve anything.
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Some of the best builds are caster builds, they range from dps, to support, to shutdown, to healing. A lot more variation than just dps or tanking that melee has to offer. Dervish with good caster abilities is completely possible it just depends on what anet wants to do. Maybe you're just worried about the dervish displacing caster roles. The dervish is a hybrid melee/caster, there will be a lot more room to carve out a niche for the dervish with access to both realms, rather than just to funnel the dervish into one or the other which is already quite saturated already.
Quote:
Originally Posted by Xenomortis
I suggested nerfing three skills that allow Warriors and Assassins to strongly use a Scythe. You attacked these suggestions quite vehemently and this is the root of this rather pained discussion. Perhaps you would like to make your own suggestions based on this more sensible premise.
I am not fully convinced Warriors outdamage Dervs when using a scythe but I'm certain Rangers don't. I can't even see how this could be the case.
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Warriors can reach about 120 dps with a scythe easily, dervish does about 100 and is a lot squishier. Rangers can spam scythe attacks without ZV, unlike dervishes, which frees their elite for WS, they can also bring pets, which can help them tank as well as generating more dps. My suggestion is leave the other classes as they are, ranger might need a buff though. If anything is done about the scythe use, it should be with how dervish skills interact with them, changing skills of other classes affects how they interact with everything else that didn't need touching at all. Buff the dervish and help them find a niche that is not solely based on melee dps(spell dps, support, debuff), a role that has very little variation to begin with and has already been saturated.
Quote:
Originally Posted by Xenomortis
Did you read any of what I said there?
And the only time I have any issues running ZV is if there's an abnormally large number or some very powerful strips and I get a bit unlucky.
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not all, my point is ZV is the best build dervishes have right now and everyone has access to it and there is nothing in it's primary to make it unique from everyone else using it.
Quote:
Originally Posted by Xenomortis
Then what the RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO are we arguing about here?!
If you agree that the dervish isn't underpowered, simply that the other physicals are too strong then your initial comment to me was either utterly retarded or you've changed opinions right around without admitting it directly.
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I guess you don't have a feel for sarcasm, that's fine. A class with 1 working skill tree is perfectly fine, okay. It's is in fact other classes that are op because they are more powerful than a class with 1 working skill tree. Dervishes are good enough if you just h/h, AI doesn't care how fast or efficient you are, it's only when you start playing with others that they start to expect certain things. Dervishes usefulness isn't going to be based solely on dps as aodhan mentions, which is a good change from the typical frontliner where most of it's value comes from the amount of dps they generate.
Last edited by saint666; Sep 06, 2010 at 11:59 PM // 23:59..
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Sep 07, 2010, 06:35 AM // 06:35
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#264
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Desert Nomad
Join Date: Apr 2009
Guild: FaZ
Profession: D/
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Quote:
Originally Posted by Xenomortis
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Unless you take the time to ball up mobs and blow them apart with a series of nukes based on your physical output, you're simply wrong.
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If the movement penalty of Flail was significant we wouldn't have this thread, or this campaign to buff the dervish. Technically, it's not the assassin that is the main problem, because assassins can't go /W for SY and still use the scythe. It is the warrior that makes the dervish a pointless class. Therefore, if the movement penalty of Flail actually gave the dervish a real advantage over the warrior, then the class would not be considered underpowered to begin with. And don't even get me started on Frenzy...
Quote:
Originally Posted by fr.aodhan
I believe that the Dervish can be made a viable caster, but not if we insist that it be interchangeable with any given DPS. Watching this conversation, though, I've repeatedly seen the idea the game is DPS and making sure the DPS stays alive. In this sort of thinking, any DPS is roughly interchangeable with any other DPS. This is true if you squint, because a dead monster is dead no matter how it got that way, but suggesting that a Mesmer and Ritualist are interchangeable, even roughly, indicates serious problems in the analysis.
If I counted correctly, nineteen out of eighty-five of the Dervish's skills cause conditions. More than half of these are AoE spells, not scythe attacks. To my knowledge, no other profession out there can bleed, blind, burn, cripple, and weaken all nearby or adjacent enemies in four skills, all the while protecting the caster and dealing minor AoE damage. The Paragon, not coincidentally, comes closest. The Dervish can't cause disease (no one but the Necromancer can), poison, cracked armor, or daze; this last one I do consider to be a real limitation if we were to view the Dervish as a condition caster.
