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lore

Lord of Knowledge
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  1. lore

    2h

    auto atk damage depends on both attack strenght and attack speed,, them both singulary are good(with attack speed being the more effective) but the combination makes them insane, but dont forget that the damage output can alse be increased with other stats like critical hit chance or i am wrong?
  2. i didnt forget about this, why i am not a crab yet?
  3. in pve for dealing damage (dps build), but you will give up your tankyness for basic skills blow at 5/5 since chop can be ignored by certain enemies in the game (but are in a real minority, so you can ignore this but at your risk) then its up to you to balance between chop and roar in order to have more dps or attack reducition (wich can help your party(tank too) to survive gthe enemy's aoe and give you more survivability) but keep in mind that roar might be resisted as experts berserker fury 4/4 for the great attack and penetration boost, you wont loop it but will help alot to deal damage combat fury for more atk boost and some healing (you can use at 3/4 in order to have extra points for other skills) defeat 4/4, it hurts if combined with bleed, alot. if you need some extra place where to spend points to... stoneskin because im biased as duck
  4. if they use stoneskin in thier build, damage reflection will heavly help to keep it down, resistance will also help you to prevent attack reduction from their roar, but you dont want to be hitted too much if you're a caster, but you're still and always be at the mercy of the rng gods
  5. i think its a yes and yes in a weird way
  6. im going to be honest, sounds like an amazing talent bonus yeah i agree but i consider its better to see it in expert skills/talents (counting that both barbarian and warden get extra effects on thier blocks with expert skills) mainly since have such effect too early in the game can easly result as an overkill
  7. it becomes even more irrelevant when you add penetration in the math, since have more penetration than the enemy's deffence (in %) will cause no difference even if lowered, in pvp its evident that resilience is required for protection and will be even more as we will go foward in the game
  8. i never seen problems with the barbarian as long u dont go to get in contact with rnjesus wich can make either god or not, it would be nice barb would be changed into a less rng reliant class in excange of minor maximun power if rng is with you (parry(i use to run it)/block/stunchance of the skills) but thats not only for the barb but with all of them in general
  9. this sounds like an slow but heavy hit killer, like stoneskin, i absolutely love it duration? or an certain amount of hits it gets before lowering? like instead of having 3% for each amounf of hits something like 1-1-1-2 stacks each hit and each stack gives 1-1,5-2-2,5% damage reduction for each stack and it loses 1 stack for each hit you take slowy decreasing the damage reduction to 0 as you dont attack and gets hits, and loosing 1 stack each 3 seconds afther not being in blattle for 15 seconds, not as effecetive as your suggestion but i liked the idea so here i say it. for clarification its not -2,5% dmg taken and one stack took away, its like you have 10 stacks (25% at 4/4) you take the damage decreased by the sum of the damage reduction of all the stacks (25% at 4/4) and then loose one stack making you have less damage reduction on the next hit if not recovered (wich will be 22,5%) ... what if instead of doing a wind slash you SPIN with the sword(or any 2h melee weapon but in this case i see no reason to not use a greatsword) giving bleed to everyone around you (maybe even in a 2yard radius due to the big weapon)?
  10. ok now go outside and take some fresh air you spent eught time on making all possible to have the higest energy possible, you dont even need to regenerate it anymore
  11. the problem i see with bladedancer is the massive boost bladepower offers wich being combined with the rest of the kit bladedancer has is too strong wich can be easly solved by a tonedown wich i cant really come up with due not having in mind right now the bonus it gives right now and i'd like someone to remind me
  12. its to say that they're gonna do a bigger rebalance update than usual later this year or early in the next, so they're encouraging to write more in the class topics in this way they can have more info to work on said that, dont touch my son stoneskin
  13. from what i see is more of a master up system for when you reach max level from a dev prospective but there is the baseling problem that the prices can only go up or stand still (repeat talent so it as same costs) but it will inevitably end up wih them will be basicaly too many to be upgraded before more gets added and then the game die(nothing lasts forever), it will all will depend on how whoever designs it decided to balance it, we can only hope they will make a sauitable system in the long run we also need to remember in this game we have players going to pay months of grinding for a small stat boost, but sadly not everyone is like that, attualy, most players attualy aims for books wich gives a type of boosts wich garants and to flip down the table as example for the books of the raidbosses of the 5th sector, Orkinus and Octo hmm i should write a full suggestion at this point....
  14. either lower the price of give more knowledge when ur further in the game along higher daily caps, it could raise every 10 levels by 400/450 (with also increase of knowledge given by quests further in the game) in order to allow players to get eught knowledge considering that them will be expanded and for what i see now them are about up for lvl 12 the talents in order to have effect, so either that or lower the price, for now the grind seems pointless for casuals and also in the long run if the costs will go up it may probaly face the cap (in game but in all cases its inevaitable) or the cap of players are willing to grind for (wich can be prevented)
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