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Minotaur Charge

I have another suggestion for not just mino charge, but all strong melee openers (charge, cleave, qskills, etc)...make them cost mana. Make charge cost 20-25 mana per charge. That should balance things out quickly AND give c/c's a goal for how to deal with mino's. This also means minotaurs will gasp have to use some other skills!!

Solves nothing.

Cleave can now only be used once. It has a Cooldown.

25 mana for a charge in a class that has no use for mana is not a limitation.

I strongly disagree...think! And yes, the idea was not meant to gimp the other classes, but to introduce the concept as a whole. The only thing it gimps is the ability for minotaurs to charge too many times successively.

I've fought both Lamah and Slinore. Both used a very similar tactic, which kudos to them for taking advantage of because they are able based on the coding. I think that if you have a pet/charmie, you cannot charge. "Your groupmate gets in the way of your charge." Especially if the charmie does strong bashes as a certain one does. This would if not solve the problem , at least make it more tolerable to many situations.

Considering melee classes regain mana as an awfully slow rate this would force them to rest more often between battles and limit their ability to use the berserk and/or warcry skills...

But I don't think it solves the immediate problem of a single fight, while overall they would be forced to change tactics for different fights (or just sleep a lot) I feel they shouldn't be able to use the charge/flee tactic ever the way they can now. But if Zhokril would change nothing else I would agree with this as a compromise.