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Full Version: [split] Bowman skills
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Ace94d Wrote:I think Summon Dragon should not be maxed. It's just not effective. It's also not cost-effective.
If your using it constantly then you'll need to buy the summoning stones. Which cost quite a bit.

Ace, there's nothing wrong with an independent attack that does a fair bit of damage. Cost-effectiveness is there- why do Hermits use Shadow Partner and Archers use their Birds if the effects aren't worth the cost?

Anyways, I put Doom, just because it still won't work 100% even when maxed... although it could be useful when partied with a Crusader so you can do that Goby House slashblast thing. Mreh.
Doom. Really, thats a fun skills but really....

Quote:Because Thrust sucks and bowmen need somewhere to put their remaining points . And for Hermits, it is cost effective once maxed

Um....there is a point to bowmen for their birds. They have a high stunning rate and its really helpful for the long rangers.
treeko Wrote:Doom. Really, thats a fun skills but really....

Quote:Because Thrust sucks and bowmen need somewhere to put their remaining points . And for Hermits, it is cost effective once maxed

Um....there is a point to bowmen for their birds. They have a high stunning rate and its really helpful for the long rangers.
My point is that bowmen don't have other good, interesting skills to put their points into. Doom is useful, however, turning entire mobs of Grim Phantom Watches and Vikings into snails and killing them without taking any damage. It'd enable a priest to train solo, which is nearly impossible otherwise. Of course, they'd have to max Shining Ray also... and Doom would have to be the maximum duration, to ensure that the monsters were killed before they turned back.

Mike, with Mystic Door left at level 1, won't you be able to get Dragon to at least level 10 or something?
GIR Wrote:
treeko Wrote:Doom. Really, thats a fun skills but really....

Quote:Because Thrust sucks and bowmen need somewhere to put their remaining points . And for Hermits, it is cost effective once maxed

Um....there is a point to bowmen for their birds. They have a high stunning rate and its really helpful for the long rangers.
My point is that bowmen don't have other good, interesting skills to put their points into. Doom is useful, however, turning entire mobs of Grim Phantom Watches and Vikings into snails and killing them without taking any damage. It'd enable a priest to train solo, which is nearly impossible otherwise. Of course, they'd have to max Shining Ray also... and Doom would have to be the maximum duration, to ensure that the monsters were killed before they turned back.

Mike, with Mystic Door left at level 1, won't you be able to get Dragon to at least level 10 or something?

Every Bowman skill is good and interesting at max sans Thrust.
SCalibur Wrote:Every Bowman skill is good and interesting at max sans Thrust.
But wouldn't you have leftover points anyways, with nowhere to put them but thrust or your summoned creature?

treeko Wrote:But the cost is too high Dead And solo priests can always heal. What's the point of all the money saving skills at Clerics have.
When you're using potions that cost 4k each, and would have to use one after each time you get hit, it's far cheaper to spend 5k on a Magic Rock than it is to take the damage. And a priest that is soloing would be using magic guard, as that priest would have to have his or her staff/wand equipped.
GIR Wrote:[quote=SCalibur]
Every Bowman skill is good and interesting at max sans Thrust.
But wouldn't you have leftover points anyways, with nowhere to put them but thrust or your summoned creature?

Leftovers? Bowmen run out of skill points ^^;;;

But the ones you SHOULDN"T raise for archers should be mortal blow (only 5 mortal blow) and Thrust (any from 0-10. No higher)
treeko Wrote:
GIR Wrote:[quote=SCalibur]
Every Bowman skill is good and interesting at max sans Thrust.
But wouldn't you have leftover points anyways, with nowhere to put them but thrust or your summoned creature?

Leftovers? Bowmen run out of skill points ^^;;;

But the ones you SHOULDN"T raise for archers should be mortal blow (only 5 mortal blow) and Thrust (any from 0-10. No higher)

Um...

Mortal Blow, at max, is a 70% chance to fire out Final-Attacl like damage at close range with a 50% chance of killing the monster instantly. In the case of a Viking, this saves you... 25,000 damage? And besides, you need max MB for Hawk (Monsters unstun if you hit them melee) and for general range removal...
Too unpredictable. Too much chance of it NOT working. Its much better to have Power Knockback.
treeko Wrote:Too unpredictable. Too much chance of it NOT working. Its much better to have Power Knockback.

30% isn't that much. o_o It's more than Critical... should we not max that because there's twice that percentage that it won't work?
Well, we dont hunt 2 or 3 monsters in MS. We do hunt a LOT of monsters. And that 30% becomes a bit of a blunder. Its much more dependable with a power knockback.
treeko Wrote:Well, we dont hunt 2 or 3 monsters in MS. We do hunt a LOT of monsters. And that 30% becomes a bit of a blunder. Its much more dependable with a power knockback.

Just for the record, Power Knockback only succeeds up to 60% of the time
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