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*
"Don't Trip" BUFF NEEDED SEVERELY!
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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.
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.
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this.
are you serious right now? buff pve skills? are you even serious? you've got to be joking. |

And, I forgot to add, that I'm trying to make it permanent anti-kd, just a longer duration.
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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. |
Lasts long enough to be useful against AoE KD, and forces you to watch the field instead of just spammy spammy it.
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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* |
"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?
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Well, with the +armor soft cap, wouldn't that just raise your armor to +25?
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However, this skill is fine tbh.
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