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Pr0f

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Everything posted by Pr0f

  1. The unique mage guild talent is so awesome for tanks like Warden. Damage reductions and multiple healing talents, so good. I will say 10/10. But this class-specific talent. which come with mage guild only for warden will never work unless it's pvp 1 vs 1, also let's be real, no one attack warden on purpose, warden is hard to kill so he is always ignored in Arena and so on until everyone else is dead then they finish him later because killing full gear warden almost takes forever. How about Pve? It's 99% of the time will not work, why? Because too many mobs and debuff is random, and they usually die fast. If you make this talent better, this mage guild will be definitely the way to go for Warden.
  2. 💠I want to tell my opinion about bd after testing it. 🌀Survivability:- Very tough even with low equipments, going solo never been a problem, i won't say you will never die again, but if you tested any other damager class you will really feel the difference, he is too hard to kill. His survivability comes from multiple Defensive skills which are. "Sap" to reduce the power of your opponent. "Parry" help you get max Parry easy. "Magic Transformation" with axes this sheild becomes so big. "Mark of the blade" Heal back 35% of max HP. "Spirit of Resistance" 3 stacks of resistance, make the character not vulnerable to stuns and becoming easy target. "Counterattack" i know this is Damage skill but with lifesteal it becomes free healing. 🌀Performance in PvP:- He is a beast in 1 vs 1, but need arena gear to sustain, relay on surviving to deliver the last blow. So generally speaking, the tougher you build him the better he becomes. 🌀Performance in GvG:- He is just good at flanking and hunting remote enemies only, useless in defending or attacking, easy stuck in the AOE controls, the only thing he has to offer in GvG is just "Rush" skill to stun the targets by a maximum of 5 seconds with max talnets, his passive can do damage but it's not something to relay on to win. 🌀Performance in party (PvE) Worst performance for BD is in parties he can never a core in any party, I mean if you need aoe damage you better mage, if you want highest solo dmg take seeker + he as extra AOE dmg too, if you want highest burst take ranger, if you want a tank..... BD has no aggro, can't tank. He can't apply any buff to party, only can apply 2 debuffs to enemies, first one is sap which reduces the DPS of solo target by 67% over all (50% less power and 35% less attack speed), also can apply sonic boom 4/4 which can reduce dodge of enemies by up to 25%, this is his maximum potential in party. 🌀Rating his damage:- His AOE damage is composed of 2 thing, 1 Burst skill and 2 Damage over time, Applying "Sonic Boom" to Give bleeding to enimes in 2 yards then a sudden burst with "Vortex Blade", the CD of "Vortex Blade" is 15 Seconds, with good build it can go down to 8.5 Seconds (Give or Take) which is Good to keep him alive but not enough to take aggro, Second AOE skill is "Counterattack" which work over time but or requires to have aggro on you (taking hits). His Skills doesn't provide him enough Buffs to overcome Seeker solo Damage DPS (Seeker has higher DPS) and his solo burst also not stronger than a Ranger or Beastmaster. 🌟 All what I want to say is, "it's messed up class currently, very Defensive class(tough) but without aggro".
  3. Honestly, you really made me upset xD, I mean knowing that aggro really used to work well for bd but they removed it anyway is like adding salt to the wound. First time I seen Counterattack/Counter Strick in action I was surprised, I seen a bd with trashy gear solo tech hard with ez, when my mage with excellent gear was struggling and die if I just mess up 1 skill. Respect to you bro, discovering such a technique is awesome.
