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Gladiator

Legendary Mentor
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Everything posted by Gladiator

  1. I think you guys went too harsh on warden. The only good thing about them is that they were tanky. Very low damage and control, and now you over killed it. I don't see their role in PvP whatsoever. Maybe remove damage reduction penalty from fortification
  2. Let's hope that new Sacred Shield will apply a copy on the Paladin on lvls 3 and 4, if not, I think we might be completely out of the Arena scene xD Especially that most classes got buffed real good. I guess we wait and see.
  3. Can't really pick one. In Arena probably Shaman and Necromancer (and Charmers?) on MC side, Druids and Rangers (maybe Paladin too) on Elves. If I had to pick one, Rangers. Next update will have new expert skills?
  4. I'll wait to test new changes before giving my opinion, but overall it seems promising. However, one thing I can't get behind is I don't see a point in making druid and shaman heals stack to 2 times. If devs aren't planning to remove castle buffs from Arena, I don't see how 2 druids in 2v2 Arena will die anymore.
  5. Depends on many factors. Your defensive stats and life steal, damage, which dungeon, and if you do only PvE or you also do PvP a lot. If you can afford to try it out, don't save up on spending your gold for an oblivion book. It's not only fun to experiment with some new skill builds, but also you can learn about your class first-hand. Especially that what could apply to one Paladin, might not apply for the other, because of different gears, stats, and playstyle. For me, I don't find it worth it do deal a bit more damage for the risk of dying. If I wanna go for a max damage build, I'd go for levelling call instead, since stun chance increases, not only damage. I assume, I'd be fine with maxed Illumination, but I would rather have a higher chance to stun since I play more PvP than PvE from time to time. So I'd say try it out for yourself, if you see yourself dying too much, then it's not for you.
  6. You're wrong. The skill works more similar to BD's Counterattack but it deals the same amount of damage that the warlock receives, and only every few seconds you get that buff. For example you are a Warlock and you have the skill at 4/4, every 4 seconds you get a buff, and if you have that buff, the next attack on you will be reflected on the enemy: You receive 1000 hit from BD, the BD receives 1000 damage. You receive 50 damage from Barb bleed, the Barb receives 50 damage. And so on.
  7. Castle potions like Purification or Teleport potions are usable during Arena fights. I don't see how that would solve the problem, if there is any problem. I don't mind nerfing castle pots, but barbs and shamans will be weaker vs paladins and bladedancers if that happens.
  8. Uhhh it's just bad luck. If you know how chances work, then this response should be enough for you. I recently amped a lvl29 arena shield from +1 to +10 with less than 3 sign sets in total. So If I use your logic, I think they increased amp chance. But I don't think that, because on the same day I struggled to get +1 to +5 with 2 sign sets on an arena glove lvl29. It can happen both ways, just use signs if you care about your item.
  9. The same way you could get lucky and amp from +9 to +10 with 1 sign, you could get unlucky and lose item from +1 to +2. That's why always use sign starting from +1.
  10. Big win streak for Gladiator, Kublaikhan and Liviangel against different Sithlord/Leache Parties Subscribe for more top tier Arena Gamplay!
  11. So tp mythic has better chance than pirate dungeon heroic to drop the good stuff?
  12. If you still didn't put any skill points yet, 5/5 Heal is good for questing and for higher level PvE. 3/5 Purifying is good enough, since your main task isn't dealing damage. And of course lastly 5/5 Fetters by level 18. As for gears, just get the gear you get from quests and gather up gold, if you have enough, you can buy lvl15 gear from dealer, they cost around 500 gold a piece. If you have more, you can buy 2 pcs lvl15 chainless league gear from nadir when you get there, but of course you need to finish chainless league reputation first. Those will keep you going till lvl18-20. You can also invest in a lvl13 weapon with "none" parameter so you can resell it when you're done with it. They are normally stronger than quest weapons. I'm not always active on forum and I don't always see new posts, sorry for late reply. But you can pm me in game, and I can help you with more info on gear and stuff. Name is Gladiator.
