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Should scouts have trip?
yes 68%  68%  [ 21 ]
no 32%  32%  [ 10 ]
Total votes : 31
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 Post subject: scouts and trip
PostPosted: Thu Feb 18, 2010 10:35 am 
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Joined: Sat Oct 13, 2007 11:01 am
Posts: 1302
Location: BFE Arkansas
SK Character: Addison
Should they?


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PostPosted: Thu Feb 18, 2010 11:00 am 
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Joined: Thu Jan 22, 2009 4:41 am
Posts: 2596
Location: Witness Protection
SK Character: Cyndane - Talys
I honestly can't decide. I think scouts need something, because they're horrible if you don't join a tribunal for the extra NPC and its damage output/tanking.

But I'm not sure trip is what they need.


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PostPosted: Thu Feb 18, 2010 11:02 am 
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Joined: Sun Aug 11, 2002 10:42 am
Posts: 656
Location: Wichita, KS
Ditto.


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PostPosted: Thu Feb 18, 2010 11:38 am 
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Joined: Sat Oct 13, 2007 11:01 am
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Location: BFE Arkansas
SK Character: Addison
I had another idea, but im 0-9 for ideas lol. What about an ability to take the herbs that cause sleep, or wounds, and grind them into some sort of aplicant that they can "poison their arrows with" like curse, poison and the works. Or give them a multi shot ability which allows them to hit the first 3 targets in a group


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PostPosted: Thu Feb 18, 2010 12:30 pm 
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Joined: Fri Feb 08, 2008 6:04 pm
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Spearbow! A bow that is also a spear, shafting your foes in two different ways!


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PostPosted: Thu Feb 18, 2010 12:40 pm 
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Joined: Tue May 20, 2003 1:19 pm
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pet + tame


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PostPosted: Thu Feb 18, 2010 12:41 pm 
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Joined: Mon Dec 01, 2008 2:01 pm
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SK Character: Retired Troll
To be perfectly honest, I thought scouts already had trip, and I also thought they were underpowered. So yeah, give them trip.


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PostPosted: Thu Feb 18, 2010 12:42 pm 
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Joined: Tue May 20, 2003 1:19 pm
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I thought they did too till i rolled one and then i was sadly disappointed.


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PostPosted: Thu Feb 18, 2010 1:34 pm 
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Joined: Sun Jan 03, 2010 2:06 am
Posts: 134
I think it would be hilarious if scouts could Farm Herbs. They could go into a field in the world map and plant a single herb in that square, then about a month later the herb has grown into a field of about a dozen such herbs which can be harvested. The scout could then replant one of those herbs and keep the rest to himself.

This would be even more hilarious for the fact that enemy scouts could hunt through fields for other farms and harvest the herbs for themselves. You would have to put a reasonable limit on the number of farms any given scout could have.


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PostPosted: Thu Feb 18, 2010 1:42 pm 
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Joined: Sat Oct 13, 2007 11:01 am
Posts: 1302
Location: BFE Arkansas
SK Character: Addison
It makes sense to give them some sort of immobilizing skill. They can rescue and you would be useless front row without such a skill. Plus I think it would be great for solo training anyway, even the Trip helpfile states you can trip with an arrow.
[Skills help] trip

Syntax: trip <victim>

Trip is a common skill used by melee fighters to knock an opponent off his
feet. Generally opponents must be facing each other directly to use trip, but
a ranged weapon can also be used to initiate it. Many factors determine the
success or failure of a trip but size and dexterity play important roles.
You cannot trip a person who is flying.

p.s.
does this also mean you can trip from a room away?


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