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Thread: Skills Re-vamp Suggestion [In-depth PvE]

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    Blogger Immortal_Blood's Avatar
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    Lightbulb Skills Re-vamp Suggestion [In-depth PvE]

    --------------------------------------


    Hey and welcome to probably the most detailed suggestion I have ever posted.


    I can't see any recent threads about this so I will start.

    This is to increase less popular skills usefulness [and other reasons].

    --------------------------------------

    I am going to suggest buffs in detail for old skills and include details for new skills, for all classes; hopefully very well, and in a way that will resonate with most players.


    Let's begin.

    Sticking to the usual 8 active skill format seems like a good idea so I will stay on that track.
    [I do not wish to rebuild this wheel, rather to simply upgrade it].


    - Some active skills' sub-skills require buffs.

    - Passive skills can be used in a more effective manner than they being used are right now.

    - Some Ultimate and masteries require significant buffs.

    --------------------------------------

    Below I HAVE listed the current skills for each class and labelled those of which I think need a buff, in red, then explained the buff and why it should be added.


    Active skills:



    Warrior:

    - Horn of Renew -
    - Chest Splitter -
    - Axe Throw -
    - Whirlwind -

    - Juggernaut- Taunt effect should be larger, stun resist should apply without charging.
    Why buff: Warrior role is to protect the team, very hard to avoid stuns, rogue razor shield applies anti-stun without charging.
    - Vengeful Blood- STR gained from this skill should be % based, not base.
    Why buff: 50 STR is insignificant to someone with 2000, will give even damage throughout all levels with regards to how much STR someone has (an experienced warrior should know how to activate blood more effectively.)
    - Rallying Cry- Should increase damage reduction by 20% instead of 5%.
    Why buff: Barely used in PvE.
    - Skyward Smash - Replace Effortless Execution with 10% chance to reset cooldown.
    Why buff: Mana ignore is useless.


    Rogue:

    - Shadow Storm Shot -
    - Shadow Piercer -
    - Aimed Shot -
    - Razor Shield -
    - Noxious Bolt -

    - Shadow Veil- Damage buff should scale with player DEX, exploding sub-skill damage should scale to enemy HP.
    Why buff: Damage buff insignificant when paired with processes, sub-skill damage insignificant to zodias mobs etc.
    - Combat Medic- Should provide ally revival, more healing, and boost to XP.
    Why buff: Almost useless in all aspects of PvE, realistically, a "combat medic" may be expected to revive/increase morale of people.
    - Entangling Trap- Damage should scale to enemy HP, pull should trigger 2x as often.
    Why buff: Almost useless in all aspects of hard PvE, Glintstone age is over, most new players without the set, are not interested.



    Sorcerer:

    - Curse -
    - Arcane Shield -
    - Frost Bolt -
    - Fireball -

    - Gale Force- unmatched to rogue shadow piercer.
    Why buff: Ending of charged animation locks sorcerer in place briefly.
    - Time Shift- damage should scale based on enemy hp.
    Why buff: Exploding clock damage insignificant.
    - Lifegiver- should give boost to Ultimate charge time or something more.
    Why buff: Heal unnecessary in most aspects of PvE.
    - Lightning - Explosion damage should deal % damage based upon enemy max HP.
    Why buff: Electrical Discharge is a waste of a skill point if it doesn't deal more damage.

    --------------------------------------

    Passives:



    - ARMOR -
    - DAMAGE -
    - CRITICAL -
    - GOLD LOOT -

    - SPEED - 5% per level, not 1%
    - DEX - Should give 5x more stats to Warrior and Mage.
    - STR - Should give 5x more stats to Rogue and Mage.
    - INT - Should give 5x more stats to Rogue and Warrior.

    --------------------------------------

    Masteries:



    Warrior:

    - Whirlwind -
    - Skyward Smash -
    - Vengeful Blood -
    - Horn of Renew -
    - Juggernaut -

    - Rallying Cry - Should add primary stat instead of STR, and more of it.
    Why buff: Mostly useless skill in PvE.
    - Axe Throw - Increase bleed total damage per level 1%/1.5%/2%/2.5%/3%/3.5%/4%/4.5%/5% of enemy HP.
    Why buff: Only 1 level of the mastery is ever used. Adds choice of where to spend points.
    - Chest Splitter - Should apply heavy bleed on targets that are hit by this 4 times, 1%/1.5%/2%/2.5%/3%/3.5%/4%/4.5%/5% of enemy HP.
    Why buff: Mana ignore is useless for combat. Repeated slices with a knife will cause you to bleed. Adds choice of where to spend points.


