Page 3 of 3 FirstFirst 123
Results 41 to 50 of 50

  Click here to go to the first Dev post in this thread.   Thread: New Passive Character Abilities Coming in the Dead City Expansion

  1. #41
    Senior Member
    Join Date
    Feb 2011
    Posts
    2,587
    Thanks Thanks Given 
    993
    Thanks Thanks Received 
    1,058
    Thanked in
    506 Posts

    Default

    after looking through all the passives I honestly don't think I'll be using any. I was expecting them to be essential like DL.

  2. The Following User Says Thank You to wvhills For This Useful Post:


  3. #42
    Junior Member
    Join Date
    Nov 2012
    Posts
    27
    Thanks Thanks Given 
    5
    Thanks Thanks Received 
    7
    Thanked in
    3 Posts

    Default

    Pretty boring passives. Just more stats that you can get from armor/weapons. I would have liked to seen more passives that are game changing and affect the playstyle of your character for example:

    for warrior:
    Blood Feud - 1% chance to gain 1% of max HP back on each attack. (max of 5% to gain 5% of hp)
    Threatening Presence - Basic attacks gain more aggro per point.
    Spiked armor - 3% of damage taken is reflected back to enemies. (max of 15% reflect)

    for rogue:
    Shadow mastery - shadow piercer and shadow veil have their mana requirements lowered by 5%. (max of 25%)
    Bow master - noxious bolt and aimed shot (?) gain 1% damage and 1% critical chance. (max of 5% dmg. and 5% crit)
    Hidden from View - fully charged attacks have a 20% chance to give you a 100% dodge buff for 1 second. (max 100% chance)

    for sorcerer:
    Arcane acquisition - mana regen is increased by 2/sec. (max 10/sec)
    Elemental forces - damage done by elemental attacks (fire, frost, lightning, wind) are increased by 2%. (max 10%)
    Silence - your offensive skills have a chance to interrupt the target's skill casting by 10%. (max 50%)

    Now these are good passives. Skill points are scarce still and aren't worth throwing away in passives where you will hardly notice a difference.
    Last edited by TheLowerLight; 12-17-2012 at 02:20 PM.

  4. #43
    Luminary Poster Energizeric's Avatar
    Join Date
    Jun 2012
    Posts
    8,243
    Thanks Thanks Given 
    960
    Thanks Thanks Received 
    2,931
    Thanked in
    1,208 Posts

    Default

    I'm hoping the new game client shows your health regen and mana regen stats. Because right now it's just a big mystery.

  5. The Following User Says Thank You to Energizeric For This Useful Post:


  6. #44
    Senior Member
    Join Date
    Sep 2011
    Location
    Moscow, Russia
    Posts
    1,204
    Thanks Thanks Given 
    458
    Thanks Thanks Received 
    229
    Thanked in
    127 Posts

    Default

    Quote Originally Posted by TheLowerLight:898092
    Pretty boring passives. Just more stats that you can get from armor/weapons. I would have liked to seen more passives that are game changing and affect the playstyle of your character for example:

    for warrior:
    Blood Feud - 1% chance to gain 1% of max HP back on each attack. (max of 5% to gain 5% of hp)
    Threatening Presence - Basic attacks gain more aggro per point.
    Spiked armor - 3% of damage taken is reflected back to enemies. (max of 15% reflect)

    for rogue:
    Shadow mastery - shadow piercer and shadow veil have their mana requirements lowered by 5%. (max of 25%)
    Bow master - noxious bolt and aimed shot (?) gain 1% damage and 1% critical chance. (max of 5% dmg. and 5% crit)
    Hidden from View - fully charged attacks have a 20% chance to give you a 100% dodge buff for 1 second. (max 100% chance)

    for sorcerer:
    Arcane acquisition - mana regen is increased by 2/sec. (max 10/sec)
    Elemental forces - damage done by elemental attacks (fire, frost, lightning, wind) are increased by 2%. (max 10%)
    Silence - your offensive skills have a chance to interrupt the target's skill casting by 10%. (max 50%)

    Now these are good passives. Skill points are scarce still and aren't worth throwing away in passives where you will hardly notice a difference.
    These are REALLY creative

    Those announced by STS r dull and unimaginative. .

    Listen to yo fans, STS!
    Oh, wait, wrong company...
    click my sig to join



    Got a SCAMMER to REPORT? DO it HERE!

