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Guardian of Spear
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Everything posted by Raislin

  1. Sounds like a skill issue. Time for you to go learn mafs.
  2. Don't give them any ideas, it should be free to begin with rather than having a massive kl tax, maybe just have a cooldown of like 10 minutes or something so you can't abuse them.
  3. Yes but piercing for skills doesn't really make much sense and piercing is basically just pene with extra steps. Magic/Physical defense needs to be balanced instead of giving another stat. More physical defense to tone down the damage and reduce magic defense across the board on accessories to make magic dmg actually relevant besides warlocks with their mana scaling.
  4. You do know that piercing also works for magic right? But it would be nice if magic skill damage would be available a bit more commonly besides just with merman set and some mage talents.
  5. Imagine being a rogue and not knowing how dodge works. Blows my mind. Invis also got buffed in the rebalance but i suppose some people were too blind to not notice. Invisibility detection Adjusted the mechanics of detecting invisibility: now, invisibility is deactivated when the target receives a control effect or damage (previously, it was deactivated upon receiving any negative effect or damage). Skills like barb roar and wd aoe agro wont reveal anymore so its just a straight buff in some respects. Unfortunately warlock circle should reveal now though, unlucky.
  6. You just pop a reflect pop and seeker lifesteal will do nothing. Clearly you haven't actually given it a real try. At most you will reach 50 something % lifesteal without losing out on more important buffs. (Low hp vamp + sometimes relic from shield) So generally speaking seeker would be 40% or less ls which with the talent on is halved so you end up with < 20% ls. And reflect pot is 20% if i remember right 15 at minimum. So you end up either completely negating lifesteal or close to it. If you cant kill a "rogue" with worse cc no dodge and lifesteal idk what to tell you.
  7. No I mean Rotting Garden and Termitary dungeons. Satrap and Pontifices are a thing of their own and should be doable depending on which boss you decide to go to. They vary greatly in difficulty, for low levels anyway. A strong healing minion and set or two of potions should do the trick.
  8. The first 2 dungeons of Ayvondil are also mandatory to progress the questline. At which point would you stop making them solo friendly?
  9. Barbs got everything bd's have besides cooldown, What barbs lack in damage they got it back in being much more tanky with block and stone skin. In some cases barbs even got comparable dmg than bds so I see this as a complete non issue.
  10. Raislin

    NERF MAGE!!!

    Barrier has been nerfed on several occasions, not to mention other changes mage has received, I really haven't kept track since I've not been maining the class but there has been several nerfs and some of them quite recently. Mage only has area damage it's single target damage is lacking behind even some healers these days Both barbarian and Chieftain have superior form of Mages skill and chieftains can truly make it infinite unlike mages. As I said its been nerfed on several occasions not to mention that the barrier generally speaking only absorbs 1 hit which in small scale pvp is easy to do without wasting several skills on it. In larger scale pvp it does absorb more than that but several Legion classes have better damage mitigation skills than it overall so I don't see the problem?
  11. Technically yes, in reality not really. Daggers do the same job and are viable vs everyone and not just weakest of enemies.
  12. By constantly moving around you are also shifting around the pathfinding game might put him on which works the same way as him walking back and forth on a corner. You'd be much safer by standing still until you seem him taking 3 or more steps in one direction. And no there's not many ways to fix this to be honest. Any skill that moves an enemy to a "set" location would work such as Templars punch and flow, Mage chains and Palas repellant shield. Only mc skill that immediately comes to mind would be Deathknight threads. Well chieftains got swooping but they don't really need to care about it due to the other skills they got. Besides them any aoe damage that stays on ground for a while would work such as Shamans fire totem and Hunter traps.
  13. Well yes that's why I suggested puddle as you wont get caught in a nightmare relic. And captivity relic is easier to see as you got the big warning signs spinning above your head when its active so obviously don't drop puddle when captivity is in play.
  14. Engine and server level related bs which has been in the game since the beginning, doubtful it's ever going to be properly fixed. This bd also knows how to do it like a professional. And you were also cooperating with him with your movements making your device and server easier to desync. If you see someone walking around corners back and forth as he was in the first 2 videos you should drop a puddle to scout if he's coming from one direction and start walking away from that corner as its clear he's trying to desync himself.
  15. Its the same for all skill with talents. I'm pretty sure none of them update. At least from the first 2 patches of talents.
  16. People accuse me of not knowing anything I talk about but that sure was a load of garbage. Damage reduction doesn't stack, the bigger value is counted first. So you never get actual 80% damage reduction (Shield buff is 25% if fully broken). Shield hp is also irrelevant as it takes barely anything to break in real pvp situation. Shield.mp4 Effective shield hp vs a shaman is a whopping total of 588. Real Shield hp is 2920 btw. Now to get to the damage reduction part. As you can see after shield breaks the dmg I do on autos goes down to 73 but it should be 63 if they actually stacked properly. Not to mention I have the relic that actually makes the shield 35% damage reduction when low hp instead of the duration relic which is far more common. So my shield is performing better than it should be. Effective damage reduction ends up at ~71% with a 500k-1m relic and at ~66% without. Chieftains reach 66% damage reduction at 16% hp with the 2% Rugged talent at which point they will still need to be hit 5-7 times by fully amped dps characters with full books to kill. And depending on your buffs that 16% hp could be anywhere from 1.2k-2k health. Seekers have to give up 70% of their health pool and 50% less healing from all sources just to get a slightly better Rugged hide if you get the low hp relic. Shamans base damage on the char was 252 btw with talent turned off so feel free to do the maths yourself. Also I have most buffs turned off so you cant see the 3 rows of random buffs I got going on under the roof such as full castle buffs etc, so take my outdated lv28 shamans performance with bad enchants and no high level guild with a grain of salt. So yes 45% Rugged hide was too strong lol.
  17. Rude. Seekers are fair and balanced bro.
  18. You are reading way too much into what I said. Comparing the skills on paper makes it seem like barbarians are lacking but it reality they are the only tank that reliably kills like half of the classes in the current state of the game. When was the last time you saw a good Warden kill anyone if they are ignored in arena or Paladin for that matter. Neither of them do good enough damage to kill a ranged class reliably alone. While Barbarians can easily kill most Ranged classes because of their high damage output, good cc and anti cc from Barbarian nature. I was going to ramble on about builds but doubt you'd understand my point anyway so I can't be bothered.
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