Feedback:User/Damysticreaper/Hammer Mastery

=Hammer Mastery=

Hammer attack. Deals + damage. Causes knock down if target foe is attacking.

Elite Hammer attack. Deals + damage. Gain adrenaline. Causes knock down if target foe is moving.

Hammer attack. Deals + damage. Deals damage and causes knock down if blocked.

Elite Hammer attack. Causes knock down. Unblockable if target foe is enchanted.

Hammer attack. Deals + damage. Gain 2 adrenaline.

Hammer attack. Inflicts Weakness condition ( seconds). Also inflicts Deep wound condition ( seconds) if target foe is knocked down.

Summary
Hammer Mastery received a good buff a while ago altough there are some skills who could use a rebalance.
 * Counter Blow. I simply added some aditional damage and increased the adrenaline cost with 1 strike. This should give it some better usage, right now it's only effective against melee characters.


 * Enraged Smash. I simply made the damage unconditional because it's too much like Bull's Strike and i see no reason why the damage of an elite attack skill should be conditional.


 * Irresistible Blow. I increased the conditional damage this skill deals quite a bit against an increased recharge of 8.


 * Magehunter's Smash. I increased it's attack speed so it's a better match now to Backbreaker, Devastating Hammer and Earthshaker.


 * Mokele Smash. Increased it's damage a bit and reduced it's recharge to 8, a 12 seconds recharge for it's damage and effect is simply too long.


 * Pulverizing Smash. For a bit of bar compresion i made the weakness condition unconditional and increased it's adrenaline cost to 5. Altough quite highly spoken of by some it is still not a real viable alternative for a deep wound compared to Crushing Blow and Fierce Blow, this function should make it a bit more usable.

Well these are the 6 skills that needs some attention in my point of view, other than these Hammer Mastery needs no change. Damysticreaper 16:47, 6 December 2010 (UTC)