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Merc stun skill change

 
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4/8/2013 16:24:16   
Assassain11
Member

Since someone said that the skill is unique, I guess I'll have to think of another skill that they could possibly change on Mercenaries. Intimidate looks a tad useless.. Only good on support mercs or you put a ton of points into it unless you like to take away about 17 strength points at level 1.

But we could always change the stun skill. Maybe the energy cost could scale up a bit slower?

< Message edited by Assassain11 -- 4/8/2013 20:46:50 >
Post #: 1
4/8/2013 16:50:25   
Warmaker04
Member
 

Well u need club too.
For other classes u dont actually need a weapon requirment
AQW Epic  Post #: 2
4/8/2013 17:00:48   
Assassain11
Member

@Warmaker04

Tech Mage's stun skill "Overload" requires a staff.

< Message edited by Assassain11 -- 4/8/2013 17:01:10 >
Post #: 3
4/8/2013 19:04:20   
Midnightsoul
Member

But you're increasing stun chance. This is what keeps it unique. If you need it for damage, just have high strength.
DF AQW Epic  Post #: 4
4/8/2013 19:51:23   
  Exploding Penguin
Moderator


Just to make a point, maul does the most damage out of all the stuns given most build types. Also, it's damage boost (in most situations) is equivalent to or higher than the damage boost of double strike at level 1, which really doesn't make much sense.
Epic  Post #: 5
4/8/2013 20:39:50   
Assassain11
Member

@Exploding Penguin

Oh, thanks for pointing that out.

Well I still think mercs need a buff.
Post #: 6
4/8/2013 21:22:15   
  Exploding Penguin
Moderator


It...not necessarily needs one. It is slightly UP to other classes, particularly BH which completely dominates mercs. However, the solution probably wouldn't be to increase the power of a skill that's already the best of its category (maul is arguably the best stun), but to increase the effectiveness of another skill which isn't so, such as adrenaline or intimidate.
Epic  Post #: 7
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