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Hourai

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  1. Speechless
    Hourai got a reaction from Invorial in Rogue Expert Skill "Frenzy"   
    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)
  2. Wow
    Hourai got a reaction from Higgings in SCREENSHOTS FROM THE GAME   
    2 healers, few buffs, and tanking mobs stronger than your average player 
  3. Wow
    Hourai reacted to Drakoslayd in SCREENSHOTS FROM THE GAME   
    My first arena weapon

  4. Wow
    Hourai reacted to Higgings in SCREENSHOTS FROM THE GAME   
    You might also think that this is useful, aye? 
     

     
     
    P.S. those defensive stats are due to my current equipment. Let me show off for once. Thankies ;-;
  5. Like
    Hourai got a reaction from Higgings in [2020.12.28] The World must know its Heroes: Community's Award 2020   
    Cheers, and happy holidays!
  6. Like
    Hourai reacted to Akasha in [2020.12.28] The World must know its Heroes: Community's Award 2020   
    Dear friends!
     
    Here comes that very magical time when all troubles fade away and everyone wants to welcome a new chapter of life with a flaming bright mood. You never know what the next stories will bring, what joys or obstacles it will build on its way, but you know for sure that you will walk this path next to the dearest people to you.
     
    You are an integral part of our life, and we are extremely happy to be a part of yours too. Let's bid 2020 a warm farewell and remember all the moments of joy and happiness in order to keep them forever in our hearts.
     
    Also, the end of the year is a great time to highlight the most active members of the community. These people shape the image of the community the most, and it is to them that I and my dear @Nolan, @Holmes, @Peony want to express our special gratitude for their invaluable contribution to the development of our community.
     
    Legendary Mentor:
     
    @Gladiator
    @lallouss 
    @Ogull
     
    These guys are always on the side of the truth, in no case will they ignore the most sensitive issues, but will get to the bottom of the truth in any problem, and all under the close attention of our inquisitive community. The most real legends, whose names should sound proudly!
     
    Lord of Knowledge:
     
    @Zurp
     
    Those who can really describe the game world in detail, explain the inexplicable and always come to the rescue in resolving controversial issues in order to dot the i's and cross the t's. They make a huge contribution to understanding game mechanics and capabilities. Real gurus and just generous guys.
     
    We will be glad to present the title of Lord to the contributors @Hourai and @lore. 

    Moderator:
    @Higgings
    @Jcbreff
    @SplendorBR
     
    In addition, this year our community team went through significant changes. We couldn’t be more grateful to come across some unique individuals that have been a real treasure to us, and now we will proudly share broadly with the community.
     
    With honor we assign the Moderator’s badge to the former lord @ThiagoWanted and wish you success in the field! Bravo!
     
    We also could never leave out @Zahard and @Khrone. An unshakable example to follow in communication and a person whose intelligence and diligence shed light on many controversial issues.
     
    Our deep gratitude to our moderators. Throughout the year, they helped us maintain order  on the forum, suppressing rules violations of the foul-mouthed provocateurs, and also set a good example for new users.
     
    We want to express our gratitude to absolutely everyone who takes part in the life of the community, and especially to those who do it constantly and very actively. That is why we want to highlight the following users and grant them a symbolic gift for all the time that was devoted to communication and maintaining a positive mood.
     
    @Shoujo
    @Railson Almeida
    @Sai Chandra
    @Drakoknight
     
    Rewards:
     
    Each from the list of Legendary Mentor, Lord of Knowledge and moderators will receive 50 Snow Empire Stashes. 
    The most active participants of the forum will be gifted 30 Snow Empire Stashes. 
     
    Based on the above, on 28/12/2020, it is DECREED:

    We would also like to notify you that technical support agents of Warspear Online will be off on holidays, and so it will not be possible to send reports on our website until 09.01.2021 (all reports sent before 28.12.2020 will be reviewed as normal). Until then we hope that you will be sufficiently helped by other players on our forums, in social networks or in the in-game chat.

    Thank you for your devotion and love for the project.

    Yours, 
    AIGRIND Team
  7. Like
    Hourai reacted to Higgings in [2020.12.28] The World must know its Heroes: Community's Award 2020   
    Congratulations to those who contribute to make our forum a very active and warm place: you members. All of you. Thank you for the time you spend with us every day. May 2021 be a year full of accomplished achievements! 
  8. Thanks
    Hourai got a reaction from lore in SCREENSHOTS FROM THE GAME   
    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
  9. Haha
  10. Like
    Hourai got a reaction from Risc in New experts announced   
    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.
  11. Like
    Hourai got a reaction from TheCaster in [2020.12.18] Update Warspear Online 9.2: Architects' Competition. Preview   
    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 ❤️).
  12. Like
    Hourai reacted to Risc in New experts announced   
    And just to add, I feel there will be not much changes to the energy costs for Templar. So I would suggest having 250+ Energy pool and High energy regen. Though this will cause one to lower other needed stats. 
     