And that's what I'm thinking about. I understand that conditions are often ignored, but, because the Dervish is already able to so easily cause them over such large areas, I believe they deserve another look and are a possible area of expansion for the Dervish as a caster. We could consider expanding the AoE, change some single-target skills into AoE (Signet of Pious Restraint), lengthening the conditions, etc. We'd take another look at Mystic Corruption and the possibility of a native daze. We might eventually be able to stack conditions as easily as a Mesmer stacks hexes.
Just a thought about what kind of caster the Dervish could be, given that it probably won't end up as plain DPS.
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As someone on this forum once said, GW, like any other game since the invention of the hit point, is about damage and defense. Everything is a way to achieve one or both of these (yes, even conditions).
First off, some classes can use the dervish's skills better than it can (including condition-inflicting ones). Second, the conditions the dervish can inflict tend to be inferior to other methods of damage or defense. For example, a mesmer with a silencing mod, extend conditions, and technobabble can maintain daze on several monsters indefinitely. No Mystic Corruption necessary. Never mind the ever-present specter of SY, which makes most defensive conditions seem like a waste of time.
Not every dps is interchangeable with every other dps. Ranged dps is fundamentally different from melee dps. Unfortunately, the dervish is limited to melee. That means it has to compete with daggers for single target dps, hundred blades for AoE, and other scythe users for what lies between. The dervish loses in all categories, and that is the fundamental problem.
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Sep 07, 2010, 02:22 PM // 14:22
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#265
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Frost Gate Guardian
Join Date: Aug 2010
Profession: D/Mo
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Quote:
Originally Posted by reaper with no name
First off, some classes can use the dervish's skills better than it can (including condition-inflicting ones). Second, the conditions the dervish can inflict tend to be inferior to other methods of damage or defense. For example, a mesmer with a silencing mod, extend conditions, and technobabble can maintain daze on several monsters indefinitely. No Mystic Corruption necessary. Never mind the ever-present specter of SY, which makes most defensive conditions seem like a waste of time.
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I can only explain a core assumption of mine, that the status quo does not dictate future directions, a finite number of times before I write you off as unable (or unwilling) to understand it. You are describing the way things are now. I am talking about what the Dervish could be as a caster. If you believe it's impossible for the Dervish to be changed so that it would fulfill this role that's fine, but the objection that a Mesmer using a particular mod and PvE skill can fuel one particular condition indicates that you're not talking about the same kind of caster Dervish that I am.
Quote:
Not every dps is interchangeable with every other dps. Ranged dps is fundamentally different from melee dps. Unfortunately, the dervish is limited to melee.
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The Dervish is limited to a particular range, this is true, but it isn't limited to melee. This is especially true when we consider its large number of spells.
Quote:
That means it has to compete with daggers for single target dps, hundred blades for AoE, and other scythe users for what lies between.
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It hasn't been demonstrated that the Dervish must always be a DPS machine. In fact, if you scroll up, you can read that I'm explicitly discussing an alternative. If you believe the alternative is impossible in an update, you'll want to make a more detailed case. To someone else, of course.
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Sep 07, 2010, 06:20 PM // 18:20
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#266
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Krytan Explorer
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Quote:
Originally Posted by fr.aodhan
And that's what I'm thinking about. I understand that conditions are often ignored, but, because the Dervish is already able to so easily cause them over such large areas, I believe they deserve another look and are a possible area of expansion for the Dervish as a caster. We could consider expanding the AoE, change some single-target skills into AoE (Signet of Pious Restraint), lengthening the conditions, etc. We'd take another look at Mystic Corruption and the possibility of a native daze. We might eventually be able to stack conditions as easily as a Mesmer stacks hexes.
Just a thought about what kind of caster the Dervish could be, given that it probably won't end up as plain DPS.
