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Old 05-27-2007, 04:27 PM   #29 (permalink)
DrK
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Last Online: 05-30-2007 08:13 PM
Join Date: Feb 2007
Posts: 102

Level: 9

HP: 6 / 202
MP: 34 / 1105
EXP: 10%
Quote:
Originally Posted by Xaices
One thing I forgot to bring up that has been troubling me for some time is the fact that we are wealth of abilities is constricting. What I mean is that the majority of our abilites are situational or reactive rather than proactive.

Chains, reactive. You crit you react.

Cull Harrow, reactive based on when you need a boost in health.

Counter attacks, reactive. You block you have a choice to counter.

Word of Doom, Situational use it when its up or hold on to it for specific timed dmg gain.

Scythe of Doom, Situational multiple mob pull.

Torture to week for any realy gain.

etc etc.

The only thing we realy have is Vexing Strike and to a more limited degree Malice.

I feel that would should have one or two more any times or constant abilities.

I was thinking of asking for one melee and one spell.

Spell would be just a DD spell equal to that of a special melee attack, how ever would be on a refresh similar to Malice so that you could continualy use it.

The melee attack another simple special along the lines of Malice and Vexing stirke, an any time. I wanted to add hate on this ability instead of DC like malice and VS. As we have no normal melee that has hate attached to it. This also would balance the curent spec lines of the DK, INT spec would get more out of the hate gen on Provoke, STR spec would get more out of the hate gen on this new melee Attack, Both spec would have a little extra hate gen from a new abilitiy.

As the same goes for dmg, INT spec would get more dmg out of the spell and STR would get more dmg out of the melee attack. Still balancing amoung the spec line how ever benificial to both spec's.

What are all your thoughts?

Xaices that would fit in perfectly with our discussion of having an ability that puts the bleeding effect on a target to exploit with Harrow and with Cull if we can get it set up to exploit bleeding as well.


You could have a spell - Rupture - which is a DD which puts the bleeding effect on a target and has a small residual dot effect.

It could do X amount of damage on cast, apply the bleeding effect and deal x amount for damage for a few ticks.


And/or we could have a me lee attack called Severing Strike or some such which either behaves the way I described 'Rupture' dealing x amount of damage then residually leaving bleeding and x damage for a few ticks. Or it could simply be a dot me lee attack which deals x amount of damage over a few ticks, which would add up to that of a standard me lee attack, maybe slightly more, and provide the bleeding effect.


So here we have:

Rupture: Spell, instant cast. X amount of instant direct damage. Deals X damage for say 3 ticks afterward. Puts Bleeding on target for it's duration.


Severing Strike: Melee attack. Deals X amount of instant direct damage. Deals X damage for say 3 ticks afterward. Puts Bleeding on target for it's duration.

OR

Severing Strike: Melee attack. Deals X amount of damage over 3 ticks (which adds up to equal to or slightly above a standard melee attack). Causes bleeding.


In addition Severing Strike could be the debuff we discussed which slows target attack speed.

The description could read something like "This attack severs your opponents limb/artery, cousing bleeding and partially incapacitating him".


Then it could be:

Severing Strike: Melee attack. Deals X amount of damage over x amount of time. Causes bleeding. Slows attack speed by x amount for x duration.




Another idea is a simple spiritually based direct damage spell which exploits soul wracked (being that two of our attacks put the soul wracked effect on a target).


It could be called Soul Spike or something

Soul Spike: spell - instant cast, deals X amount of direct spiritual damage. Exploits Soul Wracked.
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