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    Quote Originally Posted by Avaree View Post
    The attribute points for class should only be class specific. Other classes shouldn’t be allowed to add attributes not specific to their class.
    Attachment 260604
    When respecting or leveling up, only the attributes that are class specific should show.
    (Remember the str mages in maus)

    TIA
    Avy
    Hardcore rogues and warriors sometimes need points on int, respec kits are easy to get so if a new players makes a mistake its not a big deal.

    For skills revamp i would like to see skills feel useful without relying on procs.
    Last edited by Msrobinsonal; 10-17-2023 at 07:53 PM.

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    Senior Member Avaree's Avatar
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    Quote Originally Posted by Msrobinsonal View Post
    Hardcore rogues and warriors sometimes need points on int.
    While I do understand why a HC player with junk gears would want to play around with different attributes, however, for new players who have never played a game b4 may better understand what attributes to add to their character. Also, I firmly believe that class specific attributes should be applicable on that specified class(es). Awakes, jewels, pets can benefit what a class is missing if they feel the need more int/str/dex. Maybe sts can implement an elixir to be used that would offer str/int/dex?
    Avy
    12-2012

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    Default

    Quote Originally Posted by Avaree View Post
    The attribute points for class should only be class specific. Other classes shouldn’t be allowed to add attributes not specific to their class.
    Attachment 260604
    When respecting or leveling up, only the attributes that are class specific should show.
    (Remember the str mages in maus)

    TIA
    Avy
    -1 for this, as an HC rogue there are scenarios where I need to respec to full STR build so as to not die.

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    More AoE for Rogues please.
    Smoke bomb AoE, bigger explosion or Nox Shot would be great

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    Default Skills revamp for all classes

    Hello,
    I was thinking with my friend how we can change current skills to make them better (and nerf 3 broken ultimates). After some time, we've got some ideas:

    WARRIOR:

    Rallying Cry - make a complete revamp of this skill.
    Grants 5% health leech.
    1 upgrade - charged rallying cry grants 7.5% health leech
    2 upgrade - rallying cry taunts nearby foes
    3 upgrade - increases your and your allies armor by 10% or 15% if charged
    4 upgrade - increased duration.
    Mastery - each point of mastery increases your and your allies stats (str/dex/int) by 1%.

    Axe Throw - change chance to stun to 100% chance for stun.

    Skyward Smash - change chance to bleed to 100% chance for bleed.
    Also, when you use skyward smash, it stops you at end which is very annoying. It should work like piercer (rog skill).

    Chest Splitter - increase radius, also with speed set and delay it's hard to hit mobs (should be fixed).

    Windmill - with speed set and rushing towards group of mobs, you can barely hit any mobs when you use windmill (should be fixed)
    mastery - change 0.25% crit chance increase per point to 1% crit chance.

    ROGUE:

    Piercer: change chance to reduce target armor to 100% chance for reduce target armor by 15% (stacking, should work with other armor debuffs like kraken bow proc).

    Razor Shield: increase dmg reduction from mastery from 1% per point to 2% per point.

    Shadow Veil:
    Make it an aura (with bigger radius) which follows caster (rog)
    Change increased damage dealt by friendly allies within shadow veil by 15% to increase critical hit damage dealt by you and your nearby allies by 15% (doesn't require to be inside shadow veil to get crit dmg buff)

    Nox Bolt:
    Remove increased dot tick dmg from mastery and add increased dot tick speed by 25%.

    SORCERER:

    Shield:
    Increase the amount of dmg it can absorb by 25%. Give us stun immunity for 2.5s after shield breaks. Slightly reduce cast time.

    Gale force:
    dash stops at end (similar issue with skyward smash), change it to dash which doesn't stop at end (like piercer), also that skill point now would grant 25% stacking speed for you and your allies. Could also completely remove the dash and keep movement speed increase only.

    Lightning:
    change 1% damage increase per point in skill mastery to 1.5%

    Curse:
    increase the dmg reduce of affected targets from 10% to 15%. Allow us to "place" curse (like rog trap skill) when there are no enemies around. The first target to touch that "curse trap", would get curse on himself.

