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Hourai

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Everything posted by Hourai

  1. Hourai

    Naval Battles

    Just for a single day a guild from sentinel side did not participate war due to many members offline/missing, and people thought the same guild "sold" the win. If you people really think a single sentinel guild can arrange that kind of a deal, you really are insane. Moreso, if such a deal CAN occur from a single guild, you have bigger issues to worry about than war, lol
  2. Here's a video of how this build works out against a dummy actually, as well as relics I use, if you can tell by their image at least
  3. I've been asked throughout my levelling days and now my arena days to show people how the class is/plays like, and I figured what better way than showing them Though bear with me i've no idea what to do in this game to show people how a class is like, do suggest stuff.
  4. Sure with enough buffs and precise timing, not the point here He's sexy and he knows it, leave him be You probably didn't have enough buffs, really, and that's what the screenshot is all about. By memory, I had; Grace +22% War buff +10% Power card +10% Power pot +10% Castle buffs +whatever Merman's +20% crit damage Priest aura +15% Gods help +20%(?) crit damage Was using craft mace +10 with magic enchant, lv20/18 physical amulet/cape, lv30 craft rings 3% each, had about 1411 physical. What's really good is that trick has a 250% multiplier on physical, thus single target bursting is pretty easy. Those buffs above allowed me to try quite a few things, here's some extra screens done with new accessories(minus amulet) and +9 craft staff Video is just castle/war/personal buffs, no priest/etc Here's a screencap of what it feels like to chew 5 gum Edit: added few more damage screens
  5. 3 rows of buffs and 2 priests, it was pretty worth it. Without anything of those I can hit 8k crits, and people here on forum are telling me templars aren't good smh
  6. People who don't play Templar: templars are bad at dealing damage Meanwhile;
  7. Because Damage scales off your physical, and it scales even better if you have ferocity included, plus it hits area of effect. Its effects are practically unreliable (except the accuracy reduce, but if you don't go dodge its pointless"
  8. Can do 5 whirlwind and 3 flow as there's practically no difference from 3 to 4. Also, levelling Blame to 5 without also getting the silence skill to 3 or 4/4 is not pretty viable as you're left with very little silence time before you can drop blame for stun.
  9. I agree to disagree, at this point it's pretty pointless trying to argue about this. Those who know, know.
  10. I think you're misunderstanding the word "Support". Templar provides excellent displacing and movement control, unseen in any other class. "Support" doesn't mean heal/shield others only, which it even offers those two, too, and they're strong as is. See: They're essentially the "Warlocks" of Chosen race. Get that engraved somewhere. Its here to stay. Both can use staves, what's the point of this comparison?
  11. Again, it's too early for the class judging. All we know for sure is that templars were added to our arsenal to bridge the gap of stuns/locks that we lacked in the war versus mountainers/forsaken. In PvE we are either physical, magical or hybrid, and that changes a bit our role in the group. -From what I've seen and tried myself, full physical is mainly DPS with 2 skills -Full magic has similar damage output (blame scales really well) as well as a ridiculous amount of healing when stuns occur. It has been many occasions in arena 5x5 where i've healed 20k total among my group while not even trying to heal anyone. -Hybrid, my favourite, can dish out pretty great damage as well as healing that really racks up overtime. And it'll only get better with 4 more experts...
  12. People invite predefined classes for their predefined roles instead of the newest class who still hasn't got everything in its arsenal? Colour me surprised. How is it not suitable for PvE? Just because there's a class that does something better therefore templar is terrible? I find it pretty good for PvE if not a much more interesting class than others i've played before
  13. You kind of are condemning it the moment you try to place it in the healer group, seeing as it's a crowd control (see: warlock) class and you try to fit it to heal an entire group. The healing is inconsistent to the point where you never should bother trying nor pretending to be a healer. The templars role is to assist with damage and crowd control where needed while providing support healing to an already existing healer if any and you also have magic attack on build. Maybe with new experts coming out and more people using staff, we'll see better healing overall if thats what you're after
