Psy Skills Why Upgrade Them When Nothing Change?

ooohawkeyeooo
ooohawkeyeooo Posts: 0 Arc User
edited December 2009 in Psychic
OK here i go, recently i started my psy like 3/4 of the people started a tideborn character, and one things surpirsed me:

Usualy the blue attributes in the skills description are the one that are affected by the lvl of that skill and that should change.But how surprising most of them never change when you lvl the skill, and worst there is skill that seems to get nothing new when you lvl them but more mana cost (e.g soul of vengeance, soul of stunning etc.)

So i was wondering is that just a weird bug or is it simply pointless to upgrade those skills (except if you like to burn your mp faster,buy mp charms etc...).

If any GM could give us some answer about this it would be nice. Early thanks and happy Xmass / new year b:bye.

(79 ,100 skills any precisions)
Post edited by ooohawkeyeooo on

Comments

  • Konariraiden - Heavens Tear
    Konariraiden - Heavens Tear Posts: 6,505 Arc User
    edited December 2009
    All they increase right now is Mana Cost and range, basically.
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  • ooohawkeyeooo
    ooohawkeyeooo Posts: 0 Arc User
    edited December 2009
    The range of landslide is in blue and stay at 10 too and i m pretty sure it s suppose to change
  • Aneurysmal - Heavens Tear
    Aneurysmal - Heavens Tear Posts: 798 Arc User
    edited December 2009
    The range of landslide is in blue and stay at 10 too and i m pretty sure it s suppose to change

    landslide's supposed to be the 10 m and it makes sense since at max it knocks back to almost your max range with other spells. Why would you want it to be longer range and knock mobs back out of your range?
    Main:
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  • I_Know - Heavens Tear
    I_Know - Heavens Tear Posts: 14 Arc User
    edited December 2009
    landslide's supposed to be the 10 m and it makes sense since at max it knocks back to almost your max range with other spells. Why would you want it to be longer range and knock mobs back out of your range?

    Because in PvP longer range on the channeling interupt would be great :P
  • Kai_Umi - Heavens Tear
    Kai_Umi - Heavens Tear Posts: 265 Arc User
    edited December 2009
    And because your other skills have biggest range, so the time you get closer to knockback/interupt your ennemy already hit you.
  • Baalbak - Dreamweaver
    Baalbak - Dreamweaver Posts: 1,624 Arc User
    edited December 2009
    And because your other skills have biggest range, so the time you get closer to knockback/interupt your ennemy already hit you.

    depends on what kind of enemy and how you implement your skills. ranged physical attacks for instance can't be interrupted as there is no channeling associated with that. and in oder to get close enough to knock it back, you'll be inside the mobs attack range - thus you get hit.

    ranged magical on the other hand, you can do aqua -> spirit -> landslide (right away) and you will run to meet the mob as it walks towards you to start channeling. End effect is you beat it through the channeling stage, interrupt its skill and knock it back. then you can finish it off with another spirit. at least that's what works for me. you're mileage may vary depending on your build.
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