Sarumar wrote:IMO this topick should been splitted... there are some intresting ideas but i those are currently a mess..
Nononono...
Now i have to keep track on 3 threads.
Don't treat a lazy guy like that! XD
My intention was to, not spam the forum with topics.
Hope my new signature is clarifying enough...
I don't care who or what you believe in. As long as you protect the weak and punish the wicked, my sword and shield are on your side.
-Vasifan of the Silver wall.
Internal bleeding / Fracture: Chance on crit to cripple targets stats. Thats the 'ulti' for a crit build.
Suggestion: Merge them in one skill but split the effects depending on weapon.
Dexterous critical hits may cause Internal bleeding lowering the targets att. (A rogue build needs some protection) As long as the target is weakened you ignore some
DR. (Attacks hurt more during bleeding)
Crushing blows may cause a Fracture lowering targets def. and increasing his AP costs. (Bludgeons are slower and already ignore DR) (The chance here will be a bit higher because bludgeons are slower)
Rejuvenation: Chance of effect removal. This has too many requirements for its effect.
Suggestion: Make it the reward of the quest in the dried lake dungeon. Mefge it with the existing reward. (The Priest NPC gave me the idea of the othe 'class' skills i propose)
Blessing of Shadow rejuvenetion: 5% chance to resist every type of negative effect + chance to reduce the magnitude of an applied negative condition by one.
Taunt: Sucsesful defence may drain opponents AP. Ulti for a tanky spec. I dont like the evasion requirement (partly thats why i want evasion merged with combat speed) The name is also awkward. Too much WoW i suppose^^
Suggestion: Rename and clarify the purpose. Is it for tanky builds or for hit and flee tactics.
Block and counter/Evade and expoit:
Wearring heavy armor enables you, after a successful defence or taking 0 damage, to knock the enemy off balance, reducing his AP.
Wearing light gear enables you, after a successful deftnce to place yourself in an advantage and gain bonus AP on you next turn.
Concussion: Another debuff. A bit different than bleeding wiht heavier requirements. Not sure of its spot in the game, Merge it with bleeding?
Proficiencies/Specializations: On a first glance the numbers on these skills seem low. Why take sword prof to gain 8att (1/4 of Balanced Steel Swords 32att ) when i can take 12att with weapon accuracy? Also, why is one guy in a realm proficient with everything? (Im not judgemental, i realize thats a first effort for a trainer NPC and i love the idea)
Suggestion:General Cleanup and different trainers. Merge Specializations with proficiencies for room.
Weapon Proficiencies:
Balanced weapons: One handed weapons that require aim. Swords, axes, maces. Increase on the main stats: Att, def, dmg modifier. (Fencing trainer/knight)
Hidden weapons: Daggers, fists. Increase on the dexterous stats: att, crit chance, ignore DR on crit. (Thieves guild trainer)
Brutal weapons: Two-handed weapons and one handed axes and bludgeons. Increace on the brutal stats: Dmg modifier, Ignore DR, Def, Att, AP cost. (Barbarian trainer)
Non-weapons: Unarmed, fists, Staves, Scepters, sticks. Increace on the protective stats: Att, Deff, AP. (Monk trainer)
Armor Proficiencies:
Heavy Armor and shield: All Armors and shields. Sturdy stats increase and penalties reduced: DR, Deff. Reduced Att penalties. (Knight trainer)
Light Armor and Shield: Light armors and up to wooden shields. (Not metal + Tower)
Mobility stats and penalties: Def. Reduced Att. and Crit penalties. (Thieves guild trainer)
No armor and bracers: Cloth gear and bracers. (Bracer protects the forearm an is used to parry) Defence stats increace: Def, DR. (Monk trainer)
Fighting Styles
Dexterous: Increase on the overall stats and reduction to the offhand penalties (If any) Att, def. for mainhand. Def and lower penalties for shield. -AP cost for offhand weapon.
Brutal: Increase on the brutal stats. Dmg modifier, Crit chance, Ignore DR, Ignore DR on crit. Works for all weapons depending on their stats.
This secton needs a reference to my earlier gear feedback. If you need clarification ask.
(Pyri could you add the gear link on the main post?)
I don't care who or what you believe in. As long as you protect the weak and punish the wicked, my sword and shield are on your side.
-Vasifan of the Silver wall.
I love pretty much all of these skill combination ideas!
One suggestion: I would combine Combat Speed with Cleave, it could even work with the 2 level maximum, since any level of cleave 3 or higher seems excessive, especially with the way it currently works, and they're both related to AP. I also like the idea of having the AP regained based on the weapon being used.
Mino wrote:I love pretty much all of these skill combination ideas!
One suggestion: I would combine Combat Speed with Cleave, it could even work with the 2 level maximum, since any level of cleave 3 or higher seems excessive, especially with the way it currently works, and they're both related to AP. I also like the idea of having the AP regained based on the weapon being used.
Thanks for your support.
I see your point about Cleave and Combat Speed, both of them having the 2 lvl restriction and being AP related.
The thing is that Combat speed is strong and i would like it merged with a rather weak skill,thats why i chose evasion.
If cleave gets merged with Corpse eater it will lose the level restriction but it will grant a chance to restore AP.
Battle fury: Killing an enemy invigorates you, restoring 1.6 HP, and has a 30% chance to restore AP equal to 1/2 of your mainhands attack cost.
HP: 1.6 / 3.2 / 4.8...
Chance: 30/55/75/90/100
Your idea could be like
Cunning Tactics: Increaces max AP by 2(4) points. Getting rid of an enemy places you in a strategical advantage restoring 2(3) AP. Max 2 lvls.
I don't care who or what you believe in. As long as you protect the weak and punish the wicked, my sword and shield are on your side.
-Vasifan of the Silver wall.