    Just to wish to add my thoughts on the rotation. Its mainly built with Mace & shield play style. I hope in the near future, the action bar slots are increased. 
    I mostly play on pc. Though time to time on a mobile.
     

     
    Above is how I place my skills. 1 to 5 holds the skills frequently used, The rest based on usage and such.
    Grace has to be always active, be it Dps or healing. So always keep it where its easy to spam it.
     
    There is no particular order for PVE. Its based on your gameplay and such.
     
    I have placed Onslaught and Vortex close to each other. As I have been trying to ensure Vortex is placed immediately where the cursor points to when I click the target, the moment I charge. It may be hard for mobile users, given the screen-shifts and such.
     
    So to summarize, as far as arena is concerned, this is the approach I am currently taking...Activate Grace and Power of Heaven after being teleported to the arena.. Onslaught>>Vortex>>Sucker Punch>>Whirlwind>>Touch of Silence/Elemental (Assuming you have not died after the charge 😹)>>Blame or other skills.  
    Anyway there are always lot of variables in arena, rotation vary based on that. So just do what you can. 🙂
     
     
  13. Like
    Hourai reacted to Risc in New experts announced   
    Well it has been a good round of tests.
     
    Assuming tomorrow is the update...Here are my thoughts on the build I will likely pursue in general with DPS and Survivability in mind. To note, the below build is based on my gear and play style. Its not by any chance an optimum build. Its only for reference.
     
    One Hand Melee & Shield - Lv 32 Build | Physical mace with magic as secondary stat. Base enchant is also magic. Armor, gloves, belt, accessories all add magic bonus.
     
    Basic: Blame - 1/5 | Whirlwind of Repentance - 5/5 | Reverse Flow - 3/5 | Grace - 5/5 | Combat Support - 1/5
    Expert: Harad's Teachings - 1/4 | Touch of Truth - 1/4 | Mantra of Healing - 1/4 | Deity Statue - 1/4 | Forbidden Trick/Sucker Punch - 4/4 | 
    Power of Heaven - 1/4 | Particle of Life - 4/4 | Branded by the Sun - 4/4 | Onslaught - 1/4
     
    Reason (Skill details in no particular order): The build is focused on burst dps and healing via Branded by Sun. My gear is mostly composed of Horror weapons and accessories. So I generally have 20 to 30% of 'Steal health' bonus.
     
    "Branded by Sun" vs 'Passive' - Templar at the time of release, was based on Stun. Stun procs were needed to heal. Stuns are not very reliable as they tend to get resisted. I was hoping, there was a passive to improve the stun rate and lessen the chance of resist. Nevertheless, one has to work with what one has.
     
    Granted "Branded by Sun" may not be very reliable in party, if someone's auto attack is quicker. However, solo wise and group party wise, it improves the overall healing.  And it has a short cooldown. The stigma lasts for 12 seconds at 4/4. Unlike the RNG involved in stun proc heals. So in terms of On demand healing, the aggro skill is better than the passive.
     
    "Whirlwind of Repentance" is very useful. Its the only AOE skill for Templars. Can reduce accuracy and movement speed. Blame is better with staff.
    "Reverse flow" needed, for escape, control or PVP. Ensure you have a relic, which increases the base targets for arena.
    "Grace", always needed for higher damage/heal.
    "Combat support"...Not very useful in terms of sustainability, Can be used as an emergency shield and movement. Though given the limited action bar slots...I might disregard it.
     
    "Touch of truth", useful in arena. Not much use in PVE unless paired with Blame for the stun.
    "Mantra of healing" - It has some utility use now. I just use it for emergency healing. Be careful if you are using it on someone else, lest they accuse you of trolling them.😋
    "Deity Statue" - This needs to be improved. It hardly gives any good damage mitigation overall. The only thing is to use it as a decoy when passing a zone.
    "Sucker Punch" - Have to be careful when being around a mage with this. But overall, its a great damaging skill for Physical dps.

