Jump to content

Hourai

Members
  • Posts

    2060
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Hourai

  1. Oh lol, hell yeah does it work in PvE. It's not a specific role in a group but it can do everything. Obviously, if you want to see big numbers, you don't pick templar, and if you want to see 3+ heals you pick a druid or priest, but if you like a kit that lets you be mobile, deal respectable aoe, heal respectable aoe, protect and move through danger without worries, its the class to be.
  2. Would be great if you could clarify which of the two did you mean to ask that for, the shield or the full phys? Both work for pve, although still would say hybrid beats full physical in PvE, and thats personal opinion as multiple heals on top of lifesteal beats life steal only
  3. Had a go at lv5 shield at the cost of 5 whirlwind, and full phys accessories these days. The shield for PvE is absolute bonkers, like a mini paladin shield castable every 16 seconds (with my cd) and staying for almost 13 seconds with extended duration relic. Makes underwater bosses and adventurers a bit less focused on hoping for 21k crits to lifesteal and more about the actual adventure. Full phys is great damage on whirl and punch, but the lack of healing can be felt very quickly if you're used to somehow being on full hp everytime with hybrid. Do love full phys for faster kill quests but hybrid personally is arguably better on anything with 20k+ HP anywhere
  4. I like the touch of truth skill sure, but at this rate it'd be better to just make it either 1) castable on area, as you said, OR 2) you "hit" the enemy with it in range and after few seconds the skill appears below him, like Death knights curse Imo, I lean towards the 2nd one because even the 1st one wouldn't make me use the skill As for the statue, that would be cool but the numbers are simply too much if it goes that way. An idea of my own was to remove the damage reduction effect and make our statue give out shields to allies, like heal totem but shield wise. Would make it a cool defensive skill with more uses than simply negating % of dmg
  5. Some in EU-Emerald seem to have the 'can't beat them, report them' mentality lately, and some of them to weird degrees lmao
  6. Really like the changes to the deathknights and charmers. Looking forward to giving them a go.
  7. Duality of Vlawot in pvp: If class die 1 combo = "i best barb' If class cant die = 'fail administrators wft who pay ?'
  8. Yes. It's pretty much single handedly impossible to get 3 rows of buffs unless: 1) 3 stars war (3) 2) Castle offense, defence, attack, heal (4) 3) pot, scroll, food, castle pot(s) (4-5) Can't have 3 rows without the above, and no class can single handedly get 2 rows without them either as far as I recall, except momentarily (seeker, maybe im forgetting someone here)
  9. What healing, what heavenly dot? Only healing used in the picture was 25% lifesteal, a druid and a priest. Everything else templar-related was useless in said scenario due to the massive amount of damage taken (roughly 1.4k damage per second on 16k/9k defs)
  10. 2 healers, few buffs, and tanking mobs stronger than your average player
  11. Imo hybrid damage wins in PvP, but then again, I haven't tried an arena staff for pvp, which would probably make a big difference. Skill build wise, @Risc did post some builds above, im personally using his hybrid build as well, offers good healing and damage overall. During test server I tried; 3 flow 5 grace 5 combat support 4 minion 4 hp/penetration 4 passive, and it worked just fine, though a lot of mana was gone real quick, so might want to replace hp/penetration with either mantra or silence if you fight a lot of melees Let me know how it goes
  12. As said someone who owns both cloth and heavy merman pieces and I have ran many a dungeons with mana problems Crushing will is one of my favourite things to have, and if I were to pick between heavy or cloth, i'd stick with cloth. Free critical and critical damage/healing on top of practically 80% uptime of 30% extra magic is a godsend for both mace/shield and staff users. It makes staff templars powerhealers and viable DPSers due to the nature of high hitting attacks (blame/minion attacking) and regardless if you've levelled up the healing skills, able to get very high crit heals. Plus that 8% penetration build, all the more power! Don't sleep on staff templars for PvE, they might just be on-par with maces. Though, as per the nature of my posts, they all come with a practically +10 award viewpoint on it, so there may be some discrepancies between my view and others' I don't find it underwhelming at all, if anything I find it pretty fun. I do wish we had one more magic damage spell, sure, since physical just got another 2 on top of whirl and punch, but other than that its great.
  13. With this change, I too hope other skills get treated the same way in the future (and now) I know I advocated pro for the skill for it at 6s but it didn't need a -2s on that at all. Im sorry to all the chiefs out there, but don't fret. Since its a new class it'll likely get faster treatment than, lets say one of the older ones (sorry Higgs ❤️).
  14. Not always, but in this specific case, Shire was tanking the entirety of all mobs in the area exactly right of T5 castle, simply because there was no other way to get him to low HP, so as soon as I aggro'd it was an instakill lol In other situations I'd just aggro and mantra if things get tough
