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Raislin

Guardian of Spear
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Posts posted by Raislin

  1. 2 hours ago, Khrone said:

    But only for auto-attacks

    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.

  2. Imagine being a rogue and not knowing how dodge works. Blows my mind. 

     

    On 12/17/2023 at 8:54 PM, Theweasel said:

    As far i know , rogues stealth cant resist stuns.

    Cant use steatlh while stunned.

    Plus has many counters, because "certain" faction cried that is unfair that rogues can "hide", that also  "bladedancers should have it too" :t10:that was about 2013 - 2017

    And boom any idiot can cancels stealth, and To salt the wound devs  added castle pots...

    Luckily the next update are going to give to rogues and seekers a chance to hide properly without cancel their "defensive" skill that you are trying to say

     

    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. 

  3. 11 hours ago, Higgings said:

     

    I did. And as a tank, they didn't die. It's the very reason I'm commenting. 

    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.

  4. On 9/8/2023 at 1:32 PM, Hellprince said:

    Do you mean ponti and strap? If yes. I have lv 27 shaman, 29 lock, 20 dk can't kill em alone. My druid lv 32, seeker lv 30, and warden lv 18 can't do solo em either 😏. Really I just too weak and nob I know. Every day I never do those quest kill ponti and strap cus if no one inv or join my party I can't solo 😌. Also lv 24 not drop again right 🤔? on those boss

    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. 

  5. 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.

     

    23 hours ago, Dseta said:

    he has too much area damage

    Mage only has area damage it's single target damage is lacking behind even some healers these days

     

    23 hours ago, Dseta said:

    infinite resistance

    Both barbarian and Chieftain have superior form of Mages skill and chieftains can truly make it infinite unlike mages. 

    23 hours ago, Dseta said:

    a barrier that absorbs 100% of the damage

    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?

     

     

  6. 13 hours ago, TheCaster said:

    Cooperating how? Can you explain? His actual position is something different but the server and "My device" areThi desyncd by this corner shuffling? So it shows his earlier location than the more recent one where he's closer to me?

     


    This doesn't help ngl. Any other way to fix this other than relogging?
     

    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.

     

    9 hours ago, vegeta said:

    Puddle for lock but wat bout other class wat can they do . M not the lock in the video I just get the video to report this stupid thing in arena . Isn't like 1 match but everytime trying to stall bd this thing .

    Why can't developers fix this n upgrade the server to a better one it is 2023  i understand if it was 2010 or 2015 

    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. 

  7. 1 hour ago, Unkindled said:

     

    Scouting with skills can be very hard when every class has defensive relics activated 24/7, like captivity etc.

    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. 

  8. 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. 

  9. 16 hours ago, pawned said:

    After unlocking Lightning blast talent, Blast is still showing same value (4.6s, should be 5s already with a talent).

     

    image.png.bdeb14ad45a81a595680c83b1ccb2362.png     image.png.4282be82c60a49d754cdb6cfa26512c7.png

     

     

    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. 

  10. 37 minutes ago, Ryohei said:

    Only thing in against seekers, are the inner rage talent, 55% decreasing incoming damage is really high if we count that it is permanent until u use another talent. 

    Also together with shield + shield buff  is just...  Interesting? 

     

    Thats 55%  of decreasing incoming damage + (3k? Maybe more maybe less? ) shield 

    In most cases the shield time ends before being breaked,  after being break gives (20%?) of decreasing incoming damage =75%

     

    It also lower max health to 30%  and  steal health by half, In theory This talent should "weaken" the class, That to be honest is not so weak..

     

    health amount is not a problem since they tank a lot of damage,  and life steal is not a big problem since Despite being halved they gain also permanent increased dmg,  and the highest damage u do the more you heal

     

    His weaker version without damage buff and without "Disadvantages" is "rugged hide", funny thing is that devs nerfed rugged from 45% to 40%  bcz was "tOo sTrOnG"  :seriouspumpkin:

     

     

    I would suggest giving an "aggresion" skill to seekers :sk21_d5:

    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.

     

     

    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.

     

  11. 2 hours ago, Yomo said:

    Dagger speed is 1.7 and i think its too fast

    seekers benefits alot from this seekers with 20k+ auto every 1.7 sec is unfair af.. 

    Seekers doing myth sea 3min solo only class can do it! Why seeker having bonus 30% dmg from talent?? Why only seeker having it?? while other classes getting bad talents its not fair seeker having 30% extra dmg!(fun fact is it was 50% :biggrin:) imo it should be 5% or 10%. Dagger speed should be 2

    6azdygayt1k21.gif

     

    1 minute ago, Wuuzurd said:

    Theres no point in nerfing daggers since this nerf would affect classes outside of seeker too, instead the nerf should be directed to the seekers themselfs! 

    Rude. Seekers are fair and balanced bro.

  12. 8 hours ago, Invorial said:

    Warden tanks can use also steal heal, they can also use a lot of autoattack stat and can heal with vamp / block / aggro, so what's the point? Barbarians can use stealheal, yes, but need to know this, most of Sentinnels classes uses skills as a buff, even the Legion side usses skills as a debuffers, Check templars, can heal stunning, paladins can heal with skills, blade dancer 1 clic and autoattack = heal, even Legion: Death Knight= can combo heal or vamp, barbarian skill heal or vamp, rogue skill heal with COMBO and with DEBUFF (same as seeker, but seeker survavility is with skills buff even rogues survavility is with debuff skills), and there are a lot of more examples, but this isn't the point, I just think barbarian should get another skill heal, because if u say that can heal with vamp, is ok, you're not wrong, have good damage, but if stun? Rip, have a resist skill yes!, in tank mode people keep it at 1/4 (4seconds) with cd of around 25/30 seconds, wardens can use resist but don't use vamp, so is a quite useless having resist for survavility because they have a passive, that makes any block heals him a percent of hp, and look at this, PERCENT, (Most of Sentinnels use heal skill depending on their maximum hp (beastmaster, seeker, paladin, druid, warden, TEMPLAR, mage, etc. Even Legion side most depends on damage as base or nothing as a base) and can heal their hp with aggro too, using percent of hp, why 2 heals if already so op tank, so I can understand that u say:
    If a tank have dmg skill + resist skill = no need 2 heal skill.


    Comparation:
    Warden: Block Master (Healing skill) + Aggression (Healing Skill) + Resistance (Survavility skill) + {Skill that decreases enemy damage and increases a lot of autoattack stat} (Damage skill)
    Barbarian: Combat Fury (Healing skill) + Resistance (Survavility skill) + Berserker Power (Damage skill)

     

    If u think that the barbarian is already op then why warden better? If it's counter

    And having resistance doesn't significate that makes x2 or x3 more damage

     

    7 hours ago, Ryohei said:

    Again wrong,  every other tank has their own increase "damage"  buff/debuff

     

    Paladin : harads banner

    Deathknight : knight curse/threads/aura of hatred

    Warden : stealing power

     

    Even barbarian have but only works with 2h weapons

     

    So in terms of damage they all are way equal

     

    Also in terms of defense every tank also has their own damage resistance

     

    Paladin: sacred shield/inner forces /light defense

    Deathknight : dark "shield" / aura of hatred/blood protection

    Warden : fortify / guardian spirit

    Barbarian : stone skin / last wish

     

    So, barbarians arent superior here but also no less

     

     

    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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