"Don't Trip" BUFF NEEDED SEVERELY!

Helix Dreadlock

Helix Dreadlock

Jungle Guide

Join Date: Jan 2009

Imperial Sanctum

Legendary Drunken Masters [DUI]

E/Me

I don't know about anyone else, but I almost NEVER see "Don't Trip" in CASUAL (note: casual) PvE. People could use it in Hardmode areas for the Anti Knockdown, wich can be a killer. However, it is only used by runners, and RARELY at that. I mean, c'mon now! 20 second recharge and maximum of 5 Anti Kd Seconds. Ok, it's a shout, big woop. So is IAU! And it has a longer duration, even at r0! Ok, let me note here this is not QQ'ing, this is stating a big point. at r8 minimum, you get the maximum effect. For one thing, nobody wants to farm the dungeons for enough hours to get r8, sure people may, and that's fine with me! But to do all that work for just a 5 second anti-kd to get a 20 second recharge? Thats outrageous! Paragons can use this skill, but wheres the PvE-only on that? It's ment to be used by all profs, not just one that uses it better. Yes, SY can be used on Paras more, but Anti-kd is used more than +100 armor, because it's already balanced, 8 adren and +100 armor for what? 6 seconds max. Good, that works fine. Dont trip is just really bad, and I NEVER see it on anyone's bar except for moneymaking. Ok, affects party members within earshot may be good. But I recommend a small change. My suggestion=

Shout. "Don't Trip!" For 5...15 Seconds, you and and all party members within earshot may not be Knocked Down. For each party member under 50% health, they gain +24 armor.
Energy Cost-10e
Recharge Time-25

That way, it may not be constantly spammed, but gives a good bonus and has a high enough energy cost to balance it out. But 15e would be a little on the heavy side for an anti-kd. Any suggestions to the change? Please, NO FLAMING, this is a suggestion, not a flame thread/troll thread.


*raises flame shield*

FoxBat

Furnace Stoker

Join Date: Apr 2006

Amazon Basin [AB]

Mo/Me

I'd rather have 10 recharge, keep the flavor of it being a short-duration "warning" shout.

I do actually notice the usefulness of this skill against "giant stomp" on prophecies dwarves, they tend to use up their stomps and/or die in the time it takes for the skill to wear out.

ajc2123

ajc2123

Desert Nomad

Join Date: Jan 2007

North of the wall

Me/

I use don't trip already. As previously said, its perfect against ANY foes that use giant stomp.
They use it in series keeping you ground bound while your taking damage from other sources

Using Don't trip allows my monks to properly react to any damage while not being inconvenienced. Granted its FAR from being NEEDED but I always find I have room for one more PvE skill so why not make it useful to the area around me.

I just realized [Vocal Was Sogolon] Now I wanna get my Ritualist in some Knockdown areas and laugh. 7.5 seconds is extremly long enough to survive a series of Giant Stomp. Maybe some Rt/P for funzies.

Yeah I know increasing it 2.5 seconds isn't really a big deal but it sounds like fun to me.

Evil Eye

Lion's Arch Merchant

Join Date: Dec 2007

P/Me

PvE skills lololllo

Erika Blackblade

Banned

Join Date: Jun 2009

Principality of Asmodeus [PoA]

N/W

Ooo ooo nice idea for kicks, running build ideas for fun lol.

Rt/W or other way around.

VwS
Dont Trip
Charge
Shields Up
Weapon of Warding
Mend Body and Soul
Soothing Memories
IAU

There you go, you fail you dumb dwarven and Giant Stompers

Gift3d

Gift3d

Forge Runner

Join Date: Feb 2007

Las Vegas

Enraged Whiny Carebears [oR]

W/E

Quote:
Originally Posted by Evil Eye View Post
PvE skills lololllo
this.

are you serious right now?

buff pve skills?

are you even serious?

you've got to be joking.

Helix Dreadlock

Helix Dreadlock

Jungle Guide

Join Date: Jan 2009

Imperial Sanctum

Legendary Drunken Masters [DUI]

E/Me

Quote:
Originally Posted by Gift3d View Post
this.

are you serious right now?

buff pve skills?

are you even serious?

you've got to be joking.
This has nothing to deal with my question "what can improve this?" Also, you are probably just trolling

And, I forgot to add, that I'm trying to make it permanent anti-kd, just a longer duration.

ajc2123

ajc2123

Desert Nomad

Join Date: Jan 2007

North of the wall

Me/

Quote:
Originally Posted by Helix Dreadlock View Post
This has nothing to deal with my question "what can improve this?" Also, you are probably just trolling

And, I forgot to add, that I'm trying to make it permanent anti-kd, just a longer duration.
Personally I like it the way it is.