    Rogue:

    - Razor Shield -
    - Shadow Storm Shot -
    - Noxious Bolt -
    - Entangling Trap -

    - Shadow Piercer - Provides Invulnerability for 0.15s per skill level, or buff the healing massively.
    Why buff: Small healing is useless.
    - Aimed Shot - increases damage by 2% per skill level.
    Why buff: Mana ignore is useless.
    - Shadow Veil - Increase damage done.
    Why buff: Processes make this skill unfavourable.
    - Combat Medic - Should buff damage instead, 10th skill unlocks revivals.
    Why buff: Mana regen is useless.


    Sorcerer:

    - Fireball -
    - Frost Bolt -
    - Time Shift -
    - Curse -
    - Lifegiver -
    - Arcane Shield -
    - Gale Force -
    - Lightning -


    --------------------------------------

    Ultimates:



    Warrior:

    - Rage -
    - Immortal -

    - Reflective Barrier - Increase duration & reflection damage.
    Why buff: The worst, least favoured Warrior ULT.


    Rogue:

    - UAS - Buff damage 5x.
    Why buff: It is too weak comparative to other classes. [important buff]
    - Refuel -
    - Medicinal Herb - Increase healing, apply to allies and apply an additional buff.
    Why buff: Healing is hardly favoured over damage in most instances. [possible 100% useless ULT]


    Sorcerer:

    - Energize -
    - Meteor Strike -

    - Grand Protection - Should also buff allies and scale to enemy damage.
    Why buff: It is unused in most PvE content.

    --------------------------------------

    Below I will list new skills for each class.



    New active skills:



    Warrior:

    - Grab - Can pick up a mob for 5s, causing panic, then throw it to deal damage to others in a line.
    - Flurry - Multiple fast hits in a cone. (1.5s locked animation)
    - Stomp - stuns all surrounding enemies and has 50% chance for knock back


    Rogue:

    - Invisibility - Becomes un-targetable and loses all current targets for 5s.
    - Distract - rogue loses taunt of enemy and debuffs its dodge chance, crit chance, and armor 25% for 10s
    - cripple - debuffs enemy with a stacking multiplier that increases effectiveness of all other debuffs by 0.5x for 3s.


    Sorcerer:

    - Meditate - must remain still and not get hit for duration of skill (3s) to buff self damage for 30s.
    - sight - increases range of all attacks by 100% but decreases damage of all attacks by 40% for 8s.
    - teleport - teleports 10m in direction player is running/facing. uses a lot of mana.

    --------------------------------------

    New passives:



    All:

    - Unaided: More primary stat when adventuring alone.
    - Courage: More damage reduction when adventuring alone.
    - Lucky: More luck.
    - Smart: More XP.


    Warrior:

    Only 1 can be active. No cooldowns. Must be level 77.

    - Indomitable: 50% resist stun.
    - Torment: 50% chance to taunt an enemy that's hit with basic attack.
    - Numb: 50% chance enemy attack damage is reduced by 25%


    Rogue:

    Only 1 can be active. No cooldowns. Must be level 77.

    - Deception: Basic attack has 50% chance to backstab if behind enemy, which deals double damage.
    - Dance: 50% chance for 25% movement speed when below 33% HP. [A reason to have auto potions off]
    - Misdirection: 50% chance to reduce enemy hit chance by 25% if attacking them from behind.


    Sorcerer:

    Only 1 can be active. No cooldowns. Must be level 77.

    - Mend: 30% chance to heal 10% HP if attacked.
    - Pre-emptive: 25% chance to cast fully upgraded charged fireball if being attacked by 3 or more enemies at once. (even if you do not have it)
    - Bloodied: Damage is higher when HP is lower. (up to a max of 15% at 10% HP) [A reason to have auto potions off]

    --------------------------------------

    New Masteries:



    Warrior:

    - Grab - Hits more targets before losing momentum, deals more damage, per skill level.
    - Flurry - increases critical chance per skill level for 5s.
    - Stomp - increases damage done by 1% and chance to knockback by 5% per skill level.


    Rogue:

    - Invisibility - Cooldown reduced by 1s per skill level.
    - distract - increases chance to negate all taunts of the enemy by 10% per level.
    - cripple - cooldown/duration increased per level.


