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Skills you dismissed at launch, but now love


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#1
SofaJockey

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I'm just coming up to another 12 class promotion and am thinking of re-specing, so:

 

Are there any skills you dismissed when the game launched that you now really like?

 

Perhaps skills that were bugged at launch, became associated with the key bug, like Firestorm,

or skills that come into their own when your attributes are a little higher or when you have better gear or heal-on-kill?

 

- - - - - - -

 

For example, I dismissed Combat Roll at launch because I viewed it as a wasted skill vs others.

 

Combat_Roll.png

 

But using it recently on my Katrari was a revelation, repositioning and getting out of trouble.

I now use it for all my warriors as an alternative to Shield Wall or other skills.

 

Are there skills you have come to favour that you disregarded at the start?



#2
Minuos

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Upgraded War Cry on Legionnaire. There are alternatives to use (like To the Death, which is great for generating guard but likely to get careless teammates killed), but having a second AoE taunt, in addition to Counterstrike, and +200% armour for four seconds is so nice considering Flow of Battle and Walking Fortress both reduce cooldowns. It also leads to Cutting Words (+20% team damage vs. taunted enemies).

 

Note: War Cry's armor bonus from Call to Arms should last ten seconds, not four--biower pls fix


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#3
nibyl

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Fade cloak. Used to ignore, now I will not build a mage without it. Such power. Wow.

 

It also took some time for me to realize what a great skill fallback plan is.



#4
Luke Barrett

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Warcry's armor buff actually lasts the full 10 seconds but it begins to taper off the effectiveness after 4, ramping down to 0 at the end of the duration.
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#5
Dieb

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Spike Trap.

 

Lots of fun to be had with ol' spikey.


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#6
Gya

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Alt+F4

Seriously. I used to ctrl+alt+del. This is much quicker.

Case in point, today I've had 1 threatening extraction (meh, boring), 1 perilous connection loss to servers at the end of zone 4 (exciting, raised my heart rate when I reappeared at the main menu!), 2 blackscreens (the suspense!) and 2 frozen joining session screens (all the better to appreciate the graphics). I'd call that a success, I think I'm done for the day, thank you alt+F4, so much fun!
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#7
coldflame

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Warcry's armor buff actually lasts the full 10 seconds but it begins to taper off the effectiveness after 4, ramping down to 0 at the end of the duration.

 

Then maybe it is time to update the in-game skill description?



#8
DragonRacer

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I had never tried Pommel Strike before because I got into a rut of usually taking the same skills every time. Been experimenting more now because, "Why not?"

 

Really enjoying it on my Katari as a good thing to have in the mix after the initial Charging Bull --> Mighty Blow.



#9
ALTBOULI

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Spike Trap.
 
Lots of fun to be had with ol' spikey.

This one knows
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#10
Kalas Magnus

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energy barrage. love it.

 

ele triggers flashpoint all day


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#11
Red Panda

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caltrops


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#12
Drasca

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Some of these will be repeats for you.

 

Combat Roll + Pommel Strike + Opportunist -- Never got around to it until many promotions in, and developed a highly manuever-able style.

 

War Horn (upgraded) -- Reaver Expert Kaaami filled me in on its use in a public game one day and explained how awesome it was, how it synergizes with lots of things.

 

TTD -- Mixed feelings. Great for boss fights, but boss fights are short & infrequent outside of special events right now.

 

Fallback Plan -- it was meh to begin with, but it is highly skill dependent. After learning situational awareness with map awareness, can now win and troll enemies instead of be trolled. Note: don't upgrade this skill.

 

Blessed Blades: Sure it was free, but it was disregarded. With SWAC, attack speed has increased greatly making BB so much more valuable.

 

Leaping Shot: I wasn't a believer at first, but I could tell Full draw sucked, but Archers Lance could be awesome when I first used Archers with decent gear. LS however took longer to master, but now I do lots of trick shots with LS, backflipping toward or away from enemies as I please. Hawkeye and Arrow have nothing on this archer!

 

Sleeping Powder + Knockout Bomb + Mercy Killing: The sleep skills and guaranteed crit didn't seem all that useful until later discovering panick from firewall, war horn, and the shock + weakness aoe sleep abilities, and that incapacitates increased overall exp. Also discovery of sleeping RTC.

 

Mana Surge + Static Charge: Disregarded these passive until seeing it in action, now use them in every build, and being central to certain builds on both Keeper and AW, while still awesome on Ele too.