Lasts long enough to be useful against AoE KD, and forces you to watch the field instead of just spammy spammy it.

Lyphen

Lyphen

Lion's Arch Merchant

Join Date: May 2006

Just remove it from the game. PvE skills are annoying.

Dont Nerf The Perma

Frost Gate Guardian

Join Date: Jun 2009

A/D

Quote:
Originally Posted by Helix Dreadlock View Post
Shout. "Don't Trip!" For 5...15 Seconds, you and and all party members within earshot may not be Knocked Down. For each party member under 50% health, they gain +24 armor.
*raises flame shield*
How about instead of there being a %50 req,

"All party members within ear shot gain +24 armor, and an additional +12 armor against destroyers."

That way its more suited for dwarven skills as many dwarven skills are more effective against destroyers

HawkofStorms

HawkofStorms

Hall Hero

Join Date: Aug 2005

E/

Quote:
Originally Posted by Dont Nerf The Perma View Post
How about instead of there being a %50 req,

"All party members within ear shot gain +24 armor, and an additional +12 armor against destroyers."

That way its more suited for dwarven skills as many dwarven skills are more effective against destroyers
Well, with the +armor soft cap, wouldn't that just raise your armor to +25?

Dont Nerf The Perma

Frost Gate Guardian

Join Date: Jun 2009

A/D

Oh lol forgot about that ok here:

"Armor +12, additional +12 armor vs destroyers."

DarkNecrid

Furnace Stoker

Join Date: Jul 2006

Quote:
Originally Posted by HawkofStorms View Post
Well, with the +armor soft cap, wouldn't that just raise your armor to +25?
No, if a single skill by itself goes over the cap, it still works, like how Dash goes over the IMS cap, and how Armor of Earth goes over the armor cap, etc.

However, this skill is fine tbh.

Aldric

Wilds Pathfinder

Join Date: Jul 2007

[IG]

R/

meh , never considered using this skill. Best thing for a Giant Stomp is to throw PI on the monster and let it kill itself.

Don't see much use in buffing it , its far too situational to ever be included ahead of the countless other PvE OP skills.

Konig Des Todes

Konig Des Todes

Ooo, pretty flower

Join Date: Jan 2008

Citadel of the Decayed

The Archivists' Sanctum [Lore]

N/

As it is a party-wide shout, no need. It is fine how it is.

/notsigned

Shayne Hawke

Shayne Hawke

Departed from Tyria

Join Date: May 2007

Clan Dethryche [dth]

R/

Two people carry this to chain it, and you have a party that can't be knocked. I think not.

/notsigned

Xenomortis

Xenomortis

Tea Powered

Join Date: May 2008

UK

N/

I am pretty much diametrically opposed to the PvE skills and any buffs to them I consider unnecessary and undesirable.

The duration may seem short, but it has a very powerful and useful effect (especially against all the EotN knockdown). I would not recommend any change.

dusanyu

Lion's Arch Merchant

Join Date: Nov 2007

Illusion of skillz [Iz]

W/E

Remove PvE Skills from the game

Thread Fixed

Helix Dreadlock

Helix Dreadlock

Jungle Guide

Join Date: Jan 2009

Imperial Sanctum

Legendary Drunken Masters [DUI]

E/Me

Quote:
Originally Posted by Konig Des Todes View Post
As it is a party-wide shout, no need. It is fine how it is.

/notsigned
Do you use it though? If you say it's fine, and then don't use it, you're obviously lying. And don't tell me you do

Also, I ment it to say NOT spammable

angelsarc

angelsarc

Frost Gate Guardian

Join Date: Oct 2007

E/

There are a lot of skills that aren't used because there are better alternatives that are available. Remember that there are only eight skill slots per player. In general, a party-wide anti-KD is unnecessary either due to positioning or it just not being threatening. It's not the skill.

draxynnic

draxynnic

Furnace Stoker

Join Date: Nov 2005

[CRFH]

It's a niche skill, intended as a specific counter to a specific threat. Thus, it's only going to be used when that threat is a serious problem if left uncountered. The skill works as intended.

A skill doesn't need to be useful in every possible circumstance in order to be balanced, and there are plenty of skills that are in more desperate need of a buff. You probably wouldn't even be able to name them because it's been so long since any of them were used.

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

This skill is undesirable compared to other anti-knockdown skills due to its long recharge time, being the upside that it can be used equally by any profession.

Shorter recharge should be fine. And maybe instant recharge if a Destroyer tries to knock down an ally under your 'Don't Trip'.