    Lifegiver:
    Increase the amount of additional health granted by charged lifegiver by 20%.

    Energizer:
    change 65% haste increase to 25% haste, 25% stats (str/dex/int), 25% stack dmg, 25% boss dmg, 25% elite dmg increase.

    Rage:
    Lower the amount of str gained from 6x to 3x.

    Immortal:
    Reduce the amount of str gained from 3x to 1.5x
    Lower time of immunity from 15s to 8s.

    Ultimate Aimed Shot:
    Reduce the amount of arrows from 3 to 2.
    Last edited by AgentStonoga; 11-01-2023 at 04:01 AM.

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    Default Feedback: Skill Revamp

    I think that with the plan of getting a active 5th skill you can do a major update of skills.
    We could get the skills there with the current rework people propose.

    But it would be cool if we could have some kind of specialisations. We could call them « Unique skills ».
    Those skills would be unlockable by doing some side quests.
    The unique skills would be usable on certain conditions and would be a path that we can chose to follow.
    1st the main path: it will be an active spell we can chose as a 5th spell (or 6th if you wanna make 5 active from the old spells and 1 really new). We chose between 1 from 3 choices of actives they are activable on certain conditions (fill a rage or any ressource bar/ do a 5 spells hit combo/ gather 3 mobs arround you) and they can be dealing damage (single or multi or even a combo) spells or support spells (big debuff/big buff/crowd control) or tank spells (repulse/attract/taunt) or do mix of that. Just make them different for each class and different from each other.
    Here are some suggestions
    Mage: mix element affinity:
    Fire and water: mirage : the condition would be to use fireball and frost ball 2 times each consecutively then the mage can creates a double of him that deals 50% of the damage the mage does by replicating he’s spells, it can be focused by ennemies and dies after 1 hit.
    Fire and shadow: undead bolt. The Condition is using fireball on a cursed enemy 3 times. The mage can cast a undead bolt that will target 3 ennemies max deal damage and dot + a debuff. The debuff is that ennemies that die when affected by undead bolt will transform in undead following the mage and fight for him. The attacks of the undead will make damage and apply a undead burn debuff.
    Fire, arcane: burning armor : the condition is hiring with time clock and fire ball while the shield is active you can wear a burning armor that is stackable 3 times. The armor will deal damages to nearby enemies(3m radius), increase mage move speed by 50%.
    All these propositions use mana.

    Rogue: would be spécialisation and combo attacks gameplay.
    Each skill the rogue uses fills a combo point bar that is scaled like this 0-1-2-3-4-5, so 5 is the max.
    Poison: condition 3 combo points The rogue leaves a poison bomb that poisons all ennemies in an area.
    Shadow step: condition
    2 combo points. The rogue increases it’s movespeed by 100% creates a shadow double that will copy it’s next spell doubling the damage of the next spell.
    Arrow fan: 1 combo point The rogue does a circle zone attack like a fan with arrow she shots really quick.

    Warrior: rage mechanic
    Every attack fills rage that the warrior uses for unique skills that depletes it.
    Rampage: the warrior attacks and stuns 4 ennemies if Front of him executing 4 big consecutive blows. Entering in enraged mode. Enraged mode (50% bonus damage or crit damage 10% crit, but takes 50% more damage)
    Shield slam: 30% of rage bar. The warrior his shield that hit an enemy and bounce on all enemies arround him (10 meters radius) all enemies hit by the shield are taunted and debufed (take 10% increased damage from every source, 20% reduced damage).
    Ground slam: 50% of the rage bar. The warrior hit the ground violently. It stuns all enemy arround him for 2s and grant him 50% haste, the stun works on bosses.

    2nd the secondary path: it’s like a talent tree we will unlock by playing the game (killing mobs/doing dungeons/ doing pvp/ side quests, that will give special xp bar) that unlocks some special passive procs (can be like some wep or armor procs like dmg buff on certain condition or stats buff on certain conditions like on wearing some kind of gear or doing some actions), or modify some aspects of the unique skills (ex: reduce the dmg done while enraged by 10% and reduce the damage received increased by 20%)


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    Last edited by Tekila; 10-20-2023 at 01:59 PM.

