2009年4月22日星期三

TCOS: Skill thread

Hello everybody there! This Goldceo, your old friend. Now here is TCOS guide for skill, just go through and have a good time in our website!
Circle - Rune Mage lvl 24 skills, should probably be combined into a single skill, to be somewhat useful, and even then, I'm not sure it would be worth the skilldeck slot unless you group a lot. Duration/effect too low to warrant using.
Spirit Arc - Ancestral Mage, lvl 5, the effect is sort of minor/hard to hit with, but the timer is a very long 30 seconds, possibly worth it if the effect was increased, or the timer drastically shortened.
Spirit Discharge - Ancestral Mage, lvl 5, extra healing isn't so bad, but it's less than tap magic(or the schleef healing you once), and has extra negative effects instead of possitive. Seems underpowered. Perhaps if it took moderate health from pet to give a major distributed party heal or something.
Ball Lightning - Ancestral Mage, lvl 16, looks very good on paper, until you realize it's a focus based melee attack for a mind based spellcasting class, damage for a fully combo'd up ball lightning is less than an uncombo'd righteous hunt, and the heal is less than tap magic(about the same as spirit discharge). Really marginal, at best.
Mind Over Body - Spellcaster Archetype, lvl 24, probably never worth casting in combat over just a damage spell, and the 12s duration means it's not going to be good enough as a pre-combat preparation buff to warrant a deck slot, I'd like to see an increase to at least 30s, preferably more, and it could see use.
Pyroclasm - Rune Mage, lvl 16, same problem as Ball Lightning, it's offstat(body), and melee, damage fully combo'd up is less than well, uncombo'd rising stakes, for a similar example.
Electrocute - Ancestral Mage, lvl 24, for something that is supposedly "major" damage, and blows up your pet(essentially a last ditch effort, or a rather long delay as you recast pet, as ancestral mages need their pet to combo, and thus deal decent damage), it doesn't do that much damage... probably due to being focus rather than mind. It needs a damage upgrade to be really worth it. Damage seems about the same as rising stakes.
Ball Lightning/Pyroclasm for example could both be made useful by either making them mind based, or short range spells, either would turn them decent, both would probably overpower them.
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