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That's exactly what I've suggested a few pages ago; dervishes don't deal as much damage as a sin or a warrior, but imo neither should they be able to (even with their own weapon). Instead of focusing on bringing the warrior, sin and dervish on the same level (regardless if it's made by nerfing the sin and warrior or by buffing the dervish), but on giving the dervish more options besides dealing damage; infliting conditions (and maybe KD) to all foes around him frequently is imo a good way to achieve that.
Of course that wouldn't change the fact that a dervish is unwanted by hardcore players; but as it has already been discussed multiple times PvE simply requires too few roles to fill for the number of existing classes, if class A is buffed into the FotM class B will therefor be kicked out of the FotM.
Last edited by Desert Rose; Sep 07, 2010 at 06:24 PM // 18:24..
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Sep 08, 2010, 02:45 AM // 02:45
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#267
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Desert Nomad
Join Date: Apr 2009
Guild: FaZ
Profession: D/
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Quote:
Originally Posted by fr.aodhan
I can only explain a core assumption of mine, that the status quo does not dictate future directions, a finite number of times before I write you off as unable (or unwilling) to understand it. You are describing the way things are now. I am talking about what the Dervish could be as a caster. If you believe it's impossible for the Dervish to be changed so that it would fulfill this role that's fine, but the objection that a Mesmer using a particular mod and PvE skill can fuel one particular condition indicates that you're not talking about the same kind of caster Dervish that I am.
The Dervish is limited to a particular range, this is true, but it isn't limited to melee. This is especially true when we consider its large number of spells.
It hasn't been demonstrated that the Dervish must always be a DPS machine. In fact, if you scroll up, you can read that I'm explicitly discussing an alternative. If you believe the alternative is impossible in an update, you'll want to make a more detailed case. To someone else, of course.
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As far as I can tell, your assumption is that a dervish which can spam conditions and cause AoE damage would be useful. I can assure you it would not be, no matter how good it was at spamming conditions, simply because conditions are not powerful enough.
The present builds of the meta are the standard by which other builds are judged. Unless the present builds of the meta are nerfed or become obsolete, they will always remain the standard. Therefore, unless one of those two possibilities occur, any buffs which occur for the dervish that do not compete with the meta will be worthless.
The dervish doesn't have any choice but to be a DPS machine so long as SY makes other forms of dervish defense seem laughable by comparison. The question is, what kind of dps should it provide?
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Oct 08, 2010, 03:13 AM // 03:13
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#268
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Forge Runner
Join Date: Mar 2008
Profession: Me/
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I wonder how closely the dervish will go into ritualist territory with their balled Destructive Was Glaive groups.
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Oct 08, 2010, 03:47 PM // 15:47
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#269
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Frost Gate Guardian
Join Date: Aug 2010
Profession: D/Mo
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When I logged in today, I received a small update. When I mouseover my Mysticism attribute, the popup only shows: "..." All other attributes, including all the attributes of other professions, including their primaries, seem to show their usual descriptions.
Is this usually the case? Am I glitched or are other people seeing this?
Edit: just received another new build. Didn't change the Mysticism description.
Edit Edit: nothing has changed in the functionality. I'm tempted to believe I'm just noticing a long-broken description for the first time.
Last edited by fr.aodhan; Oct 08, 2010 at 04:23 PM // 16:23..
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Oct 08, 2010, 07:04 PM // 19:04
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#270
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Ascalonian Squire
Join Date: Oct 2010
Profession: D/W
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Yeah i got ... for Mysticism when i logged as my dervish today.
No idea why. Hopefully its linked to the dervish buff. Been waiting for it far too long.
But then again it might just be a broken description
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Oct 09, 2010, 09:11 PM // 21:11
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#272
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Forge Runner
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*gasp*
I sense a mysticism change! Why else would it have been changed!?
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Oct 09, 2010, 11:21 PM // 23:21
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#273
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Frost Gate Guardian
Join Date: Jun 2010
Guild: Veritas Invictus
Profession: Me/
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Hopefully it's sign of the dervish update coming, didn't something similer happen with mesmer skill descriptions not to long before their update?
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Oct 11, 2010, 04:38 PM // 16:38
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#274
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Lion's Arch Merchant
Join Date: Jan 2010
Profession: D/
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Quote:
Originally Posted by Lishy
*gasp*
I sense a mysticism change! Why else would it have been changed!?