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    All good but make juggernaught do its job to be cc immune, soemtimes some other skills pierce that has stuns make it through jugg. U guys somehow do its job

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    this ones free

    link should be strongest when within 10m, & beyond 100m I imagine the link should be broken.

    Click image for larger version. 

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    Default Skill & Ultimate Revamps + New Mechanics

    These are various ideas & suggestions I have thought of while procrastinating. Text wall alert. Pls feel free to discuss below. (At the moment I only have ideas for rogue class)

    =======Changes to old skills========

    Shadow piercer:
    -Charged shadow piercer on a single target makes your character land 3 additional quick stabs & slashes on that target before the spinning uppercut.

    Shadow storm shot:
    -Charged shadow storm shot AOE inflicts your targets with shadow curse, amplifying the damage they take from all sources by 15% for 3.5 seconds & reduces damage they deal by 15% for 3.5 seconds.
    -Cooldown increased by 2 seconds.

    Noxious bolt:
    -Noxious bolt has the venom tick speed increased by 2×.
    -Dot damage reduced by 40%.
    -Venom reduces effectiveness of healing & regeneration from all sources by 35%

    Entangling trap:
    -Charged entangling trap always pulls nearby enemies in. Trap reset chance removed, instead cool down is reduced by another 1 second.
    -Mastery increases chance of enemy excluding bosses getting rooted in place when pulled in, by up to 25% for the duration.
    -Trap explosion removed. Instead, enemy attack speed is reduced by 30% within the barbed trap
    -Your attack on trapped enemy will never miss.

    Shadow Veil:
    -No longer increases armor, instead increases critical damage of allies by 10%.
    -"Enticing scent" enemies walking away from the source of the fumes have their movement speed decreased by 40% & enemy walking towards the source have their movement speed increased by 40%
    (this effect has an additional range outside of fume radius).
    -Fume radius increased by 25%.
    -Explosion removed.

    Razor shield:
    -Damage tick speed increased by 30%.
    -Cooldown +1 second.
    -5% chance of blinding enemies hit directly by whirling razors. (not from bleed), doesn't effect bosses.

    ========Changes to ultimates=======

    Ultimate aimed shot:
    -Range increased by 150%/1.5x.
    -Fires only 1 arrow.
    -Always requires charging, charging roots your character in place. Taking damage stops ultimate from activating and staggers you for 1 second.
    -Damage increased immensely.
    -Ability ignores armor & all damage reduction effect except boss phases & passives.
    -Inflicts mortal wound, disabling all regeneration & healing.
    -"Head shot" instantly kills lesser enemies & reduces ultimate cooldown by 30%

    -Refuel & Herbal medicine removed-

    (NEW) Close combat:
    -Activation grants 35% stacking damage reduction, 50% stacking speed, 50% Haste, 50% chance to counterattack enemies within melee distance.
    -Counterattack has 50% chance to stun enemies for 2 seconds & 20% chance to knock down enemies for 3 seconds.
    -Grant's 70% Armor mitigation at melee distance.

    (NEW) Clairity:
    -Concentrates for 2.5 seconds, taking damage during this duration will stop ultimate from activating and stagger you for 1 second.
    -Activation makes your character regenerate 20% of mana every second & makes you immune to all debuffs except boss phases & boss passives.
    -Critical damage increases by 40%

    ==========END (for now)===========

    Thanks for reading, I understand that you may think this will make the rogue class broken, but I will also add reworks for other classes when I have free time, or you could reply with your version. Or make your own threads. Dev team is taking notes from many suggestions from diff people.

    Happy Halloween & GLHF ^^
    -Vulcaine Ada

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    Default Feedback: Skill Revamp

    How about adding a skill named for warrior ‘Explosive shockwave’

    Work : When used, your character creates a powerful shockwave that inflicts damage on every enemy within a 50-meter radius. This means it can hit multiple foes at once, making it particularly effective in crowded or group combat situations. It's like a forceful blast that ripples outward from your character, dealing damage to all nearby enemies, making it a valuable area-of-effect skill. 5 second cooldown for skill.

