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Re: New Criticals & Skills in v0.6.11 (strategy thread)
Posted: Fri Mar 22, 2013 12:54 pm
by nyktos
Pyrizzle wrote:tek wrote:Pyrizzle wrote:Sadly from what i have been testing out using Taunt i see very little to no effect from the skill.
That makes me sad. I wish it was a lil more effective
This is the one skill I have always wanted to try in my two defensive builds but have not attained yet.
your report is disheartening.
Definitely something that i want to bring up and see if there is a way to easily fix w/o making it too over powered. Balance is key!
Happy hunting!
randerthall wrote:How effective is internal bleeding in combat? I plan on getting one and I want to know if its worth the points

honestly, i still like both skills...
but their effectiveness is heavily reduced at the moment.
the further we get into development / the more effective these skills will be.
it's hard to evaluate every aspect of combat, when it's reallly only about half done.
when the mobs are stronger, the skills are more balanced & the quests have better flow...
we will be able to best assess the true value of such skills.
at the moment, they seem scarcely effective...
but look at the numbers & the skills are working!
[although (for now) it really doesn't matter much]

Re: New Criticals & Skills in v0.6.11 (strategy thread)
Posted: Fri Mar 22, 2013 1:07 pm
by Thystonius
Guess I focus on skills that matter for now, I need a lot more AC and damage, but first max out Bark Skin

Re: New Criticals & Skills in v0.6.11 (strategy thread)
Posted: Sat Mar 23, 2013 10:52 am
by randerthall
@nyktos
So I guess I need to wait for that pie to get done then

Re: New Criticals & Skills in v0.6.11 (strategy thread)
Posted: Sat Mar 23, 2013 6:40 pm
by Firesoldier
At the moment I'm going for internal bleeding and fracture and already have More Criticals 6 and Better Critical 5, and from my point of view internal bleeding an fracture will be only usefull if the monsters will have very high hp because otherwise you can will them with just one hit. That's why I don't level up AD any more but only AC and BC right now. So I really hope that in the future there will be monsters with > 2000 hp, so that these two skills will be really worth the skill-points you used to get them.
Re: New Criticals & Skills in v0.6.11 (strategy thread)
Posted: Sat Mar 23, 2013 7:59 pm
by Sarumar
Firesoldier wrote:At the moment I'm going for internal bleeding and fracture and already have More Criticals 6 and Better Critical 5, and from my point of view internal bleeding an fracture will be only usefull if the monsters will have very high hp because otherwise you can will them with just one hit. That's why I don't level up AD any more but only AC and BC right now. So I really hope that in the future there will be monsters with > 2000 hp, so that these two skills will be really worth the skill-points you used to get them.
+1 .... but i like to meet monster's with 10k + hp

Re: New Criticals & Skills in v0.6.11 (strategy thread)
Posted: Sat Mar 23, 2013 8:08 pm
by Thystonius
Sarumar wrote:Firesoldier wrote:At the moment I'm going for internal bleeding and fracture and already have More Criticals 6 and Better Critical 5, and from my point of view internal bleeding an fracture will be only usefull if the monsters will have very high hp because otherwise you can will them with just one hit. That's why I don't level up AD any more but only AC and BC right now. So I really hope that in the future there will be monsters with > 2000 hp, so that these two skills will be really worth the skill-points you used to get them.
+1 .... but i like to meet monster's with 10k + hp

Same here, besides further devoloping the game I hope some release in between 0.7 and 0.8 will bring out some big fat side quest or something, that is a fat challenge to kill

Re: New Criticals & Skills in v0.6.11 (strategy thread)
Posted: Sat Mar 23, 2013 10:56 pm
by Firesoldier
Thystonius wrote:Sarumar wrote:Firesoldier wrote:At the moment I'm going for internal bleeding and fracture and already have More Criticals 6 and Better Critical 5, and from my point of view internal bleeding an fracture will be only usefull if the monsters will have very high hp because otherwise you can will them with just one hit. That's why I don't level up AD any more but only AC and BC right now. So I really hope that in the future there will be monsters with > 2000 hp, so that these two skills will be really worth the skill-points you used to get them.
+1 .... but i like to meet monster's with 10k + hp

Same here, besides further devoloping the game I hope some release in between 0.7 and 0.8 will bring out some big fat side quest or something, that is a fat challenge to kill

yes, thats exactly the same I hope, something for what you need a high level to defeat

Re: New Criticals & Skills in v0.6.11 (strategy thread)
Posted: Sun Mar 24, 2013 1:00 am
by Sarumar
@Firesoldier
.. nice to meet another fan of high criticall hits...

Re: New Criticals & Skills in v0.6.11 (strategy thread)
Posted: Mon Apr 01, 2013 10:49 pm
by Tulkas
Sarumar - I'm also set up for high level crits too. I also haven't bothered with better crticals (beyond three) and internal bleeding/fracture because I one shot everything when I land a critical.
Re: New Criticals & Skills in v0.6.11 (strategy thread)
Posted: Tue Apr 02, 2013 2:33 pm
by Sarumar
Tulkas wrote:Sarumar - I'm also set up for high level crits too. I also haven't bothered with better crticals (beyond three) and internal bleeding/fracture because I one shot everything when I land a critical.
Yes.. those skills are useless.
Hmm. why you not put your ECC % and CM xxx in to your signature ?
Good hunting