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 Post subject: Re: [Idea] Scout skinning
PostPosted: Sat Jan 17, 2015 2:33 pm 
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Joined: Mon Nov 14, 2005 7:21 pm
Posts: 2506
Location: The yellow brick road
SK Character: Bran
So pretty much he wants MR barbs with massives to just poo on everyone. I see.


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 Post subject: Re: [Idea] Scout skinning
PostPosted: Sat Jan 17, 2015 4:41 pm 
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Joined: Thu Sep 04, 2014 4:30 pm
Posts: 132
Yup, Dulrik hates us. He told me so.

Disclaimer: Dulrik never actually told me that.


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 Post subject: Re: [Idea] Scout skinning
PostPosted: Wed Jan 21, 2015 2:07 pm 
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Joined: Sun Aug 26, 2007 12:45 am
Posts: 203
The stats on a skin could be done like a voodoo doll is set up. But the stats on a doll would probably be too high for armor.

On a side note, I had a couple of other thoughts on Scout skills.
Precise shot - Increase to accuracy or armor penetration for bows.
Multishot - Like blitzkrieg, but has a chance to hit everyone in a column.
Rapid shot - Change to be like specialize. increase with level, and be a increase to speed rather than just a chance for additional attack.


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 Post subject: Re: [Idea] Scout skinning
PostPosted: Wed Jan 21, 2015 5:08 pm 
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Joined: Fri Apr 17, 2009 9:50 pm
Posts: 5522
Combine herbs for multiple or more powerful effects. Use it as a method of testing out tradeskill potential.


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 Post subject: Re: [Idea] Scout skinning
PostPosted: Fri Jan 23, 2015 12:21 am 
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Joined: Wed Nov 05, 2014 9:19 am
Posts: 309
Herbalism and fletch are already the only reasons to play a scout. Skinning used to be the third reason. They have always been the 'trade skill' class, aside from scribers brewers and enchanters, the other trade skill class.

Scouts need more ways to PK and PvE, not more ways to give useful affects to non-scouts. They're already good on that.

If herbalism should be expanded, add some risk-reward. Go to dangerous / hard to access area, get an herb that almost compares with a brewed potion.

Put some baller herbs in reef areas, around volcanoes, etc..


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