    Ultimate for warrior : Thunderstrike fury

    Work : Upon impact, it’s not just about causing significant damage to the enemy. What makes it truly impressive is its stunning effect. The sheer force of the strike sends shockwaves through the target, effectively paralyzing them. This momentary paralysis lasts for a remarkable 15 seconds, giving your team a critical advantage in battle. During this time, the stunned enemy is entirely vulnerable..

    Last edited by Inawaz; 11-01-2023 at 09:26 PM.

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    This is for all those wars out there that talk about wishing to be a mage/rogue in terms of damage.

    Skill-Going Rogue
    Warrior sacrifices half armor and health to gain 2x damage and 50-100% speed. Last 10-15seconds. Basically he throws his shield down to go full attack mode. Skill should have a long CD.

    Other thoughts on skills like this for other classes would be interesting. Sacrifice in an area to gain an advantage in another would make the Skill section more dynamic and thoughtful then pure spam buffs and attacks

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    uncharged skyward smash for warriors has a weird effect when landing, doesn't happen if charged.

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    I would like to see a lot more options when choosing skills, so you can build your character how you want whether it be for mob killing/boss focus/PvP etc just give us more options to choose from, also could we level up our skills so they get better/unlock bonus abilities the more we use them like spirit xp gear? Could add new aps for leveling all skills to max level also. Some other things like more skills that help other party members/different classes.

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    Lightbulb class specialisations

    I also like the idea with 2 paths for each class so here’s my input:
    • each class will have one path for damage/solo and one for support/tank
    • one path will improve 4 of the skills available
    • you can choose to not specialise and use the skills as they are now
      or you can specialise and combine the skills as you want but
      you can't use the specialised versions of the skills from both paths at the same time

    alright let's begin:

    WARRIOR

    • Path 1 (the damage one:berserker/ravager/barbarian)
      • Passive effect: each skill used increases the damage by 2.5%, lasts 10s, stacks up to 10
      • Will improve skyward smash, chest splitter, windmill and axe throw
      • These 4 skills charge 50% faster
      • New effects:
        1. Skyward smash:
          • double jump => a charged use of the skill will trigger a 2nd use uncharged at no mana cost

        2. Chest splitter:
          • Mighty swing => the sword generates a wave that travels forward for 5 meters while pushing and damaging enemies in it’s path

        3. Windmill:
          • Tornado => a charged skill will leave behind a tornado that moves forward, pulls and damages enemies

        4. Axe throw:
          • Burning chain => the axe leaves behind a path of fire that burns enemies

    • Path 2 (the support/tank one:guardian/paladin)
      • Passive effects: +10% haste, +15% armor, +20% health, -10% crit, -35% damage
      • Will have an aura around(similar to festerfang lixes) that buffs allies: +15% damage +10% health
      • the guardian takes a small portion of damage in place of allies that are inside this aura
      • Also allies inside this aura will take the effects of all the skills below
      • Will improve juggernaut, rallying cry, vengeful blood, horn of renew
      • These 4 skills charge 50% faster
      • New effects:
        1. juggernaut:
          • is fine imo
          • also applies to allies inside aura

        2. vengeful blood:
          • is fine imo
          • also applies to allies inside aura

        3. rallying cry:
          • warcry => increases 5% main stat

        4. horn of renew:
          • mastery => 4 armor(at max level) per caster level is 344 at level 86 which is very low; either change it to 0.5% armor per mastery level or increase the number(like 10 armor per caster level)

    ROGUE

    • Path 1(the damage one:assassin/ranger)
      • Passive effect: each 3 meters traveled increases the damage by 2.5%, lasts 10s, stacks up to 10
      • Will improve shadow piercer, aimed shot, noxious bolt, shadow storm shot
      • These 4 skills charge 50% faster
      • New effects:
        1. Shadow piercer:
          • Slasher => the skill now pierces enemies in it’s path; each enemy pierced increases it’s damage by 10%

        2. Aimed shot:
          • Mark of death => the skill marks the target for 6 seconds increasing the damage it takes from all sources by 3%, stacks up to 5