  15. It's weaker by 2 seconds in comparison to mages' ennoblement which completely negates any debuffs, but 6s might just be enough time to get Rugged hide/Healing off cooldown and heal another few thousands or get even more tanky to postpone death further. The impact they can do depends on the situation, and im not going there. The class already has those. Even if it didn't, it'd still attract people (see rangers, paladins, rogues, basically majority of classes) There's one test server left for any changes, and then last-moment changes they might decide fit better. Maybe it'll turn out better, maybe it'll be as is already. What I ask of you is work with what you get, not let the skill do all the work. I'm glad if so. Im happy some arguments do irk you, otherwise this'd be a short conversation of agreeing with each other straight away. I've been playing 8 years. 5 of those were mountains. Even in the past 3 years of playing sentinel, I still played mountains. I have full greatness charmer, deathknight, full pve charmer and deathknight (yes, you read correctly, i have x2 of each classes), I have played practically all of the classes, at their maximum amplification and gear min/maxing, minus passive books. Similarly, on the sentinel side. Due to that, I take a neutral approach to issues that arise on the forum mostly, but due to the stubborness of people here I've given up trying multiple times (my forum breaks indicate that). Similarly, others could have shown themselves or described a situation that wasn't "i charged in and got stunned and rekt lol this skill is crap" nor any situation that wasnt 1) worst case scenario 2) them getting outplayed, because its already assumed the class will lose at one point or another. Any way, this drags out to be a bit too much. I respect your perspective and view, and I hope the odds turn in your class' favor in the end.
  16. On 626 magic with mace 1/4 688 2/4 751 3/4 813 4/4 876 It was decent for what I could get, yeah, just wish missing an attack (dodge, parry, block) still gave me the heal because that got me killed at T5 boss Admiral during tests lol
  17. Aggro heal seems to be fixed, no longer heals according to missing HP. 1100 magic 1/4 aggro = 1210 healing 1100 magic 2/4 aggro = 1320 healing 1100 magic 3/4 aggro = 1430 healing 1100 magic 4/4 aggro = 1540 healing
  18. Proving it practically won't matter when majority of people I talk to seem to be stuck in a bubble of jealousy and believe me when I say this, I've tried it with paladin, it won't happen with chiefs. To sacrifice magic skills is what a "diverse" build is. Don't think I need to explain that to you That's the thing, it doesn't. Every class looks awesome in buffs. And without them some still shine. The point was you called my buffed heal out then compared it to your resist skill, somehow believing that was a sane logical comparison. It may not be a good skill to use if you play magic chief, but that doesn't make it a bad skill, they just chose to work on it poorly. I imagine it'd work better if it could add a secondary stat like rogue extermination. Im not all out to say chiefs are awesome and in no need of work/buffs, im stating that everyone's selling them low. There it goes again, the bubble of "BDs this, BDs that". Developers themselves have said comparing the classes is no good. And I agree BDs are a total headache, and contrary to what you believe, being a sentinel doesn't mean I don't fight BDs in arena/gvg. As for your guild war example with 10 to 20 BDs with resist and rush, have 3 to 4 warlocks cast dark circle on the rush landing zone as well as chiefs with their massive AoE eating stacks, and sooner than later BDs won't matter. See? Group effort minimizes the "brokeness" of a class. Chiefs can still tank frontline for 12 seconds, what changes whether they live or not after is whether their team is there to back their charge in. 6s of resist may be low but it still can do wonders. I hope they do give them 8 seconds resist just to have a nice overall kit, but that doesn't mean it isn't good already. Amps/gear =! Playing well Your example is null. If one tries to rush against a warlock alone and gets outplayed, does not mean the class is crap. Let's not get petty over this debate. When I first posted in this thread I meant nothing more but a silly joke, over the years there's always either sentinel side or mountain side that always whines about something class related, and always there's someone whos hurt by his class not becoming broken in a single patch. Give it time.
  19. I've played mountains and forsakens for longer than I've played sentinel side and I know their point of view fairly well All I can see in this thread is "bad skills, give us aoe stun, 100% resist, bd bad" The attack speed is fine. Its about time people removed cloth gear and went speed leather pieces instead of whining about not enough speed in full cloth. It diversifies the build. Resist duration is fine when you stop having tunnel vision and ignore the rest of the perks the skill offers. Read them. Yes, my templar healing 14k, with +10 lv30 craft staff, on cloth merman set buff 30% magic, merman scroll +98 magic, +15% magic pot, full award accessories, on guild HP/mana skill, castle 60% heal pot, 25% hp castle scroll, 20% hp pot, hp food, on a warden with 950/15136 total HP (heals more when low HP). They can get 20% speed plus 15% from guild, 15%/10% scroll, 12% from enchants, thats already 62% or 57% which is more than enough to smack fast enough with dual physical maces and their massive physical damage. My point is, with enough buffs they can look just as good as my 14k heal, which in reality is more like 2k~ average, with over 1k+ magic. Seriously, chiefs are good, these skills already make them scarier on top of their rugged hide and basic healing.
  20. If their skill doesn't deem them completely invulnerable to all damage/debuffs, they'll never stop whining
  21. I started using charge as an opener, with whirlwind as 2nd skill to slow everything and try to punch to begin the combo as soon as possible. If i get stunned, I charged into it... Flow is ridiculous to try and land after charging, esp with the screen shifting closer to target
  22. It's just bugged and says "1% HP" at all levels, whereas its 5%/10%/15%/20%. I like it, but as you said, doesn't instantly heal the difference, and it feels a bit on the low end anyway, considering Charmers get 20%HP/30%mana/9% block on a very easily cycled skill. I agree the minion is just fine, I like both the physical start and the magic autos on it, as well as it being able to be casted from range. The aggro heal itself seems like it could do with a fine tune considering heal pot alone makes it heal way above max and its ridiculous, but overal useful It's 5 yards from what i've seen and played around, but yeah, unless they add silence/stun to it, it's basically suicide in a single skill, with unnoticeable slow at all levels. And the mana cost reducing was a joke, 3-5 mana off per skill is not making any difference, if you have 4/4 block/hp skill in arena set you're basically 0 mana in 5 skills
×
×
  • Create New...