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Maybe they are humorously admitting to the community that there is no little to no effective difference between Mysticism at 0 and Mysticism at 1-16 .
Last time the Mesmer Fast Casting Primary Attribute was changed then reverted (description-wise) they were about ~3 weeks away from releasing the mesmer update (though they usually give a preview before then, who knows?)
Hopefully they release it before the slew of holiday events bogs down the live teams' update schedules (Halloween + American TG + Wintersday + New Year Celebration).
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Oct 15, 2010, 07:18 PM // 19:18
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#275
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Frost Gate Guardian
Join Date: Aug 2010
Profession: D/Mo
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They messed up the description again. This time, apparently, for a pink dye vendor.
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Oct 16, 2010, 01:57 PM // 13:57
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#276
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Krytan Explorer
Join Date: Nov 2006
Location: PA, USA
Guild: [COPY]
Profession: D/
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Ugh, this update is getting painful to wait for.
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Oct 16, 2010, 09:08 PM // 21:08
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#277
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Furnace Stoker
Join Date: Apr 2006
Guild: Amazon Basin [AB]
Profession: Mo/Me
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I've got a feeling mysticism is going to do something "busted" with dervish enchantments only. The danger of monk enchant spam, especially another monk enchanting the dervish, has held back mysticism and the whole notion of enchant juggling for a long time. Actually got poor Air of Enchantment smiters hit hard too.
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Oct 17, 2010, 01:48 AM // 01:48
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#278
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Academy Page
Join Date: Dec 2006
Profession: N/
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Quote:
Originally Posted by vamp08
Ugh, this update is getting painful to wait for.
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I agree. I wish they would tell us something. With these Mysticism bugs, it's just more of a tease.
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Nov 03, 2010, 04:15 AM // 04:15
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#279
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Pre-Searing Cadet
Join Date: Aug 2008
Location: Seattle
Guild: MVOP
Profession: Rt/Me
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Piggybacking off some ideas here, and adding some based on how I see dervs and what I think is fun about them, and where they could go in the update.
There's a lot of room for straight up damage buffs in both their end-effect enchantments and attack skills. This is because they're not very desirable to other professions. Their end-effect enchantments aren't useful in the backline and their other spells usually have counterparts in other profs. Their attack skills use too much energy--either as 10e ones or fast-recharging 5e ones to be spammed--to be desired by wars, and to a lesser extent sins. They have a fair amount of exclusivity, and like I said, room for buffing.
Here’s an analogy for how I see the different melee classes (apologies to any Sylvari for the choice of analogy): Dervs harvest wheat (single sweeps that take down everything around them); Warriors chop down trees (relentless, pressuring attacks); and Sins uproot weeds. Obviously they aren’t so strict in reality but I think that describes the philosophy behind them.
Enchantment juggling is essential to the derv’s flavor. The problem is you spend your time casting instead of attacking. They should be geared toward fewer but massive attacks that offset and surpass the damage you could have done if you were simply attacking. I'd love for that one scythe hit to assault the target with attack damage and PBAoE, DoT, and conditions from self-stripped enchantments.
In that light, perhaps a Mysticism enchantment could have this functionality: "Your next attack skill deals +(x...y) damage for each second this enchantment in effect. Ends when you attack." Or % damage instead. Give it something like 5 - 10 sec duration.
Moving on, I say let the wars and sins have their fun with scythes. Find a way to make sins jealous of dagger dervs.
Another functionality I'd like to see, perhaps added to Reaper's Sweep: "Knocks down crippled foes."
Last edited by LittleBoat; Nov 03, 2010 at 04:18 AM // 04:18..
Reason: small clarification
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Nov 03, 2010, 05:04 AM // 05:04
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#280
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Wilds Pathfinder
Join Date: May 2008
Profession: R/
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Quote:
Originally Posted by loocas
In that light, perhaps a Mysticism enchantment could have this functionality: "Your next attack skill deals +(x...y) damage for each second this enchantment in effect. Ends when you attack." Or % damage instead. Give it something like 5 - 10 sec duration.
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I would change that to:
5 E, 1/4 C, 10 R
Enchantment: Your next attack deals +1 damage for every second this enchantment is in effect (max x...y).
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