 

Static Cage + Disruption field. Had to be tipped off to these, was tipped off early and loved them ever since. Learned to keep DF on level 1 unupgraded for added duration, while wearing ring for added DF power.

 

Veilstrike: It didn't look like much in the beginning, but combined with static cage meant AoE Knockdown and Sleep. The improved weaken is amazing too.

 

Firewall + Fire Mine: Not dismissed, but overlooked until I saw another ele use it during perilous (month one when no one was running public perilous except these brave souls). Now a staple and amazing, especially with Ring of Fire Wall +duration.

 

Stone fist: On AW it was overlooked. Going no fade step or spirit blade was a revelation as well. The whole Combo king build depended on many advanced concepts and is a bit of a crowning achievement for me. No one else discovered, publicly played or announced that build and playstyle at the time, and it was radical. People still argue against it, but those that learn... amazing results.


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#13
Minuos

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Warcry's armor buff actually lasts the full 10 seconds but it begins to taper off the effectiveness after 4, ramping down to 0 at the end of the duration.

 

Something so relevant to the functionality of a skill should be in its description.

 

The lack of technical information in descriptions (and in general) is a problem. I know not everyone cares about technical info, but a lot of us do. DAMP is the first thing I've ever played where the devs mention mechanics like they're common knowledge, when we had no way of knowing them beforehand.

 

As for War Cry, taper really isn't the word. It's more like the effect just drops off. I used it to test the significance of armour in general. In perilous, I took ~300 damage from flanking damage before War Cry, and around 175 after using it. I was taking ~300 damage again with a good five seconds left on the buff. The same was true of damage from the front, though the before and after numbers were ~75 and 1.

 

Edit: apologies for going off-topic.


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#14
Laforgus

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Static Cage.


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#15
Texasmotiv

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I'll second combat roll and static cage. I can't stand NOT having combat roll now. Makes you feel like a super mobile BAMF. And static cage is a contender for best ability in DAIMP.
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#16
Aetika

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Fire mine. And Disruption Field.


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#17
dragonflight288

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The entire Necromancy skill tree. 



#18
QuickerBladeEHGH

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Spike Trap.

 

Lots of fun to be had with ol' spikey.

 

Same here. I would always pass it over and laugh. "Why would I ever use this? What a joke skill!"

 

But someone suggested using Spike Trap in conjunction with Toxic Cloud and the damage is insane when both are upgraded, and it helps the team out by slowing down and weakening the charging mobs.

I'm not sure I would use it for SP though. The enemy types and patterns are a lot different there.

 

And I agree about the Combat Roll not looking that impressive but being very useful (for me it's used on Templar). Especially when fighting a Demon Commander and everyone is stunned with Fear, I can get out of that and keep hacking away at the DC.



#19
SpaceV3gan

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Knockout Powder.



#20
Catastrophy

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Fadestep and Combat Roll - ME3 gave me dodges for free so I didn't like them at first.


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#21
Catastrophy

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Fire mine. And Disruption Field.

 

I used DF once on a close-combat keeper, I'm not sure if I figured it out completely. But the close-combat was fun - all those happy pre-buff Katari!



#22
Jebbadiah Jenkins

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I wasn't sure which way to go with the keeper on my first level up, so I went with Disruption Field. I loved it, and I used it the next couple of level ups as well. The close up combat is really fast paced and fun on the keeper.

 

It was extremely fun, and I would blow the exp meters up every match. Somewhere between 6-9k in threatening, without killing the rest of my party members exp gain to boot.

 

The last level up I finally tried static cage to see what all the hype was about. I liked it, but didn't enjoy it nearly as much as DF. My exp gain suffered a bit because of it too, not a lot, but some.

 

I can see the benefits of cage over field in perilous, but below perilous, i'd go DF all day.

 

As for staying on topic of the thread though:

 

Skills you dismissed at launch, but now love

Running away and hiding behind walls


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#23
Teophne

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Archer's Evade. First I didn't take it at all, then it replaced Full Free and now occasionally I take it over Leaping Shot.



#24
SofaJockey

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Archer's Evade. First I didn't take it at all, then it replaced Full Free and now occasionally I take it over Leaping Shot.

 

Very interesting, I have both Leaping Shot and Evade, but was thinking of dropping Evade in favour of Leaping Shot as Evade+.



#25
_Ares_

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Static Cage and Knockout Powder.