https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
Endure Pain should not simply remove damage, but should help them against spike damage.
(Cooldown: 30s)
Endure Pain
Take 50% damage from attacks and conditions. Lose all endurance and reduce endurance regeneration by 50%.
Duration: 10 s
Breaks stun
This would give us more protection against spike damage in team fights.
Defy Pain (trait.)
Endure Pain lasts 5 more seconds.
(ATM, the trait is just horrible. It activates and I just die from conditions. It would be much better if it helped the active.)
(edited by Daecollo.9578)
First under-powered idea you’ve ever had. Someone get a thermometer and check this man’s temperature.
I got the idea from a berserker ability from EQ2.
http://eq2.wikia.com/wiki/Adrenaline
(You can make the cool-down on it 1 minute with gear.)
Well I just reread and saw your proposed cooldown. I retract my previous statement lol.
I’m glad you aren’t sick after all.
Well I just reread and saw your proposed cooldown. I retract my previous statement lol.
I’m glad you aren’t sick after all.
Hey when you dream, you gotta dream big.
I suppose so haha. Honestly, I’d like to see some adjustments to our mechanic that address our lack of no-shield-havin’ sustain or non-GS/s-carryin’ mobility. 19 possible weapon combinations is cool until you realize a good portion of them are so situationally geared they make you a liability.
Lol, so you propose not only that it be the only ability in the game to reduce condition damage, but also thakittens cooldown be cut to 1/3 and the duration increased to 2.5 times the current.
Yeah, just as usual.
Can I ask for my Eviscerate to be 1500 range, unblockable, immune to movement impairing skills and dealing a fixed damage of 90% the maximum HP of my foe?
Well, it does 50% less then it did before. So it benefits for the warrior to have toughness and not just be full zerker and win.
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