  13. I'd love to see new experts added more often, like once every few months, I think they are one of the things that refresh the game more than anything else and are relatively easy to add. Also they keep the meta changing and challenges players to adapt to new skill builds, not only for their own characters but also when facing others. But of course, skills require ideas and everybody can run out of ideas, so I'll help with few ones. Before we start, all numbers can be changed. 1- Priest and Necromancer I feel like those two classes are very underpowered in Arena and PvP, especially when fighting melee classes. They are weaker than Shamans and Druids in both healing and enemy control, so there is really no room for choice for them when building a team for Arena. So here is a skill concept for both that could help them: Angel of Protection / Repulsive Protection Cooldown: 15 seconds Cast range: 5 yards Character casts a spell on a selected target that lasts for a period of time. In that period any enemy that attacks the selected target will undergo negative effect "Push Back". This effect pushes the enemy away from the target for several yards and locks its movement for a period of time. The duration of the buff, the strength of the push and the duration of the movement lock depend on the skill level: 1/4: 2 seconds; 2 yards; 1 second 2/4: 3 seconds; 3 yards; 2 seconds 3/4: 5 seconds; 4 yards; 3 seconds 4/4: 7 seconds; 5 yards; 5 seconds 2- Druid Druid already has enough control and heal skills, maybe some damage skill? Electric Zaps Cooldown: 30 seconds Cast range: 5 yards - Character casts a lightning ball on a selected target for 10 seconds. Lightning ball emits lightning zaps on surrounding characters in 1 yard dealing magic damage every few seconds. The damage and the frequency of the zaps increase with skill development: 1/4: 10% of Druids magic; every 2 seconds 2/4: 15% of Druids magic; every 1.5 seconds 3/4: 20% of Druids magic; every 1 seconds 4/4: 25% of Druids magic; every 0.5 seconds 3- Shaman MCs in general could need a defense buff. Lightning Field Cooldown: 40 seconds Cast range: 3 yards - Shaman casts a lightning field on a selected 5x5 area. Ally characters in this field will receive reduced damage. The effect strength and its duration depend on skill level: 1/4: 9% less damage; 7 seconds 2/4: 12% less damage; 9 seconds 3/4: 15% less damage; 12 seconds 4/4: 20% less damage; 15 seconds 4- Seeker and Rogue Those classes are very nice damage classes, that lack control skills, but I think giving them a stun for example could make them too strong and it wouldn't fit the character. So maybe something like this would help: Seeker's Revenge / Rogue's Revenge Passive - When the character receives any negative effect (that is from skills or relics), the character receives a "Revenge" buff for a period of time. Revenge buff can be stacked to a maximum of 3, when the amount of buffs reaches 3, the next negative effect on the Seeker will be resisted and all existing negative effects along with all "Revenge" buffs disappear, and the Seeker deals strong physical damage to all surrounding opponents in 1 yard. The amount of damage and the duration of the Revenge buff increase with skill development: 1/4: 20% of physical damage; 10 seconds 2/4: 40% of physical damage; 15 seconds 3/4: 70% of physical damage; 20 seconds 4/4: 100% of physical damage; ∞ 5- Mage Cloning Passive with 90 seconds Cooldown - When the Mage's HP drops to 15%, a clone of the mage appear to help the mage in battle. The clone's attributes are a percentage of the mage's. When the skill is level 4, 2 clones appear. The power of the clones increase with skill level: 1/4: 15% of mage's attributes 2/4: 25% of mage's attributes 3/4: 35% of mage's attributes 4/4: 50% of mage's attributes 6- Warlock Warlocks were very reliable in Arena, but now, especially after resistance, they lost their punch. So I wanna suggest a skill to punch back. Imitation Passive - Every few seconds, the warlock receives a buff "Imitation", which imitates the next attack on the warlock and deals the same attack on the enemy. Works for dealing damage, or negative effects. The frequency of the buff depends on skill level: 1/4: Every 12 seconds 2/4: Every 10 seconds 3/4: Every 7 seconds 4/4: Every 4 seconds 7- Hunter and Ranger Hit and Run Active with passive energy consumption and cooldown Cooldown: 8 seconds - When the skill is active, the character teleports away from the nearest opponent in a 3 yard radius. Teleportation effect has 20 seconds cooldown. The distance of teleportation depends on the skill level: 1/4: 2 yards 2/4: 4 yards 3/4: 6 yards 4/4: 8 yards 8- Bladedancer Strength Reward Cooldown: 10 seconds - The Bladedancer casts a buff for a period of time that counts the damage dealt by the Bladedancer. If the character deals a specific amount of damage during the buff, the Bladedancer receives a protective barrier for the next incoming attack. The duration of the buff and the amount of damage needed for barrier activation depends on skill level: 1/4: 3 seconds; 5000 damage 2/4: 4 seconds; 4000 damage 3/4: 5 seconds; 3000 damage 4/4: 6 seconds; 2000 damage 9- Charmer Maximum Protection Cooldown: 45 seconds - Charmer casts a protective layer on a selected ally for some time that makes him receives less damage when in battle with more than 1 opponent depending the skill level: 1/4: 10% less damage against 2 opponents maximum; duration 5 seconds 2/4: 15% less damage against 3 opponents maximum; duration 10 seconds 3/4: 20% less damage against 4 opponents maximum; duration 15 seconds 4/4: 25% less damage against 5 opponents maximum; duration 20 seconds 10- Paladin Holy Help Cooldown: 40 seconds Cast range: 5 yards - The Paladin casts a buff on a selected ally for a period of time. All healing effects in the