Some skills rework idea

Arcador

Arcador

Wilds Pathfinder

Join Date: Jul 2005

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R/N

Penetrating blows/shots - Reduce target to 60 AL for this shot. 50% failure with 8 or less marksmanship. It will deliver some sort of good damage to armored foes especially with some preparation. Right now it is almost good as the power shot, except the last one is good vs all (and probably not so good at all).

Peace and Harmony It is somewhat good in some builds with stacking regen. Anyway here is a idea - reduce time to 15 secs, recharge set to 10-25. For each divine favor skill recharging PnH give 1 pip of regen (max 3). It ends again if hostile action is performed.

Rust Set recharge to 25 and probably cost to 10, Affect all nearby foes to the target. For every foe after the 1st, user loses 5 aditional energy.

Swirling aura Err...this skill is funny and useless. Only used it vs the doplerdude, cuz he was using a bow and he was ele. It is only 50% and it is only SELF spell and it is only VS arrows. I suggest recharge set to 30.

Magnetic aura Same goes here, but set recharge to 45 (since it is 75% chance)

There are a lot more skill ideas, but I will post them other time.

Kaguya

Desert Nomad

Join Date: Jan 2006

Moon

Mo/

Quote:
Originally Posted by Arcador
Peace and Harmony It is somewhat good in some builds with stacking regen. Anyway here is a idea - reduce time to 15 secs, recharge set to 10-25. For each divine favor skill recharging PnH give 1 pip of regen (max 3). It ends again if hostile action is performed.
1 pip of e-regen = 1 energy every 3 seconds. So, 3 pips = 1e per second. Cost to cast, 5e, net gain over 15 seconds is 10e. And still highly conditional, for max power you'd need 2 additional DF skills (If PaH recharging counts) with relatively long recharge times.

It beats Mantra of Recall if you want to spend less than 7 points at Inspiration Magic, and beats Offering of Blood with less than 9 points in Blood Magic (this is, if you have 3 DF skills recharging), since monks are high on DF "automatically" it would be a "free" energy gain spell attribute wise. Question is, is there some useful, possibly long recharge DF spells to use with this?

Quote:
Originally Posted by Arcador
Rust Set recharge to 25, Affect all nearby foes. For every foe after the 1st, user loses 5 aditional energy.
Longer recharge, and possibly larger cost? Affect all nearby foes, nearby to what? You or a target foe? If it's nearby to the caster, it makes the spell even more useless, if target foe, suppose it adds a little to it's efficiency.

lightblade

lightblade

Forge Runner

Join Date: May 2005

The Etereal Guard

Me/Mo

The 2 auras you mentioned need to reduce recharge time, that's all. And all the rest of the skills are fine. Peace and Harmony's 1 pip energy regen = 1 every 3 seconds = 60/3 = 20 energy a minute. It's really not bad.

Cybah

Cybah

Banned

Join Date: Nov 2005

Europe

Guardians Of Eternal Sands [GoeS]

W/

yeah magnetic aura is uber crap because it's an enchantment. earth armor is better and can be recharged during use.

make magnetic aura recharge 30 sec.

Arcador

Arcador

Wilds Pathfinder

Join Date: Jul 2005

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R/N

10x Kaguya I added the 10 energy. Nearby effect on target will make it quite deadly.