My suggestion is to add 6 more skill slots in the afk mode settings, for a total of 12.
For those of you who don’t know, the current afk mode setting allows players to set up 6 skills to be used repeatedly, great for hunting bosses in dungeons and for mobs. However, given a hybrid’s knight build, 6 skill slots is not enough to optimally farm dungeons.
A high level hybrid knight can have a wide variety of moves, up to 11 different useful moves to “spam†on dungeon bosses, monsters repeatedly. They are:
Retribution tree
1. Valiant Slash
2. Saber slash/Improved Saber slash
3. Crucify
4. Shockblade
5. Fierce attack/Improved fierce attack/Master fierce attack
6. Slayer’s swipe/improved slayer’s swipe
Protection tree
7. Shield Strike/Improved Shield Strike/Master Shield strike
8. Sword of spring/improved sword of spring
9. Crater Smash
10. Shieldbreaker
11. Shield Swipe
For some knights, we might not bother getting slayer swipe and fierce attack, but I've included it anyways, because its still a move to consider.
Given that the current afk window only allows for 6 different skills to be repeatedly used, my only clumsy solution is to throw in skills when my character hp, mp, pet’s hp, and mp drops below a certain percentage as shown below. I have also added the skills onto a usage time interval of 1 minute, but still, there are 3 skills for myself that are being used 100% of the time, thus in avernal, my character is never going to be utilizing all offensive knight moves, thus giving me a disadvantage in avernal. In dungeons, using 3 more skills more often can increase efficiency and effectiveness, thus making pve easier.
Yes, I know, I can pilot my own character during avernal and during dungeons to get the 100% usage on knight’s offensive skills, but still, that’s a lot of effort, and I felt that this can be all fixed simply by adding 6 more slots to the afk window. Hence, that is why I make this suggestion.
Why do I request 6 more slots and not 5?
Well, more slots gives the player more freedom and more importantly, it would make the afk window symmetrical. The cs admins or programmers would only need to add another row of slots below the current skills section of the afk window. In the end, my request doesn`t have to be followed word for word, I just suggest having more slots in the afk window to cover at least 11 different skills (from what I see, hybrid knights will probably consider actively spamming 9-11 different skills).
About other job classes:
Well, I barely know the other job classes, but regardless, more slots shouldn’t harm the other classes’ afk mode, and can only benefit the player by giving them more freedom over their afk mode.
Someone might say: its just 3-5 offensive skills that aren’t being used, why bother? Its immaterial damage, or its not going to make a difference.
My answer to that is this: 3-5 skills is significant. When the 6 different skills in the afk window have been used and are on cooldown, the character will proceed to use their default attack to fight. Personally, I would leave the default attack as normal attack (0.8 sec duration, 0 sec cooldown), and can be useful in sengolia when I have no other skills to rely on. I wouldn’t assign any other moves as a default attack because the next lowest cooldown move for knights is saberslash, and has a cooldown of 2 seconds, and this aoe move can prevent you from autowalking towards a target when used.
If you don’t already know, its always better to use any offensive skill other than the normal attack, because all the offensive skills add an extra +% bonus and some fixed amount of damage at the very least. And as we all know, extra damage is beneficial in pve. So instead of spamming 6 moves, and proceeding to use a normal attack, why not spam and cycle through 9-11 different moves, and then use a normal attack if all your moves are on cooldown?
The end result is: give players more freedom over the afk mode, and allow hybrid knights to fully utilize their wide range of skills in pve situations.
For those of you who don’t know, the current afk mode setting allows players to set up 6 skills to be used repeatedly, great for hunting bosses in dungeons and for mobs. However, given a hybrid’s knight build, 6 skill slots is not enough to optimally farm dungeons.
A high level hybrid knight can have a wide variety of moves, up to 11 different useful moves to “spam†on dungeon bosses, monsters repeatedly. They are:
Retribution tree
1. Valiant Slash
2. Saber slash/Improved Saber slash
3. Crucify
4. Shockblade
5. Fierce attack/Improved fierce attack/Master fierce attack
6. Slayer’s swipe/improved slayer’s swipe
Protection tree
7. Shield Strike/Improved Shield Strike/Master Shield strike
8. Sword of spring/improved sword of spring
9. Crater Smash
10. Shieldbreaker
11. Shield Swipe
For some knights, we might not bother getting slayer swipe and fierce attack, but I've included it anyways, because its still a move to consider.
Given that the current afk window only allows for 6 different skills to be repeatedly used, my only clumsy solution is to throw in skills when my character hp, mp, pet’s hp, and mp drops below a certain percentage as shown below. I have also added the skills onto a usage time interval of 1 minute, but still, there are 3 skills for myself that are being used 100% of the time, thus in avernal, my character is never going to be utilizing all offensive knight moves, thus giving me a disadvantage in avernal. In dungeons, using 3 more skills more often can increase efficiency and effectiveness, thus making pve easier.
Yes, I know, I can pilot my own character during avernal and during dungeons to get the 100% usage on knight’s offensive skills, but still, that’s a lot of effort, and I felt that this can be all fixed simply by adding 6 more slots to the afk window. Hence, that is why I make this suggestion.
Why do I request 6 more slots and not 5?
Well, more slots gives the player more freedom and more importantly, it would make the afk window symmetrical. The cs admins or programmers would only need to add another row of slots below the current skills section of the afk window. In the end, my request doesn`t have to be followed word for word, I just suggest having more slots in the afk window to cover at least 11 different skills (from what I see, hybrid knights will probably consider actively spamming 9-11 different skills).
About other job classes:
Well, I barely know the other job classes, but regardless, more slots shouldn’t harm the other classes’ afk mode, and can only benefit the player by giving them more freedom over their afk mode.
Someone might say: its just 3-5 offensive skills that aren’t being used, why bother? Its immaterial damage, or its not going to make a difference.
My answer to that is this: 3-5 skills is significant. When the 6 different skills in the afk window have been used and are on cooldown, the character will proceed to use their default attack to fight. Personally, I would leave the default attack as normal attack (0.8 sec duration, 0 sec cooldown), and can be useful in sengolia when I have no other skills to rely on. I wouldn’t assign any other moves as a default attack because the next lowest cooldown move for knights is saberslash, and has a cooldown of 2 seconds, and this aoe move can prevent you from autowalking towards a target when used.
If you don’t already know, its always better to use any offensive skill other than the normal attack, because all the offensive skills add an extra +% bonus and some fixed amount of damage at the very least. And as we all know, extra damage is beneficial in pve. So instead of spamming 6 moves, and proceeding to use a normal attack, why not spam and cycle through 9-11 different moves, and then use a normal attack if all your moves are on cooldown?
The end result is: give players more freedom over the afk mode, and allow hybrid knights to fully utilize their wide range of skills in pve situations.
Comment