  4. Hi, I just thought aggro is something that suit BD very much, why? Because BD is semi-tank class, with high survivability, how is that? First of all BD can use heavy armor which can allow him to build high physical defense and wear heavy merman which give extra HP and Damage reduction. Second BD has many skills which help him survive, like "Parry" skill as basic skill which give 10% parry, with heavy armor and dualing axes BD can easy max parry, also has sap which can cut the DPS of 1 target by more than 50%. For expert skills has Shield, mark of the blade to heal, resistances in 2 skills + resistance from heavy merman. Blade dancer need aggro for 2 reasons:- First, His main source of damage relay on taking damage "Counterattack" skill, so being tank is the way to go for BD. Second Aggro is important to help party members survive, Blade dancer don't have high Solo damage like seeker or ranger, maybe even mage can deal more solo dmg than BD causing them to be main targets for mobs, but they tank less than BD so it's more favorable if BD had Aggro to tank for them or boss and mobs will target them first and maybe kill them. I just don't think removing aggro from "Rush" skill do BD any favors, I mean if "Rush" skill can cause aggro again, now you have 2 options, if you use rush, now you tank, if you don't use it, you don't tank, I mean if you don't want to tank just don't use it, and it's soft aggro because everyone keep this skill 1/4 unless for PvP and aggro almost harmless in PvP, because target will be stunned anyway. I have extra word to say, if putting aggro really can cause troubles sometimes, then make aggro a talent for BD, so players can turn it on and off, for example this talnet below, replace it with aggro or make it even better, make it give damage reduction and aggro on "Rush" skill I chose this talent for a reason, it has very low value, simple calculations:- It work for chance = chance of parry, which is 30% And reduce damage by only 10% So it work only 30% of the time and reduce damage by only 10%, in every 10 hits you take, it usually make work on 3 of them, let's say those 10 hits do 100 damage each, with this talent 3 of them will do 90 damage instead of 100, the total damage will be 7 hit × 100 + 3 hits × 90 = 700 + 270 = 970 (was going to be 1000 without talnet so only 30 points has been taken away) Conclusion: 3% real value of Damage reduction. I just want to be more useful for my mates and my friends. Thanks you.
  5. Thanks for explaining
  6. Hi, can someone tell me how this talnet work? Like which buffs are included and which are not.
  7. Pr0f

    Class rating

    Hi it's me zora, the mage, I want to share my opinion about mage skills and talents, so it will be major rating, I will try be as fair as I can with rating I couldn't make accurate statement for the damage output scaling of the skills so I will just use the following 3 marks: Weak, OK and Strong. And will relay heavily on my personal opinion but i will try do my best Basic skills The damage from the skill is ok for spamable skill The special effect of refreshing blazing ground is useless, because blazing ground has long duration and low CD, Also the chance is low and blaze ground apply only once for each target The effect can be better if it can trigger overload, because overload is stackable Talent It's great talent, because it's not just a boost to mage solo dmg only but everyone else Teleporting is pretty much helpful and boost mage mobility and survivability and have good damage talnet: is is my favorite talent, having the barrier active without taking damage boost mage survivability by much This taknet is like having extra expert skills in my opinion The control duration is very short even with talent it's only 2.1 seconds Talnet With peak of reducing the damage by 10% it's very weak in my opinion This skill help skipping sticky situations and run away, also can use blazing ground skill after casting chains to slow enemies from coming back to you which buy you more time vs melee enemies but in pvp this skill isn't effective at all, can be heavily countered with resistance skills or ranged damage/control; so majorly it's flee skill This skills give decent amount of solidity if you have good amplify on your armor but the defense itself from skill isn't something to mention, very small amount of extra defense Expert Skills The skill allow detecting hidden enemies, it's very unique skill but still, it can be replaced with castle pots give 18% accuracy which is high amount Regen 7% (8% with talent) of max energy the truth is mana regen is no longer a thing to worry about after bracelets have been added to the game Talent consume only 2% of mana because you regen 8% from dragon eye 4/4; so that's a low amount, that that 15% extra damage is good talent to go for The damage is kinda strong because it's over time On 4/4 it stay for 6s on ground and last for extra 6s on target, which make it a total of 12sec duration and CD is 13sec The damage from the skill is very low. The range of the skill is very short The weakest skill that mage have and most useless If mage is in party this skill can kinda recover some of the low solo damage mage have because it increase his party solo dmg