Power of the Shadows

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Argonas
Posts: 104

Re: Power of the Shadows

Post#21 » Fri Jul 02, 2010 9:33 pm

i think what he was saying is that a 100 pt. self heal on Strike of the knight would be super fantastic.

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Nexor
Posts: 495

Re: Power of the Shadows

Post#22 » Sun Jul 04, 2010 2:45 am

While i am not a SK but Paladin and from what i can say i didn't noticed if Paladins Version had a similiar group heal effect cause if, i just didn't noticed.

Regarding the request of Strike of the Knight or Power of the shadows to get a lifetap added i disagree.
Correct me if i am wrong but i believe Power of the Shadows is the combo spell that SK got ?
In that case it only purpose was that SK do need lesser buffslots.

In regards of Strike of the Knight effect it only purpose was that SK and Paladin got a small DPS boost.

However after thinking about it all Dual Wield classes have the option and most do it, to use in total 4 - 6 Kiss of Life Augments on there weapons compare to Zerkers/Paladin/SK who don't have the option due limitation of using only 1 weapon at the same time.
Consindering that factor i could agree that maybe at a point the GM's/Dev consider at a point to give Zerker/Paladin/SK a Buff or maybe a click effect on a Class armor piece that will have a additional Lifetap proc for the none dual wielding melee classes.

But this however is in the end the main decision of Tyler and Lillu and other Devs.

Just my 2ct.
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Insedeel
Posts: 36

Re: Power of the Shadows

Post#23 » Mon Aug 02, 2010 4:01 pm

Nexor wrote:While i am not a SK but Paladin and from what i can say i didn't noticed if Paladins Version had a similiar group heal effect cause if, i just didn't noticed.

Regarding the request of Strike of the Knight or Power of the shadows to get a lifetap added i disagree.
Correct me if i am wrong but i believe Power of the Shadows is the combo spell that SK got ?
In that case it only purpose was that SK do need lesser buffslots.

In regards of Strike of the Knight effect it only purpose was that SK and Paladin got a small DPS boost.

However after thinking about it all Dual Wield classes have the option and most do it, to use in total 4 - 6 Kiss of Life Augments on there weapons compare to Zerkers/Paladin/SK who don't have the option due limitation of using only 1 weapon at the same time.
Consindering that factor i could agree that maybe at a point the GM's/Dev consider at a point to give Zerker/Paladin/SK a Buff or maybe a click effect on a Class armor piece that will have a additional Lifetap proc for the none dual wielding melee classes.

But this however is in the end the main decision of Tyler and Lillu and other Devs.

Just my 2ct.


I have to agree with this, this actually has been one of the biggest dissapointments since joining the server, to see such a staple ability of SKs get removed instead of just rebalanced if it in it's original form was unbalancing that's fine, but rebalance it so it's not unbalanced while still offering the staple ability. It makes no sense to have dual wield classes get better lifetap procs (or even equal for that matter) than a class that has a staple ability to lifetap. :(

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Skaxx
Posts: 54

Re: Power of the Shadows

Post#24 » Tue Aug 24, 2010 7:29 am

The easiest, and probably most stable fix to Knights (SK's in general) with taps and weapon augs etc, would be to add an extra weapon augment slot to Knight only weapons, since they are the only ones using them anyway.

This seemed to work well on an old emu server I played on, however the SK self taps were a bit better as well, the max level raid obtained lifetap proc was roughly a 700 base tap plus a hate component, it was nice.

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