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ScrimbulSun 25-Aug-13 06:56 PM
Member since 22nd Apr 2003
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#50956, "Battlemage Training"
Edited on Sun 25-Aug-13 06:59 PM

  

          

This edge would be a whole lot nicer than it is now if it made the early stages of exotic spam a bit less rough.

As it is you can get stuck spamming early exotic skills for 36 straight hours and only get 10% on it.

I get that exotic skills are optional but they are optional like not exploring for dam redux preps is optional. They aren't really optional if you want to kill a warrior who has overextended, a paladin who has stacked progging gear and is actually losing a fight, or the vast majority of air/offense shifters because entangle/earthbind/eyejab are too niche in counters. You have to at least be able to lag for one round if you aren't going to kill them with damage over time or have to worry about spellbane.

I'd propose that Battlemage Training gets more expensive and becomes a ####ty version of Hour Past Midnight, not setting anything to 100% but making them easier to spam up and perhaps either lowering miss rates or adding a round of lag/increasing secondary success rates to skills such as batter or rip. Many mages cannot engineer a situation to where they can stand in combat long enough to spam these skills in any reasonable timeframe without sitting down and focusing on them. Transmuters and conjurers specifically would never stop thanking you, neither would thieves and non-bearcharge rangers if they were to have similar, even cheaper options for lowering exotic spam time even if it's just bumping exotic skills to a flat innate 30% across the board.

Also, purely secondary, it would be really nice if each individual had an exotic skill that explains exactly what it does and why it's useful but only after you had perfected it at 100% (which means taking HPM gives you all of them instantly)

  

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