        3. Noxious bolt:
          • Plague => enemies slain by this skill will leave behind a pool of poison that slows and spreads the poison to enemies that walk over it

        4. Shadow storm shot:
          • Stealth => the assassin becomes invisible/untargetable for 3s after using this skill(this effect has a 30s cd)

    • Path 2(the support one:shadow/phantom)
      • Passive effect: +10% haste, +15% armor, +20% health, -10% crit, -35% damage
      • Will leave a trail of darkness on the ground she walks that buffs allies if they walk over it: +10% crit +10% crit damage (lasts for 15 seconds if not renewed)(applies on the caster as well)
      • Also allies that have this buff will receive additional effects from phantom’s skills
      • Will improve razor shield, entangling trap, shadow veil, combat medic
      • These 4 skills charge 50% faster
      • New effects:
        1. Razor shield:
          • Unseen stalker => the phantom becomes invisible/untargetable for 3s after using this skill(this effect has a 30s cd)
          • Allies with the darkness buff active will receive the effects from whirling razors and spinning freedom upgrades of razor shield when the phantom activates this skill

        2. Shadow veil:
          • Touch of darkness => the damage increase for allies with the darkness buff is doubled(30% instead of 15%)

        3. Entangling trap:
          • Ambush => if an ally with the darkness buff walks over the trap it increases his movement speed by 50% for 5s

        4. combat medic:
          • Fog link => when someone with the darkness buff picks up a healing pack 50% of it’s effects are also triggered on all the other players that have the darkness buff

    SORCERER

    • Path 1(the damage one:archmage/warlock)
      • Passive effect: each time 2 consecutive skills are different increases the damage by 2.5%, lasts 10s, stacks up to 10(so fireball lightning fireball will add 2 stacks)
      • Will improve fireball, lightning strike, gale force and frost bolt
      • These 4 skills charge 50% faster
      • New effects:
        1. Fireball:
          • Firebender => upon impact the fireball generates 5 smaller fireballs that explode near the initial target

        2. Lightning strike:
          • Lightning storm => a charged attack activates a lightning storm above the archmage that casts lightning strike(without mana cost) on an enemy near him(withing 5 meters) every second for 5 seconds(has a 15s cd)

        3. Frost bolt:
          • Frozen blood => the chance for arctic shatter to happen is increased to 50% and also the archmage leaves behind a similar ice path under him when he casts the skill

        4. Gale force:
          • Subzero => a charged use of the skill will trigger a charged frost bolt at no mana cost

    • Path 2(the support one:sage/enchanter)
      • Passive effect: +10% haste, +15% armor, +20% health, -10% crit, -35% damage
      • Every 10 seconds the sage drops 4 mana orbs on the ground; picking these up will buff allies: +10% damage +10% armor(lasts for 15 seconds if not renewed)(applies on the caster as well)
      • allies that have this buff will receive additional effects from sage’s skills
      • Will improve time shift, lifegiver, arcane shield, curse
      • These 4 skills charge 50% faster
      • New effects:
        1. Time shift:
          • Warped space => allies with the mana orb buff active will receive 50% movement speed if they enter the time shift zone

        2. Lifegiver:
          • Tree of life => allies with the mana orb buff active have 100% chance to spawn a sapling(took this idea from mastery) at their location when the skill is cast no matter how far they are from the sage; additionally the skill also grants 10% haste for 5s

        3. Arcane shield:
          • Arcane citadel => the skill becomes an AoE skill with a 7m range; all allies with a mana orb buff that are within it’s range benefit from it

        4. Curse:
          • Cursing aura => the skill becomes an aura with a 6m range around the sage(not permanent; with the same 7s duration)


    been working on this document for quite a few hours this week
    i realise some of this stuff might be broken/op but that was the point
    i have no idea how hard it would be to implement this
    of course it needs a lot more brainstorming by people much more competent than me
    but anyway i had a lot of fun making it
    i hope any of it might bring some ideas

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    Oh also please increase the difference between uncharged and charged skills/attacks to something more notable.

