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View Full Version : About Jab and Kick line


physht
06-14-2006, 02:23 PM
<DIV>I want you to add DoT, Buff or DeBuff to these two arts.</DIV> <DIV>An auto attack is more effective though it is thought that damage is suitable for the consumption power.</DIV> <DIV> </DIV> <DIV>I want to hear other people's opinions.<BR>Is it satisfactory in the current performance?<BR></DIV>

Raidi Sovin'faile
06-14-2006, 04:38 PM
<DIV>Power/Damage efficiency.. probably not best to use them. I cut them out of my rotation when on power conservation mode.</DIV> <DIV> </DIV> <DIV>However, they are very nice when used in conjunction with Heroic Opportunities and Knockout Combination, as they have only a 10s recast time.</DIV> <DIV> </DIV> <DIV>This means it will be up sooner to advance HOs, and it can be used twice each with KC. It basically counts as 4 extra attacks in for Knockout Combo...</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>Really, don't see the need for more damage or utility on these. They are already eyeballing our damage, and thinking it's too much. Giving us more will only push us over the edge, and these already have their uses.</DIV>

J4k
06-14-2006, 05:41 PM
<DIV>Like said above these are great starting attacks when useing knockout combination. If your duel wielding these should really just be left out of your CA rotation. When i duel wield i only use a few of my attacks just because auto attack does more dmg then it would take to cast alot of them. Not to mention lag can cause casting times to take a little longer and alot of instances are known for nasty lag so i try to stick to our hardest hitting CA's. When useing a 2hander i use all our combat arts. try to get 1 CA inbetween each melee swing with the 2hander works our pretty well.</DIV>