by 20% for each member, duration and CD don't allow it to be permanent unless you have 90% CD and can't be applied to more than 1 target. The stun has a very bad weakness which is it require 2 expert skills which mean that target has 1 second to react before landing frost bolt I never made this skill 4/4 because I needed skill points in other skills, but that 50% attack speed reduction looks strong (but I am afraid it's easy resisted) Idk what to say about this one, it just didn't impress me like other talents did The damage is ok for passive that's take no mana. But for expert skill I will say this is 2# weakest skill mage have after arua of fire In the past it used to cause damage with higher frequency, with blazing ground it almost immobilize the target but now it's weaker at that It increase the aoe damage only and not high amount too, dragon eye talent is better in my opinion because It increase solo dmg too It absorb even the strongest damage if it meet the right conditions, can give up to 50% damage reduction if the target hit 1 time every 2 seconds (like t5 ayvondil bosses) which make it very strong but the weakness of the skill is as big as it's strength and maybe even worse which is: it's easy to remove the barrier with just 1 attack, but still the skill can by you 1 or 2 seconds with 4 seconds CD Can be countered with bleeding specially if more than 4 stack is applied Also it's useless if you die before the skill activate (die to 1 hit) It's 1# surviving skill for mage, but the skill duration is short, it's 6 seconds that have 1 second activation animation (downside is can't move during that animation) I prefer having 6 sec of guaranteed resistance rather than having 10 sec of chanced resist In my opinion the talent can be better if it was 2 or 3 buffs each one of them allow you to resist 1 control and duration would be 12~15 sec Very strong skill (some ppl even call it OP) mage don't really have debuffs or strong buffs for pvp, mage have a this skill which remove buffs from enemies so it's 1# pvp skill for mage Those 3 talents you find them in branches taknet and can only choose 1 they all do almost the same thing but in different ways They increase the damage of mage The third one (pyromaniac), is more special than the others and also more situationally than the others, I tried to think how to use it, I think it will be excellent for t5 ayvondil, because with depth fury you can 1 shoot almost any mob there but idk if it will help with anything else General recover (over all rate) solo damage: low to medium Aoe damage: very strong damage over time Defensive stats: it's ok (4/10) Survivability: high because mage have anti burst skills which can buy you some seconds and good damage over time so with lifesteal can maintain HP but still not immortal and can be countered with stuns Performance in early game: very bad, mage don't have healing or shield skill and low damage (which lead to being very hard to quest) Performance in late game: mage have high sustainability and very good aoe damage Difficulty: mage is pretty much simple class but require tapping on skills on rate around 40~45 Tap per minute (very high) Cost: mage is high gear dependent so it's expensive class it's kinda like mage doesn't belong to spell caster classes because he doesn't have enough supporting skills or controls and doesn't belong to damager classes because of low solo solo dmg and ofc he isn't a tank because don't have aggro skill or tanking/damage reduction skills If you reached this point then I would like to say thanks for your time
  8. To craft bracelet level10 need 4 bronze fiber, 3 silverite and 2 student's pin Dissemble should give materials like above that's what used to happens with other crafts I haven't tested other crafts after update, sorry but lazy
  9. Exactly Yeah, BM's summon AI is alot better, letterly next lvl
  10. Sorry the bar color is blue XD Yeah I mean stuffs for questing
  11. Sorry but that's not what I meant When dogs attack mobs around the map, charmer get in combat states (you can't loot) idk what its call in this game but I call it loot, the yellow bar that fill over time while you try to pick something, dogs interrupt it Yeah like that I tried to avoid mentioning beastmaster lol
  12. I didn't get it, how it tank? Does this new summon has aggro? I mean, when you summon one yeah maybe it out damage you, but it will vanish after a while and you summon new 1, the aggro points the summon has will be reset, correct me if I am wrong please
  13. It's simple While looting (picking items from the ground or chests...etc), Dogs should not run and attack any far mob, unless mobs comes very close (touch) dogs. End of the story I noticed that while questing as charmer if you place a dog, you need to clear the whole zone before picking up anything from the ground, it will be great if the dogs just don't run to far targets and start attacking, just want them to sit there passively and let me loot what I want without attracting unwanted mobs I hope I see this in-game
  14. Worst talent I have ever seen, it's a nerf for charmer better not have it In my opinion, this talent should replace the dogs not the bird, because dogs useless with staff, this talent need rework