    Also a new proc to give us insta charge attacks for 10 seconds
    *Sigh*
    -Skeletonmike

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    +1 for multiple class roles.

    e.g warrior = paladin or berserker etc

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    %reduction in pet AA cooldown
    Looks like the passive are filled up. Could remove lethality for this I'm sure it's not used very often if at all.
    Or add it somewhere in a more support skill like mage heal, war horn or rog bomb

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    Warrior
    Juggernaut +5%-8% health leech / 30s cd
    Vengeful +25%more crit chance mastery 10/10

  25. #39
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    movement impairment resist passive

    15% chance to resist movement impairing effects 7% in PvP (stun, knockback, freeze, terror, root, snare, etc, - all of them)
    30% chance to resist movement impairing effects 14% in PvP
    45% chance to resist movement impairing effects 21% in PvP
    60% chance to resist movement impairing effects 28% in PvP
    75% chance to resist movement impairing effects 35% in PvP

    instant ultimate charge passive

    0.02% chance to instantly charge ultimate when dealing damage
    0.04% chance to instantly charge ultimate when dealing damage
    0.06% chance to instantly charge ultimate when dealing damage
    0.08% chance to instantly charge ultimate when dealing damage
    0.10% chance to instantly charge ultimate when dealing damage

    lethality passive

    1.0% chance when dealing damage to instantly kill enemies below 30% hp (0.1% in pvp)
    1.5% chance when dealing damage to instantly kill enemies below 30% hp (0.2% in pvp)
    2.0% chance when dealing damage to instantly kill enemies below 30% hp (0.3% in pvp)
    2.5% chance when dealing damage to instantly kill enemies below 30% hp (0.4% in pvp)
    3.0% chance when dealing damage to instantly kill enemies below 30% hp (0.5% in pvp)

    weapon range passive

    increases weapons range by 20% (5% in pvp)
    increases weapons range by 40% (10% in pvp)
    increases weapons range by 60% (15% in pvp)
    increases weapons range by 80% (20% in pvp)
    increases weapons range by 100% (25% in pvp)

    crafting speed passive $$$

    increases crafting speed by 10%
    increases crafting speed by 20%
    increases crafting speed by 30%
    increases crafting speed by 40%
    increases crafting speed by 50%

    revenge revive passive

    1 free revenge revive per day
    2 free revenge revives per day
    3 free revenge revives per day
    4 free revenge revives per day
    5 free revenge revives per day


    buff all passives

  26. #40
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    Quote Originally Posted by capeo View Post
    Jug is not doing its job in anyway. It's mostly useless now. Jug should clear debuffs like Gail. Jug should actually keep you alive. Mobs shouldn't be able to 1 hit you when jugs active... Nothing should if using jug. I've been killed through shield bubble, people i heal and have the bubble die so no not doing its job either.
    I absolutely agree with this. Warriors are tank but jugg is not almost useless to tank.
    It doesn't remove slow in new maps at all. Damage taken from curse and mobs are not reduced as well.
    Only thing we have is 2 second shield of heal.
    I understand you guys wanted to sell elixirs to remove curse for business but that also destroy class role with it.
    All we need is dmg to kill fast now. No pulls, no aggro, no heals, no teamworks, no class roles.
    It's more of whole map design flaw but anyways, jugg needs it's place back for warriors need to be warriors.

    I would like to add some as well.

    Remove feeble in chest split and Axe throw and replace them to 50% armor reduction.
    Or make it actually work on all maps, all bosses and mobs.

    Make stun on skyway smash and Axe throw works on bosses for 2 sec with 20 second cool down.
    Or replace it to armor reduction and replace feeble with stuns on boss.


    Skyward smash
    Remove mana regen and replace it to taunt.

    Rally cry
    Make this skill as a huge team buff. This might help warriors to get in a party more.
    Replace speed and dodge buff to 30% dmg buff and 30% boss dmg.
    If this would give warrior too much power, make it 50% just for party members or other class only.

    Vengeance
    This is OK. Little more buff would be appreciated tho.

    Heal
    Buff its armor mastery or change it to range buff.



    Some suggestions. Hope these can be reflected.
    Ign: Brimstony

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