I was thinking of a final attack skill for a giant called "Final Swing". A powerful melee skill that requires a 2h blunt/axe weapon ( must be holding with both hands). After loading, you will start spinny for set amount of time depending on your skill rank, traveling short distance while spinning doing numbers of damage on target around you. Its like wm spinning but targets won't get knocked back until the end of your swing.
rF= 70% damage, spin for 3 seconds, uses 10 stam per swing (0.5 sec per swing) 500 sec cooldown
r1= 150% damage, spin for 8 seconds, uses 35 stam per swing 300 sec cooldown
suggest a giant that's high on stamina with a good 2h blunt/axe (where people with a good ego of these have other skill to play with 8D) also can be comboed with windguard (cancel after activating final swing)
Skill cannot be stopped unless character gets knocked back (except counter)
Idea from monster hunter hammer user's charge attack.
When I get out of class ima start sketching pigs for them skills, I'm tottaly going to spoil giants in this thread so don't get mad mang ;D
Then I'm pretty sure every human in this game wears leg braces.
I mean really, when a living box can hobble faster then you can run, you're probably crippled.
Humans have access to more defense then elves do. As I mentioned they can wear heavy armor, even with passive defenses such as range and melee passive, as elves cannot. Anyways you have access to a 1 sec load time knockback skill, that never fails unless the opponent either has advanced heavy stander or uses evade(which is only possible in pvp). Also to add, you can use shields with a cylinder as opposed it's impossible for an archer of any type, human or elf, to use a sheild. So still a human alchemist can take better hits then an elf ranger even if both of them aren't supposed to take hits.
Yeah sorry, wind blast is ususally only a temporary escape, working on 1 enemy only. If you get 2 aggros on you, its pretty much useless. Use it 3 times and its out for a cool down, don't treat it as a godly move.
Also, I'm not here to argue about how elves have this or that, because to be honest I don't care what elves can do. I'm kind of confused where you people got the strange idea that I was trying to bash elves. I'm just really annoyed when I have the pleasure of chasing around badguys as they run in circles to land a smash.
I'm not saying make humans faster then elves, I'm saying make humans faster then monsters in this game. I mean really, humans can only outrun zombies.
Also, I'm not here to argue about how elves have this or that, because to be honest I don't care what elves can do. I'm kind of confused where you people got the strange idea that I was trying to bash elves. I'm just really annoyed when I have the pleasure of chasing around badguys as they run in circles to land a smash.
I'm not saying make humans faster then elves, I'm saying make humans faster then monsters in this game. I mean really, humans can only outrun zombies.
you were bashing the "ranged race,"
Didn't seem like he was bashing humans at all, actually.
There's a lot of mobs that can outrun elves as well.
That's beside the point. Elves/giants are only outrun by fast/fastest, while humans are outrun by both and cannot outrun normal speed monsters. Also overtaken by the mobs that are between normal and fast, which giants pace and elves outrun.
well i dont count those element mastery as a real mastery to any kind equipment and only reason why is because i want some kind of wand mastery or staff. Wands are a big deal to must mages and its a painful that no mater how powerful of a mage you are, you cant have any way of stopping or improve how you use your wand it self, mostly the dur. Idea of what it does is not big deal, as long their is something i be happy.
That's why we no get draw chat
I love the idea of Healing Mastery. :P
And if it increased healing by a percent instead of a flat rate, it would keep it so that people would rank both skills, and not just the mastery. :P
And if First Aid was affected by it.
Actually, first aid could have a heal over time affect added to its wound recovery.
well i wounder why meele got mace and axe mastery when they are mostly the same but magic don't got any mastery for their equipment which is only way to even use most of their skill.
but if you say so sure XD
Magic has the elemental masteries, but that just makes it easier to use bolt spells.
well i dont count those element mastery as a real mastery to any kind equipment and only reason why is because i want some kind of wand mastery or staff. Wands are a big deal to must mages and its a painful that no mater how powerful of a mage you are, you cant have any way of stopping or improve how you use your wand it self, mostly the dur. Idea of what it does is not big deal, as long their is something i be happy.
Here is one.
:+:Relocation:+:
[Magic Tab]
Relocation will allow you to transport your body to a different location on the screen. This skill requires heavy concentration so it is mainly used
by skilled Wizards and druids.
Basically you need to be in a state of concentration so the skill works by activation, similar to Mana shield and Meditation. As the skill is activated you will lose 2 MP and 1 SP per second. In order for you to "relocate" you need to be knocked back (knocked back via smash, windmill, firebolt etc etc) this will allow you to click elsewhere on your field of vision and "teleport" to that location. The higher your skill rank the longer distance you can travel, however you will drain more Mana and SP per second.
Requires Teleport Staff to use.
Awareness
Applies a focus debuff on you and the enemy you previously attacked. All other enemies that attack you will do reduced damage to you, while the focused enemy does regular damage.
Plus not to mention theres also Combat Mastery->(equip masteries, Sword, Mace etc)
mages by rule of it SHOULD get a wand/staff mastery