Quote (izParagonzi @ 21 Sep 2015 21:50)
Outside of Ability Point distribution, you are basically saying that each charge effect be 12.5%, this way it does not
matter if it charges with "To Hit" / "When Healed" / "Cast" / "Attack" etc. This I agree with!
The other idea I did not put down was Character CLASS tied into abilities charge effect... like a Mage will increase ALL casting
abilities by 2% charge effect, and ALL healing abilities by 1% charge effect, and 0% everything else.
something along those lines would make more sense to me.
well the cast charges by 12,5% (pretty strong imo)
normal attacks with 10% (ok for me)
charge when hit charges with 8,3% (ok for me since you can get hit a lot if you stand in front with a robe.. bad skill for good tanks though) (this could be changed to charge a bit less but also charges with "0"-hits.
charge when healed sux imo.. is it 10% charge or something? if you got a decent group this skill is totally useless as it would require someone to heal you all the time to charge it properly.. which would never be the case.
so at least 20% if not 25% per successfull charge would make more sense to me.
i wouldnt bother using a charm to use that "charge with attack to cast skills" as i am statting all melee stats.. so my attack charm is pretty weak.. + i couldnt use a heal charm then.. so i would have to sacrify melee stats to get int which would make my attacks weaker again... only way to use this would be increased charge rate to maybe something like 16,6% or even 20%
This post was edited by ahs_darkhunter on Sep 21 2015 03:02pm