The State of Charge/Skewer

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Chase
Posts: 1816
Joined: Wed Jun 07, 2006 3:48 pm

The State of Charge/Skewer

Post by Chase »

Currently charge and skewer are pretty much worthless. I sometimes have trouble landing on trolloc spys in gap because the timer is so damn long. I propse that the timers on both skills get reduced by one or two pulses. Nobody really worries about letting bash or stab timers roll because both charge and skewer are dreadfully long.

Another suggestion I have is that a charger or skewer(er?) gets to contine the timer if they are ingaged but the target isnt. As long as the charger's defense is not broken then the charge should go through.

Finally, I think it would really add some spice to charge vs skewer fights if both could land at the same time if they complete on the same pulse. Ie: Player 1 charges Player 2.
Player 2 skewers Player 1.

This would eliminate the seemingly random choice of who gets to inflict the damage while the other player, who was just as fast, gets to deal no damage.
Lithium
Posts: 906
Joined: Wed Oct 15, 2003 3:43 pm

Post by Lithium »

I approve of this post.
Dimmu
Posts: 111
Joined: Sun Nov 13, 2005 10:56 pm

Post by Dimmu »

I use both on alts and have a fairly high landing rate on mobs. Pc's on the other - you would have to be stupid to let either land.
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