  15. This talent make you summon gloom + bird or replace the bird?
  16. RIP, it's impossible because his critical chance is so high and so high CD (almost permanent eye) If don't know that critical chance is maximum 50% i would say his crit chance is 80% lol
  17. This will help, thanks
  18. I have a question for you guys Do you remember before update if the eye talent used to buff time warp and shattered stone damage or not? From my experience i remember it didn't used to do that
  19. Not just those, i am sure there are more places, for example horror dg The mobs was linked together in Pattern of 5, i used to aggro 2 waves together (10 mobs) and kill them all together but now it won't work even if i don't die from damage it will consume more time, i know lab is easy but that place also contains many mobs, especially the bosses places (example medusa) Nerf is nerf sooner or later you will feel it Lol op
  20. Hi everyone i just want to give my opinion about the update, i will start with the passive for whole choosen classes Spirituality Now the skill increases the maximum health by 4%, physical and magical strength by 2% for the character. This is actually better than the old one. I am not going to give my opinion about all skills because many of them are just have new damage calculation formula like this below:- So there are more interesting changes to talk about like the dragon eye rebalance Dragon Eye Reduced the cooldown of the skill from 30 sec. to 25 sec. The skill can now only be used on yourself or party members. skill no longer increases the “Attack Speed” parameter of the character. The duration of the effect has been increased: from 10 \ 12 \ 14 \ 16 sec., to 24 \ 26 \ 28 \ 30 sec. Now the chance of detecting the enemy decreases depending on the distance to the target: the further the target, the lower the chance Permanent dragon eye, this is something i always wanted to see, attack get remove but i am not intrested in it, so it's win win, i didn't try the invisibility part more than 1 time but it look like the one, also i noticed that dragon eye talent (excess energy) now buff the damage of shattered stone and time warp now; i believe it didn't do before. Next is ennoble Ennoblement Skill effect no longer removes DOT-damage effects from the target. This is lethal but....ok And ethereal barrier get a buff Ethereal Barrier Adjusted the damage accumulation time for activating the protective barrier: from 2 sec. to 3 sec. Reduced the amount of damage required to activate the protective barrier: from 25 \ 20 \ 15 \ 10% of maximum health, to 20 \ 16 \ 12 \ 8%. Increased the duration of the protective barrier: from 0.25 \ 0.35 \ 0.45 \ 0.55 sec., now 0.3 \ 0.4 \ 0.5 \ 0.6 sec. Now it's easier to tigger....kinda not big difference but least now it's good if 3/4 And finally i want to mention this line:- Added limit for maximum number of PvE-targets: 8 \ 10 \ 12 \ 14. This.....have been addded to all aoe skills This is alot, it's a massive nerf, it will make huge impact on pve mage potentials, as long you don't fight more than 6 mobs you will be alright; but from infinity number of mobs to just 6 for basic skills and 8 for expert skills You can spend your skill points on them but this will make you very vulnerable to death (you will lose your control skills = chains, and survivability skills = sun armor / ennoble / ethereal barrier) I disagree with this massive nerf for pve, mage damage on single target is very low, not even 1/3 of the physical classes, mage is specialist in aoe dmg so this is a massive nerf
  21. Btw i think Death knight skills need to be fixed, The protection he gain from skills is calculated in bad way, let me explain:- When you use dark shield + blood protection, the dark shield work first let's say the hit was 1000, and player had 10.000 def, dark sheild absorb 450 of the hit lowering it to 550, then the blood protection skill work on the 550 that's left, lowering it to 275 (50% protection from skill) I think it should work the opposite way, blood protection first (500 damage left) then dark sheild work second to absorb 450 (now 50 damage left instead 275). Thanks
  22. I really love the big buff for bd, but i want to say something about this part, bd should get 10% or 12.5% physical power for equipping one handed sword if the skill 4/4 Do you agree or not?
  23. 😍 Can you tell us more details about this What exactly have been changed
  24. I don't want to be negative but full stacks maybe too much😅 I think 4~6 only
  25. Why do i feel like you mocking me
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