  7. The Following User Says Thank You to flashbackflip For This Useful Post:


  8. #45
    New Member
    Join Date
    Dec 2012
    Location
    singapore
    Posts
    1
    Thanks Thanks Given 
    0
    Thanks Thanks Received 
    0
    Thanked in
    0 Posts

    Default

    Quote Originally Posted by TheLowerLight View Post
    Pretty boring passives. Just more stats that you can get from armor/weapons. I would have liked to seen more passives that are game changing and affect the playstyle of your character for example:

    for warrior:
    Blood Feud - 1% chance to gain 1% of max HP back on each attack. (max of 5% to gain 5% of hp)
    Threatening Presence - Basic attacks gain more aggro per point.
    Spiked armor - 3% of damage taken is reflected back to enemies. (max of 15% reflect)

    for rogue:
    Shadow mastery - shadow piercer and shadow veil have their mana requirements lowered by 5%. (max of 25%)
    Bow master - noxious bolt and aimed shot (?) gain 1% damage and 1% critical chance. (max of 5% dmg. and 5% crit)
    Hidden from View - fully charged attacks have a 20% chance to give you a 100% dodge buff for 1 second. (max 100% chance)

    for sorcerer:
    Arcane acquisition - mana regen is increased by 2/sec. (max 10/sec)
    Elemental forces - damage done by elemental attacks (fire, frost, lightning, wind) are increased by 2%. (max 10%)
    Silence - your offensive skills have a chance to interrupt the target's skill casting by 10%. (max 50%)

    Now these are good passives. Skill points are scarce still and aren't worth throwing away in passives where you will hardly notice a difference.
    100% dodge for 1 sec? no way. you need more than 1 sec for that lol. like 5 secs sounds better lol

  9. #46
    Junior Member
    Join Date
    Nov 2012
    Posts
    27
    Thanks Thanks Given 
    5
    Thanks Thanks Received 
    7
    Thanked in
    3 Posts

    Default

    Quote Originally Posted by Rantelz View Post
    100% dodge for 1 sec? no way. you need more than 1 sec for that lol. like 5 secs sounds better lol

    ahh! BUt look how often you charge your skills. with 5 points, every 3 seconds you are dodging an attack. Nice passive don't you think? I actually think it's pretty overpowered, more than mage's shield so if it was a real passive it would be toned down because in pvp it would be devastating.

    Also for kiting, running into a group of mobs with a charged skill, then getting a second to dodge every single hit and getting out of there.
    Last edited by TheLowerLight; 12-18-2012 at 12:01 PM.

  10. #47
    Junior Member Eviljack's Avatar
    Join Date
    Nov 2012
    Posts
    27
    Thanks Thanks Given 
    12
    Thanks Thanks Received 
    4
    Thanked in
    3 Posts

    Default

    Quote Originally Posted by TheLowerLight View Post
    Pretty boring passives. Just more stats that you can get from armor/weapons. I would have liked to seen more passives that are game changing and affect the playstyle of your character for example:
    I like your ideas. I would also add:
    "Pet Mastery" - pets stay happy longer by 10-50% and do more damage by 2-10%
    "Luck" - enemies and chests drop items more often by some percent

  11. #48
    Senior Member
    Join Date
    Oct 2012
    Location
    In my Entmoot
    Posts
    4,674
    Thanks Thanks Given 
    445
    Thanks Thanks Received 
    504
    Thanked in
    301 Posts

    Default

    i love all these ideas! i hope sts implements some.

  12. #49
    New Member
    Join Date
    Dec 2012
    Location
    London
    Posts
    9
    Thanks Thanks Given 
    4
    Thanks Thanks Received 
    0
    Thanked in
    0 Posts

    Default

    I thought , for example if i'm 15lvl, i will have 15active skill points and 15 passive skill point oh well.
    Rogue : 15lvl #Dievukas
    Warrior : 21lvl #Velniasx
    Sorcerer : 16lvl #Velniukas

  13. #50
    Banned Deathpunch's Avatar
    Join Date
    Aug 2011
    Location
    Indianapolis, IN
    Posts
    2,775
    Thanks Thanks Given 
    164
    Thanks Thanks Received 
    415
    Thanked in
    293 Posts

    Default

    Quote Originally Posted by Velnias View Post
    I thought , for example if i'm 15lvl, i will have 15active skill points and 15 passive skill point oh well.
    Nope, you'll just have 14 points total at level 15.

    -----
    Dear STS,
    Make a squid buddy pet for AL.
    Sincerely, everyone.

Similar Threads

  1. Replies: 93
    Last Post: 12-21-2012, 08:10 AM
  2. Replies: 23
    Last Post: 12-12-2012, 10:10 PM
  3. Pet's Abilities - Arcane Ability/Passive Ability
    By Blayze in forum AL Player Guides
    Replies: 42
    Last Post: 12-06-2012, 09:30 PM
  4. Attack vs Passive Abilities
    By AWX-thrones in forum DL Player vs. Player
    Replies: 12
    Last Post: 06-16-2012, 12:00 AM
  5. Abilities effect on character
    By nazgulking in forum PL Suggestions and Feedback
    Replies: 7
    Last Post: 05-21-2011, 11:01 AM

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •