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Thread: Suggestions of improving the underused skills

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    Junior Member SCSY's Avatar
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    Lightbulb Suggestions of improving the underused skills

    Rogue

    Entangling Trap Masteries:
    Reducing the cooldown 0.25s per skill point -> Increasing the pull chance/ the chance of reset cooldown by 1-2% per skill point and allow initial damage

    Shadow Veil
    Players, allies and enemies only need to pass through the shadow veil area to be affected by shadow veil. There is no need to stay within the circle.
    OR there is a bonus effect(eg. Every 0.5s tick removes negative effects on players) of staying within the circle / all buff and debuff are effective inside circle while only some buff/debuff are effective if passing through the circle.
    Combustion decay now inflicts initial damage once the bomb explode in addition to/instead of damage at the end of duration.

    Shadow Veil Masteries: Increase allies damage by 0.25 per skill point -> increase the effective area by 0.25 per skill point.

    Warrior

    Juggernaut Masteries: Reduce the cooldown by 0.5s per skill point -> Increase the duration by 0.5s per skill point

    Any thought?
    Last edited by SCSY; 08-01-2020 at 01:11 AM.

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    Senior Member Jairus980's Avatar
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    Juggernaut is one of the most superior skill in game
    Extending the time just gonna break pve and pvp. The fact that 50% haste from ebon armor or skull axe reducing jugg skill time by half.
    Rogue seems fine to me.

    I have to disagree your suggestion
    IGN: Jairrus
    Character: Warrior (always)

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    Shadow viel mastery is utterly useless. Imagine spending 10 skill points for like 40 damage lol. It should be 2.5% dmg per point. 10/10 at 25% dmg stacking.

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    Luminary Poster Encryptions's Avatar
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    Jugger is pretty good right now. It has a normal cooldown of 45 seconds, it lasts for a total of 15 seconds. If you have 10/10 jug mastery its 40s cool down then 10/10 mast + doz axe proc is 20 seconds cooldown. 5 seconds no jugger, but if you use heroic osw aa with axe and mastery then jug is recharged before you run out of your first jug skill.
    Down side is h ows aa cool down and its aa replaces your op pet aa.

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    Quote Originally Posted by Encryptions View Post
    Jugger is pretty good right now. It has a normal cooldown of 45 seconds, it lasts for a total of 15 seconds. If you have 10/10 jug mastery its 40s cool down then 10/10 mast + doz axe proc is 20 seconds cooldown. 5 seconds no jugger, but if you use heroic osw aa with axe and mastery then jug is recharged before you run out of your first jug skill.
    Down side is h ows aa cool down and its aa replaces your op pet aa.

    Sent from my SM-G892A using Tapatalk
    I didn't understand part about oswald... u mean harry?

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    Quote Originally Posted by reyals View Post
    I didn't understand part about oswald... u mean harry?
    Yeah, I forgot which rabbit gave haste.

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    Rogue trap, the mastery is useless, at least they should add, increase in chance of pull to up to 40%.

    While the shadow veil its hard to use while standing there as the opponent can just leave it. So the mastery instead of adding 0.25 damage it should be damage per tick, or heal.

    For war vengeful blood mastery should have increase in str cause 25 str is little.

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    Junior Member SCSY's Avatar
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    I am also thinking to if it is ok to suggest invulnerability in Razor Shield Masteries for 2s to rogue.

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