party will also affect the selected target. If the skill is level 3 or higher, the Paladin can caste the spell on himself. The duration of the buff depends on skill level: 1/4: 4 seconds 2/4: 7 seconds 3/4: 9 seconds 4/4: 12 seconds 11- Barbarian Spinning Axe Cooldown: 8 seconds - The Barbarian turns around himself dealing damage and causing all surrounding enemies in 2 yards radius to undergo bleeding effect for 6 seconds. Bleeding effects can stack. The damage of the blow and the bleed depends on skill level: 1/4: 200 damage; bleed 20 / 2 seconds 2/4: 300 damage; bleed 30 / 2 seconds 3/4: 400 damage; bleed 40 / 2 seconds 4/4: 500 damage; bleed 50 / 2 seconds 12- Deathknight Death Infection Cooldown: 30 seconds Range: Melee - Deathknight casts a spell on an enemy that reduces his physical or magical power for a period of time. If the enemy dies while the effect is on, surrounding enemies in 2 yards will receive a sleep effect for 5 seconds. The duration of the spell and the power reduction depends on skill level: 1/4: 5 seconds; 10% less power 2/4: 7 seconds; 15% less power 3/4: 9 seconds; 20% less power 4/4: 12 seconds; 25% less power 13- Warden Warden is very tanky indeed. But it needs a skill that makes him more usable in PvP. No one attacks the warden first in Arena so it makes his tankiness useless because he can't help teammates much with low damage and control. Helping Charge Cooldown 30 seconds Usage range: 4 yards - Warden charges to a selected ally, making him invulnerable for few seconds. The duration of effect depends on skill development: 1/4: 3 seconds 2/4: 5 seconds 3/4: 7 seconds 4/4: 9 seconds
  14. What guild tournaments? Devs forgot about those. And what are you complaining about? They give CC, and once a month even x2 CC! How cool is that.
  15. Well actually no, asking for removal of heal pot is nonsense because of exactly what I just wrote: barbs for example have an advantage with purification potion over palas for example since he is complaining about palas.
  16. I wanted to create a separate topic for this post. This topic is getting spammy and it's not even understandable what he wants. I don't know if devs are still interested to see this. But I got important things to point out, not regarding this only potion, but also all castle buffs in general: I'm in 100% agreement of totally disabling all kinds of applicable buffs in Arena, that is all sorts of castle scrolls and potions, and even normal mcoin and event potions, scrolls and foods. Mainly because in my opinion, those buffs are still a bunch of scrolls and potions and should not have that much power, yet they can really decide the outcome of a battle to a more extent than actual skill using or gear choice or even amplification for that matter. Especially castle pots and scrolls. Reaching 12k HP, or 30-40% resistance, or having the opportunity to heal more than 1000-2000! per tick as a passive healer is ridiculous. Add to that the potions that remove negative effects, the bigger problem with those potions is that they give certain classes or even factions way more advantage than others. For example Legions disable skills are mostly stuns, blind, fear, or sleep. And you can't remove all of those with that potion due to game mechanics. However most relevant Sentinel disables are just silencing or movement lock skills, like fetters, roots, cage and traps, hamstring etc.. Those can be removed by the potion and you can clearly see the advantage for MC side. Not to mention the teleport potion that instead of 5-7 yards, it can teleport you like 50 yards in certain maps. It's stupid. All of those just render the gears and special skills that make different classes special just obsolete. What is the point in trying hard to time your skills and disables with your teammates if the enemy will just remove all disables with a press of a button and then gain control? Or when they can just teleport very far and regain full health after being almost dead if they are healers. What is even the point in having different gear setups if you can get resistance or hp or resilience sufficiently from those buffs. In the end, they are just scrolls and potions, and again, they shouldn't play that much of a major role in deciding who is gonna win the arena fight. Sure, I guess you can allow mcoin buffs or buffs that drop in Gladiator Chest, at the end, those are more of an Arena-related thing, and they don't matter too much that it will affect Arena more than anything. But with castle buffs, it's just too crazy.
  17. Great reward changes. How about add more ways to get pirate doubloons? The problem right now is that it is low amount per day, and it will take a very long time till we can buy underwater gear, and by that time we would be almost done with doing quests underwater (yellow quests and blue for the pirate reputation)
  18. Yeah you did, I guess I can be allergic to low IQs sometimes. Pala has a heal skill, barb has a regeneration skill that depends on maximum HP. Palas new heal skill also doesn't get buffed by heal pot because it also depends on maximum hp. So if you wanna heal more from that you should get HP buff. Heal pot buffs only heal skills that depend on magic, that's what heal skills are. Other hp regeneration skills aren't technically healing skills, and won't be buffed by healing buffs like pots or Palas aura.
  19. Are you dumb or pretending to be dumb? I said get a healer in your party and let him use that pot.
  20. Try playing with a shaman or something as your arena partner, you'll surprised to find out that they can also deal massive heal with castle pot, and maybe the outcome will be different. Again, I'm not a great fan of castle buffs in arena either, but I think they are not that bad. But either keep all or remove all.
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