There should be cross-class skills.

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Captain Arne Is PRO
Captain Arne Is PRO
Banned
#1
there should be skills available depending on your two professions that give you a bit of both worlds

say you were an E/N.
you should be able to use skills like putrid explosion but it would be fire damage, or spiteful spite but it's light damage

i think this would add a lot more possibilities to the ways we build our characters. thx







note* these skills would be the most powerful, my example of the firey putrid explosion could be, 100 dmg + 3 seconds on fire, or 150 dmg, but these skills would be enhanced by both profession attributes, firey explosion would be fire and death. with no attributes in these fields, they'd still blow :]
jibikao
jibikao
Krytan Explorer
#2
As much as I like this idea, it will be very hard to design it since we already have so many skills in the game.
L
Loviatar
Underworld Spelunker
#3
Quote:
Originally Posted by Captain Arne Is PRO

with no attributes in these fields, they'd still blow :]
/not only no but hell no

that would be the same as adding attribute points to the game by making them unnecessary for these extras
Captain Arne Is PRO
Captain Arne Is PRO
Banned
#4
i didnt quite get what you meant..

by adding cross class skills there would be more then the pyromancer, geomancer, and whatnot, there'd be deathpyros and whatnot..

and these skills would be like all other skills, with 0 in their attribute trees, they'd suck.
LifeInfusion
LifeInfusion
Grotto Attendant
#5
NO because I remember when they had skill charms we had craploads of fun but it was way overpowered.

You could basically get any skill in beta with the skill charm necklaces and skill rings...
Mosgerion
Mosgerion
Academy Page
#6
No, I don't think that cross-class skills should be the most powerful, or that having a different class mean different effects on skills. Cross-class skills should be skills that would be of use to that particular class type, but not particularly more powerful. They would be more 'tailored', so their uses are more practical for that combination.

Plus, each attribute would effect one part, not both effect one. The key would be to make the skill work at low/marginal efficiency if the build doesn't call for those two attributes to be high in the first place.

For example,
Firey Dragon Blow : Sword Attack. If this attack hits, you strike for an additional 5...12 (Swordsmanship) fire damage and you set the target on fire for 1...3 (Fire Magic)seconds.
10 energy | 15 second recharge

Okay, at zero Swordsmanship but with twelve Fire Magic you have a melee range immolate that requires you to wield a sword. Nah.

At zero Fire Magic but with twelve Swordsmanship you deal 12 + 14 damage for a staggaring total of 26 damage. If you wanted to, you could use Pure Strike and have not only shorter recharge, but more energy to boot.

However, if you were, for example, playing a Conjure Fire warrior, this would deal twelve damage and an additional forty two over time. Quite palatable,to say the least
Epinephrine
Epinephrine
Master of Beasts
#7
There are only a few possible scenarios from this:
1) The skills suck and nobody uses them (watse of time)
2) The skills are great, so everybody uses them (After all, if the synergy is good it'll be the most efficient.)
3) They are about the same as existing skills, so why bother with having to invest points in two attributes to get a useful skill?

I can't see this helping. Cute idea, but I think it won't work.
C
ChoKILLate[FDG]
Krytan Explorer
#8
That is too much of a pain in the a$$ to implement and may backfire on you.

For instance, say putrid normally does a full 100 damage being a necro spell. Now as an Ele/necro it does 100 fire damage. If a creature has some elemental protection (as most do), it is now only doing 60 damage! Keeping it as a pure necro skill will allow for the most damage, and keep the game simple.