Cripple Shot un-nerfed....eh...somewhat
twicky_kid
Anyone else notice that a crippling bow string is being added with chatper 2.
That means cripple shot will be at 9+ seconds duration. At max mark you can get about 10 seconds out of it.
Still doesn't take away the 15e cost but makes it much easier to swallow for sure.
That means cripple shot will be at 9+ seconds duration. At max mark you can get about 10 seconds out of it.
Still doesn't take away the 15e cost but makes it much easier to swallow for sure.
Seef II
There's a silencing bowstring, too, which doesn't seem available as a melee upgrade, as well as a barbed (which swords and axes already have).
twicky_kid
Guessing silencing is for dazed.
Lets Get to Healing
They have the mods for all of em I.E. Heavy Sword hilt increases weakness on foe. GREAT mod . . . not a sword skill i know actually weakens. or barbed axe or hammer hilt. . .
Tuoba Hturt Eht
Well, Desperation Blow has a 20% chance of causing Weakness, and for that Attack Skill, you can use a sword.
Lets Get to Healing
Yeah but for 20% chance is a waste for a mod.
Rieselle
At least its more useful than the "XX% Faster Cast/Recharge on Soul Reaping Skills" items were :P
Lets Get to Healing
lengthens bleeding or deep wound would be better considering every sword warrior has sever and gash on his skill bar.
Raxxman
/me looks at his skill bar....
sure
Nearly every sword warrior
sure
Nearly every sword warrior
Burton2000
Yeah theres a new elite for ranger that if the atack hits that target is dazed for x amount of seconds.Maybe we could see a couple of rangers on teams just dazing the monks over and over while others just kill the rest?
SilentAssassin
Quote:
Originally Posted by Burton2000
Yeah theres a new elite for ranger that if the atack hits that target is dazed for x amount of seconds.Maybe we could see a couple of rangers on teams just dazing the monks over and over while others just kill the rest?
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heavy metal rules
Quote:
Originally Posted by twicky_kid
Guessing silencing is for dazed.
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Esprit
That would be interesting to see, a skill that works against shouts.
The_Janitor
Quote:
Originally Posted by Esprit
That would be interesting to see, a skill that works against shouts.
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zoozoc
of course im sure that if the silencing is for shouts (which how would that work anyways? They dont even have cast times) it will atomatically own all shouts no problem. Silencing>all shout
Mercury Angel
in regards to the condition extensions of weapons that don't have the conditions;
1) They're also good for casters, as weird as that may seem. They apply to direct conditions caused by your spells and skills. The easiest way to test this is using Virulence on a conditioned foe with either Poisoner's or Heavy mod, and either the green gas cloud or the white weakness smoke ring will vanish first, while the other remains for 1-4 extra seconds (depending on the base duration), consistently, based on which mod you wear.
The neat part is that since it's a prefix mod, you're not missing out on anything. You could wear an armor upgrade, health upgrade, or enchanting upgrade, and still get a good focus.
Of course, considering it's conditions I'm talking about, it's not a huge issue. o_O
2) There're more skills coming on the way. Supposedly, based off of that 'leaked' skill list that has apparently become fairly common knowledge, Axe is getting a bleeding skill (Lacerating Chop), and I'm sure there'll be others. Afterall, they have to inflate the weapon attribute lines too, and you can't just fill them with more pure +damage skills, else they'd be awfully boring. And as Cleave and Eviscerate show, there's often one that's better than the other, so the other gets taken by niche builds.
1) They're also good for casters, as weird as that may seem. They apply to direct conditions caused by your spells and skills. The easiest way to test this is using Virulence on a conditioned foe with either Poisoner's or Heavy mod, and either the green gas cloud or the white weakness smoke ring will vanish first, while the other remains for 1-4 extra seconds (depending on the base duration), consistently, based on which mod you wear.
The neat part is that since it's a prefix mod, you're not missing out on anything. You could wear an armor upgrade, health upgrade, or enchanting upgrade, and still get a good focus.
Of course, considering it's conditions I'm talking about, it's not a huge issue. o_O
2) There're more skills coming on the way. Supposedly, based off of that 'leaked' skill list that has apparently become fairly common knowledge, Axe is getting a bleeding skill (Lacerating Chop), and I'm sure there'll be others. Afterall, they have to inflate the weapon attribute lines too, and you can't just fill them with more pure +damage skills, else they'd be awfully boring. And as Cleave and Eviscerate show, there's often one that's better than the other, so the other gets taken by niche builds.
twicky_kid
If what you say is true mercury then that makes the hod sword the best thing for necro with enfeeblement.