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Skill

I am going to put up Skills pages. Traditionally, we don't usually host generic game data on our sites, however, I feel we can all benefit by these Skills pages. The pages will list skills with their general descriptions, and also comments from RBers. Some of the skills stock descriptions are cryptic at best and beg for explanations. But more than that, a couple of comments on each skills from RBers' actual playing experiences can help those new and experienced.

All I am looking for is short comments on skills that you think is better than the default description, need more explanation, as well as brief playing tips. You are of course welcome to write a full blown article, but it will only be linked to.

I hope everyone contribute to this effort and learn something new at the same time [Image: thumbsup.gif]

PS: Please post your comments under the appropriate sub thread

PS: Can we all please get in the habit of making a title to our posts. Makes it easier to read, track and search for...

KoP
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Elementalist Skills
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Monk Skills
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Mesmer Skills
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Necromancer Skills
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Ranger Skills
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Warrior Skills
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Advantages of primaries

Will edit later

KoP
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KingOfPain Wrote:Necromancer Skills
Aura of the Lich:
Half Max HP, regardless of what, how and when you change Max HP AotL will make it half of what it would have been without.

Half Damage, this includes sacrifice damage. Not only are you sacrificing less due to the half Max HP, on top of that you only sacrifice half as much as you should under the new Max HP.

Contrary to the description it does NOT halve healing.

The healing when the enchantment ends happens at the set time even if you have refreshed AotL in the mean time.

Potent combos:
AotL + Blood Renewal - Not only do you sacrifice 16.6% of your new Max HP instead of 33% but due to half damage taken hand half Mx HP the +3 Regen works as if it was +6 without AotL. And as a bonus you'll get a major heal when BR ends, with high Blood it will be a (near) full heal.

AotL + Dark Pact/Touch of Agony - Good spammable armor ignoring damage and AotL keeps the self damage somewhat under control.

AotL + Protective Bond - Max taking 5% damage is good when you have low Max HP, AotL gives you low Max HP. If you cast AotL after Protective Bond the "half damage" kicks in after the Max 5% damage thus limiting you to 2.5% of your new Max HP.
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KingOfPain Wrote:Warrior Skills
Final Thrust - Affecting stat: Swordsmanship. 10 Adrenaline, Lose all adrenaline. If Final Thrust hits you deal +1/+32/+43 damage. This damage is doubled if your target was below 50% health.

The most damaging swordsmanship skill there is, providing the enemy is beneath 50% health. Naturally, healing skills on the enemy will screw up your timing, so it's best if you try to land the strike when your opponent is on about 33% health. Often, and for most regular mobs this damage is very difficult to recover from.

Naturally, the 'lose all adrenaline' disadvantage can be a pain in the ass if you have other adrenaline skills, though shouts such as "For Great Justice!" and "To The Limit!" can help offset this. Also, you can easily manage with just having Final Thrust as your only adrenaline skill, otherwise it makes a great finishing move.

Sever Artery and Gash - These two go hand-in-hand. Both have low adrenaline requirements, Sever Artery causes bleeding, while Gash causes a deep wound (+20% mhp loss) if it hits a bleeding target. Perfect, until you meet the majority of the undead. Never, ever rely solely on these two skills, as evasions and blocks and lack of flesh will screw you big time.

But hey, every newbie warrior uses this. I still do, and it does great to soften up enemies in preperation for a finisher.
[Image: steam.gif]
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