  14. It's not a healer to begin with, so there's no issue with how heals currently are, though I personally wouldn't mind an extension to how far my allies can be to be healed by my stuns. Mantra makes you completely invulnerable and able to ignore every debuff thrown at you for however long, its good enough when used correctly. People really need to set their minds correct on the class, the passive itself has helped me in dungeons and raids as well as arena just fine, healing about 500+ on allies per stun while on mace build is way too underrated by people who expect them to be like priests or paladins healing 4k+. Also, 4 more experts, one of them is bound to do something about stuns and heals, just wait before condemning the class
  15. Why in the world would you replace a 22% physical and magical buff with ANY sort of healing ability? Templars are in a pretty alright spot both PvE and PvP and we're still missing 4 experts which will shape the future of the class.
  16. Spawn and Faceless drop no books and are practically costume placeholders, so eh Good idea, personally against new sets with skills as bonuses but im open to something nice Also bump for visibility
  17. Captain Giant Octopus himself requires 30 people just to activate, even more if no proper gear is used Arena and dungeons give enough meaning to being +10 and having a strong group, and they play quite a part in the game enough to leave the raid bosses aside imo
  18. Didnt forget it but I specified 12h+ respawn timer, Kronus is 6 hours and frankly its not a very contested area and I've never seen issues arise so I'd say its the same room as faceless/spawn on farmable bosses, personal opinion of course
  19. There could be certain criterias introduced to prevent that from happening such as stated in the OP. For example, to get the Engineer achievement youd have to; -Be minimum lv26 -Present in the area for x time -Deal x damage You could potentially make it 5/10 minutes in there as well as 30/40/50k damage and itd still be a fine idea. Desensitises to a degree mass group farming as well as allowing people who want the achievement and a drop to be able to get it without resorting to begging or arguing about achievement/drop party slots.
  20. If we're making drops guild-wide why should the achievement stay limited to one party? The only incentive from raid bosses atm is the lucrative drops that go to usually one or two groups of people/friends who somehow manage to keep being the killing party every time. Achievements have made people beg that group of friends/people to get it themselves, so why not remove it altogether? Its an mmo after all, award everyone who participates in something such as a raid
  21. Im proposing the following changes to the raid bosses (see: bosses that have a respawn timer larger than 12hrs) in order to make them potentially better than what they are now; -Change the drop/achievement from a single party which dealt the most damage to guild who did the most damage, therefore anyone in the area who participated for an x amount of time can be eligible for a drop, thus allowing for more guild-related events (raiding bosses) as well as solving the achievement issue some players stumble on -A lot of powercreep has been introduced, raid bosses could do with a little more scaling to still be considered guild-wise events instead of 1-2 parties effort I know the first point might make you think that it can be abused by people with low level alts afking for award, as well as rapidly increasing the amount of books/costumes coming in the game, but limits can be introduced as well as drop rates can be reworked in accordance to a lot of things, such as members of winning guild currently present in area, lv24+ plus to be eligible for a drop scaling from t3 (Black elm), to lv26 (Engineer) going up till 30/32 (Orcinus and Octopus), these are all just example values Typically, people who monopolise raid bosses with their friends are definitely going to be against this, since it will cut down the control of who's eligible for a drop and profits, but im open to criticism either way
  22. Great thematology, great outfits/skins as seen from the pictures and amazing lore to boot, well done
  23. It's not as simple as "10 skills and easy buffs", those skills have to be applied specifically to target, so things such as aoes don't count, and from what I see, Chieftains only have Eagle's eye that work this way, so you get only 1 skill to build stack withs, which is a no-go. "Chieftain is not a basic attack boi" that doesn't mean it can't use that set though, and for 20% accuracy/penetration along with the accuracy constant consumption skill means a chieftain can forgo all accuracy enchants and go whatever rings/enchants they want without any negatives. And don't forget you can reset swing timer with skills, so you can have the best of both worlds with both sets, though, the only limitation in that would be the absurd mana regeneration needed to upkeep 3 skills. Tbh its better off with leather atm than cloth, but new experts might change that, who knows
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