The skill we call 'Spin'
Posted: Tue Jan 25, 2005 5:07 am
Spin is one of the most commonly used skills in epic. It is one of the most buggy skills in common use with players.
Untill recently, it was possible to fight an infinite ammount of mobs with the help of the skill 'Spin'. Recently it has been lowered to a max of eight attacks. However, as of my last testing it was still very buggy.
A monster that is not the primary combatant can be attacked from hundreds of feet away. Spin reaches that far for those secondary monsters. This can be abused easily like this:
(Monster you are fighting is 500 feet away and somehow hurting you)
Cast 'Summon Vermin'
range 1
Kill rat
face rat
spin
(repeat untill the ranged monster is dead)
Personally I don't like the way spin works. Not in the slightest. It far too powerful and too buggy a command. I propose its removal, and replacing it with a automatic skill simular to "Cleave" in Neverwinter Nights.
The skill cleave give a chance to strike another monster when you kill. If you kill a troll, you get a free (no lag) attack on a single secondary monster that you were fighting (given he is in melee range)
Another further on skill is Great Cleave. This one allows an unlimited number of secondary strikes upon the death of a monster. Basically you get your normal cleave, then a 1d10 decides if you get another hit. Each time you roll a 10 you get a chance for another.... So it is possible to have a huge number of free attacks. Is it likely? No its not.
Yes, I understand such skills don't mean as much in single combat as spin does. However, the purpose of a warrior is not single combat. A warrior is a someone that fights and survives a large melee battle with multiple combatants. Their strengths should be all about multiple enemies.
Could a rogue beat a warrior in single combat? Maybe. A rogue is a duelist that takes on single enemies. A warrior is more used to the chaos of battle, where things are less focus on the individual. His skills should show this, and yet not be "God-like" or easily abused.
Untill recently, it was possible to fight an infinite ammount of mobs with the help of the skill 'Spin'. Recently it has been lowered to a max of eight attacks. However, as of my last testing it was still very buggy.
A monster that is not the primary combatant can be attacked from hundreds of feet away. Spin reaches that far for those secondary monsters. This can be abused easily like this:
(Monster you are fighting is 500 feet away and somehow hurting you)
Cast 'Summon Vermin'
range 1
Kill rat
face rat
spin
(repeat untill the ranged monster is dead)
Personally I don't like the way spin works. Not in the slightest. It far too powerful and too buggy a command. I propose its removal, and replacing it with a automatic skill simular to "Cleave" in Neverwinter Nights.
The skill cleave give a chance to strike another monster when you kill. If you kill a troll, you get a free (no lag) attack on a single secondary monster that you were fighting (given he is in melee range)
Another further on skill is Great Cleave. This one allows an unlimited number of secondary strikes upon the death of a monster. Basically you get your normal cleave, then a 1d10 decides if you get another hit. Each time you roll a 10 you get a chance for another.... So it is possible to have a huge number of free attacks. Is it likely? No its not.
Yes, I understand such skills don't mean as much in single combat as spin does. However, the purpose of a warrior is not single combat. A warrior is a someone that fights and survives a large melee battle with multiple combatants. Their strengths should be all about multiple enemies.
Could a rogue beat a warrior in single combat? Maybe. A rogue is a duelist that takes on single enemies. A warrior is more used to the chaos of battle, where things are less focus on the individual. His skills should show this, and yet not be "God-like" or easily abused.