    Sorcerer:

    - meditate - increases duration of buff by 0.2s per skill level
    - sight - reduces amount of damage that is de-buffed by 1% per skill level.
    - teleport - reduces mana cost by 2% per skill level.

    --------------------------------------

    New Ultimates:



    Warrior:

    - Rage 2.0: Damage taken over 15s increases damage done for 30s.
    - Unrelenting Taunt: Taunts all enemies in leash range for 15s [Moving will taunt more enemies], pulls up to 15 enemies after 15s [like terror blade], explodes once attacked multiple times, knocking all enemies back and dealing 10% enemy HP as damage to all, then holds taunt of all until they die.
    - Rally: Resets skill cooldowns on self, buffs self + allies with 25% STR, 25% movement speed, 25% crit, 25% armor, 25% damage reduction, 100 HP regen, 25% dodge for 30s.


    Rogue:

    - UAS 2.0: De-buffs armour by 100% for 10s, deals triple aimed shot damage, always critical.
    - Shadow Master: Drops large shadow veil which de-buffs enemies hit chance, critical chance, armour, and damage. Also buffs ally damage, armour, and ticks invisibility every 2s for 20s. (invisibility is broken if you attack, does not prevent damage. Veil explodes when expired, dealing 10% damage to all enemies HP that are inside.)
    - Refuel 2.0: Increases movement speed and armour by 2x, Increases HP regen by 100 for 25s.


    Sorcerer:

    - greater heal - provides huge HoT to allies for 30s.
    - ethereal - cannot use offensive skills or attacks and becomes immune to all damage and effects for 10s
    - revival - [slow charge] if skill is charged and sorcerer dies, he explodes and is revived; dealing a lot of damage and stunning all enemies.

    --------------------------------------
    Last edited by Immortal_Blood; 10-23-2022 at 11:49 AM.

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  3. #2
    Senior Member Greazemk's Avatar
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    Cool suggestions.

    Okay, first of all the % buff of Vengeful blood is BIG FAT -1 why? you already have your STR multiplier and it is an ult for a reason, changing it to % can be multiplied and amplified the higher STR you got and should stay as it is, it's a skill.

    Combat medic. Correct me if I am wrong. Is used often in PvP not all skills should be useful on PvE, we already have potions to heal ourselves, healing and reviving are Sorcerers and Warriors jobs, Combat Medic is for single player heal not for a team.

    Adding that Entangling trap 2x is also a good add, although some are still using trap. Cast Trap > Switch to Glint Set > *Pulls* > Switch back to your set.

    Ultimate Aimed Shot, 5x is too much maybe 3x, with 5x we will hit up to 1.6m Damage with Ult that is 12.8k damage now imagine if we proc sunken + pisces. I'm not good at math but we might hit for more than 10m damage.

    Instead of Invisibility, why not Stealth? Cannot be hit (not invulnerable) removes all negative status and adds +15 crit for 2.5 seconds with 15 seconds cooldown.

    +1 for all the new passives you added, very genius.

    Passives for each class should only be applicable in PvE.
    All Warriors passives might work out.
    All Rogue are pretty much useless except the first one, instead of basic attack make it Any Damage Dealt.
    Swap Numb to Sorcerers and Mend to Warriors. Pre-emptive is too OP. AGAIN turning off your Auto Pots is not a good idea even with those passives, you'll get burst(ed) by mobs especially in Zodias campaign maps.

    Rally is good new ult!

    +1 for Ult Aimed Shot 2.0, you just contradicted yourself with this one, -100% armor +1, always critical hit? no, it basically becomes 4x-5x damage.
    Shadow Master? wow! but seems that will only be used most of the time in boss fights which Rogues would rather choose Ult Aimed Shot, but with the new Arcane Helmets things might work out differently this time.

    I enjoyed reading this one! very cool

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  5. #3
    Blogger Immortal_Blood's Avatar
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    I filled in the blanks, stomp is probably my favourite but teleport and revival are also cool.

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    Blogger Immortal_Blood's Avatar
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    bump, let me know what you think #1! i will edit the post as u so desire.

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  7. #5
    Blogger Immortal_Blood's Avatar
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    yo i see its on the list, ty! thread closed i guess hahahah unless yall have something to say.

    this is honest feedback on what i perceive. - yeah, all 8 sorcerer masteries really are top notch.

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