    "Power of Heaven" - Well naming aside...the skill does not deliver much from my opinion, unless, my gear is built like a Warden. The thing is Block stat is for warden, not for Templar. Our passive is built on stuns, as pointed earlier. Health bonus is also not much, based on the gear I have. Also it consumes a lot of energy. As such I feel its better to rely on Merman gear buffs. 'Thirst for life' is a much better damage mitigation skill for PVE. (To be noted, given the short supply of Merman gears and high cost, not everyone may get it at present.) And just for those unfamiliar with the skill I am stating, its this one: 

     
    And just to add, I am yet to purchase the armour and gloves, needed for "Crushing Will" from Merman Cloth gear. So I hope someone can post their thoughts on using it with Templar. As for as staff users, the penetration is useful...Though Templars are neither mages nor priests...So I am not sure, how it helps them in the long run, given the skills they have now.
     
    "Particle of Life" - As explained in previous posts is great for any build. Though to note, as its pet based, expect it to stray away sometimes, after killing the primary target.
    "Onslaught" - A good gap closer. Explained well in previous posts.
     
    Staff Build - Lv 32
     
    Unfortunately, I have no idea where the staff game-play is heading. Perhaps it was made to add a sort of  balance to Charmer...well its not working out, from my perspective.
     
    Basic: Blame - 5/5 | Whirlwind of Repentance - 1/5 | Reverse Flow - 3/5 | Grace - 5/5 | Combat Support - 1/5
    Expert:  Particle of Life - 4/4 | Remaining 6 points - Whatever suits one's needs...
     
    Currently its just a single target dps. When the pet is active, in terms of dps...its just the old rotation...Grace-Blame...
     
  14. Haha
    Hourai got a reaction from NeroClaudiusGermanika in SCREENSHOTS FROM THE GAME   
    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
  15. Like
    Hourai reacted to Risc in [2020.12.18] Update Warspear Online 9.2: Architects' Competition. Preview   
    Well Gvg is not only about mc vs elf. Guilds in the same faction often fight each other too. So to answer, this is experienced by everyone. Overall, there are number of ways to counter such a scenario for mc side with warlocks, shaman and other classes. It may be hard, but not impossible.
  16. Like
    Hourai got a reaction from TheCaster in [2020.12.18] Update Warspear Online 9.2: Architects' Competition. Preview   
    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.
  17. Like
    Hourai got a reaction from Higgings in New experts announced   
    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
  18. Like
    Hourai reacted to TheCaster in [2020.12.18] Update Warspear Online 9.2: Architects' Competition. Preview   
    They do have their perks of course. No doubt. 
     
    ofc. As a warlock who can only win by outplaying I strongly agree. I was just pointing out one of the many scenarios where they can lose out due to a resist skill without a practical duration. My main concern would be in many vs many scenarios and arena like 5s/ crucibles. Another suggestion from my side would be to reduce the % of the resist and increase the duration to make it more useful.
     
    That's the issue. We maybe able to remove the BD resist count by weakness totems and dark circles but they would have already done the damage with the rush stun + ham by then. I'm not going to dwell on the BD topic. Granted playstyles should be different for BD and chieftain but that should also provide a practical application in GvGs and many vs many scenarios.
    How practical do you think is 6s for a class without stuns ? The impact they can do is minimal. they'll take down 1? maybe 2 people with wolf and frenzy before resist and hide runs out? before they get caught in AOE stuns? Can they stun anyone in that time? Please, take a moment to evaluate this. 

    I just hope chieftains won't end up like a run of the mill class like most. People should feel the excitement to play it. There should be unique builds, good skills that make it a winner to attract people to opt this class especially the new players, not haphazard ones that only look good on paper. 
     
    Of course. I'd like to end this amicably. I meant it when I said no hard feelings. Some of your arguments do irk me, but I thank you for keeping an open mind about the whole thing. 😄
     
  19. Thanks
    Hourai got a reaction from Risc in New experts announced   
    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
     
  20. Like
    Hourai got a reaction from TheCaster in [2020.12.18] Update Warspear Online 9.2: Architects' Competition. Preview   
    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.
     
  21. Like
    Hourai got a reaction from Risc in [2020.12.18] Update Warspear Online 9.2: Architects' Competition. Preview   
    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.
     
  22. Like
    Hourai got a reaction from Risc in [2020.12.18] Update Warspear Online 9.2: Architects' Competition. Preview   
    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.
     
  23. Like
    Hourai got a reaction from Higgings in [2020.12.18] Update Warspear Online 9.2: Architects' Competition. Preview   
    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.
     
  24. Confused
    Hourai got a reaction from TheCaster in New experts announced   
    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
  25. Like
    Hourai got a reaction from Risc in New experts announced   
    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
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