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Gladiator

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Gladiator last won the day on May 27

Gladiator had the most liked content!

About Gladiator

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    Premium-user
  • Birthday 01/31/1998

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    Male
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    Arena
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  • Realm
    US-Sapphire

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  1. Gladiator

    Character disappeared

    lol rip
  2. Let's try something better. https://db.warspear.pp.ua/calc/en/37852 The enchant is wrong btw, charmed, it should give 63. Voila ~930 dmg
  3. Gladiator

    Best Class Overall

    i say pala cus i play pala and it gud
  4. Excuse me gladiator aura reduced hp instead of increased
  5. Higgings merc mod confirmed?
  6. Gladiator

    Important Update 7.7 Opinion kkkkkk : )

    Whether necro needs a buff or not, that's a different topic, I was talking about heal difference specifically. But I agree with you that Necros aren't strong right now, the revive skills were kinda a disappointment tbh.
  7. Gladiator

    Important Update 7.7 Opinion kkkkkk : )

    You still can't compare Paladin's heal to actual healers. The Paladin heal does heal more than Necro but it has almost x4 necros heal cooldown. And Paladin sacrifices skill points from either stuns or damage for that. So I'd say you'd rather complain about fetters at this point.
  8. That moment when you realize that Russians complained about Fetter nerf way more than 1 topic in international, and even the idea that fetter silences only after lvl4 also came from Russian suggestions, and when you realize that "mercs" suggested something completely different to fix Fetters. Feel free to feel dumb as you realize those facts. 🙂
  9. My reviews for some of the new skills that I happened to experience during test and are worth considering if anyone cares: - Priest and Necro revive skills are not bad in concept, but they have high cooldown and the revived character receives almost no health at 1/4, even at 4/4 it's like 40% hp and 20% mana. I think it should be 100% hp and mana at 4/4, otherwise no point in investing skill points in it, that's if no chance of letting 4/4 revive in arena for example. - Natural Resistance: I don't know if it was intended to have that low cooldown, but I don't see any point in that because it lasts for 15seconds anyway. But the skill in concept is fine, Warden needed some PvP help. - Rogue's Frenzy and Shaman's new totem seemed pretty underwhelming in PvP, but I guess they're nice for PvE. - Warlock's Dark Seal was interesting, I think it made Exhaustion heal abit too much (1k+ for 3 times?), but it's a nice skill for Warlocks and it was needed imo.
  10. Gladiator

    Why nerfing Paladin in this way is a bad idea...

    I really put the 50% HP on the poll randomly. Anyway, I'll give my thoughts on the new skill. Not sure if the numbers of the test server are the real ones, if they are, I'd say the situation is not as bad. 50% is pretty nice, even though it doesn't count other buffs and craft gears, it makes perfect sense, it would be crazy healing 3-4k or more. It definitely involves a new way to play Paladin (for me at least), it's not the old stunning machine with high damage anymore, it's more supportive than ever, will have to see how that plays out in high level arena fights, will be hard to get used to this new role. To be honest, I'd still personally take a weaker version of this skill with a nerfed Fetter in a different way than just removing the silence, rather than a powerful heal with a decent cooldown, but low area control.
  11. Gladiator

    Why nerfing Paladin in this way is a bad idea...

    Lab is old news, nothing to be proud of, anyone can do that nowadays. I said that Paladin lacks defensive abilities when compared to other tanks like DK and Barb, didn't mention BD's defense being better, and as far as I know, all other tanks can use shield, nothing special about Pala. And my argument that it was ok to have less defensive abilities since we have better control, it covers up. But with this nerf, we do not really have better control anymore, and still not better defensive abilites, I don't see how anyone would disagree with that. If you wanna count that we have more heal, then you have to even reduce the stuns since we sacrifice shield strike stun for 2h magic builds, and since only with 2h, the heal is really noticeable. Don't forget the fact that Paladin has the lowest HP out of all tanks, and the reason for that is that we heal. So you're judging Paladin based on all experts maxed together? you say that I should max Sacred Shield, and then you talk about Harad Call's AoE stun, if I have both maxed then I lose a lot of damage from banner. If I don't max Harad Call, the stun is only a 70% chance and for 3 targets max, you shouldn't complain about that even if it's maxed, it's only 2 seconds stuns. And again, if you wanna keep mentioning that Paladin still have 2 stun experts, you need to forget about heal because it's barely 300-350, and both Barb and DK heal more than that in one way or the other. So yes, Paladin has the least defensive abilites amonst all shield tanks, but it was no problem since we could protect ourselves with Fetters. And we can heal yes, but if we wanna max heal then that's 1 less stun leaving us with only 1 AoE 2 second stun, with low total damage output in long fights. (a lot of physical damage lost) Sadly, Paladin doesn't really have high heals+shield skill AND too much stuns, it's either this or that. Alright I agree! But also give Pala resist skill and increase the time of shield strike stun and make harad Call 7 yard jump! Oh and AoE damage reduction as well *hi* This is the dumbest thing I've read in a while. This will be my last reply to you since you have no idea what you're talking about, and any further discussion with you is just a waste of my time, you clearly don't have much game sense, sorry to break it down to you.
  12. Gladiator

    Why nerfing Paladin in this way is a bad idea...

    Imagine if MCs had 50 Warlocks, and were winning all wars, would it make sense to remove stun from Dark Circle? Warlocks are gonna become very weak in Arena. So no, it doesn't make any sense.
  13. Gladiator

    Why nerfing Paladin in this way is a bad idea...

    I addressed the point that this fix could be for wars. And all I can say is that it's not fun for Paladins like me who never actually participated in wars because of its timing, so I hope they didn't really nerf it because of wars, because now it's useless in Arena too which is my main interest. They definitely could have made a smarter fix if wars was their only concerns. And Mages are a bigger danger in Wars than Paladins, so I don't know how that makes sense to give mages more AoE damage. Also looking at the results of the last war, 3 wins for MC, 3 wins for elves, 1 draw in all 7 servers. No clear overpower because of the paladins Fetter. The problem was clearly overpopulation, even if we count the AoE control of both sides, we'd probably get around the same amount of control in seconds for both sides.
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