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Posts posted by Speedom

  1. 4 minutes ago, Jaidin said:

    So u mean the fight in arena happen after 30 sec from the start? 

    First thing you said rogue can out dmg charmer in a matter of 10 sec

    I reply thats maybe true if there was no dogs in the field before we start the 10 sec test  

    But if we start the 10 sec dmg test and there was MAX number of dogs summoned before the start of the dmg test i said charmer + the dogs will do more dmg than rogue


    Oh yea most definitely they will. Realistically, only in wars and maybe dgs. I've seen rogues out dmg charmers

  2. 6 minutes ago, Jaidin said:

    If you mean in arena 

    Well its possible becose it take time before the start and the fight will not happen instant after it started  it will take enough time for charmer to have MAX dogs summoned

    Same what rangers used to do before trap explosin skill nerf

    they had enough time to put many traps in one spot before the fight begun

    I literally explain it how charmer call skill works according to the skill cooldown. You really think charmer can summon "5-7" dogs less than 30sec?

  3. 41 minutes ago, Buuuu said:

    If chieftain can remove pala shield and templer shield as u say then I wud say mages can remove the skill ( demonic pact )of charmer which makes dogs n birds last longer . I will show u a video below . Ask ur mages remove the pact skill from the charmer so dogs dnt last longer .there are counters but u just dnt want speak bout them coz u can't do damage on flag using monster mode . Evrytime u revive now dogs kill u ( i.e. the ls spamming for solo kill flag in monster mode not working ) only reason u speak about charmer  dogs is coz that . Also in arena u say 4 5 dogs tell me the name of 50% resi charmer who can summon 4 5 dogs . 

    Mage skill (Magic Ban) is much more stronger. What it does is not only remove the buffs, but it also shortens the duration of any new buffs that are applied. (i.e. just like the world event boss)

  4. 40 minutes ago, Jaidin said:

    I agree with you if the charmer dont have dogs in the field before the start of the 10 sec count

    But if the dogs were summoned and reached MAX number before the count start i would say the charmer + the 5 or 7 dogs will make more dmg than a rogue. 

    and thats what happen in arena and gvg and wars 

    Thank you for the reply

    Good thing that's not possible. They can only summon 1 before it start. Then the 2nd one before the battle. Keep in mind that 1st one with be still at the start. Their dmg output is mostly from there dogs (physical build). Hybrid build is so underrated with charmers. The Raven does more dmg with auto attack vs dogs physical. Plus, the bird keep the charmer alive. The downside is that the bird is squishy even with Pact skill.

    On 7/25/2021 at 9:26 PM, GalaxyRekt said:

    Just remove resilience from charmer's pets and everything will be fine again. It makes no f sense for a +10 mage to hit less than 400 on a pet

    Removing that will make charmer useless in arena. That's why the latest rework added that for all summoner skills. Like I said before…

    Gotta look at the big picture.

  5. 4 hours ago, lallouss said:

    templar pet at lvl1 it lasts 10sec with 24sec cooldown at lvl4 im not sure but it cant be cycled to have more than 2 or so, unlike charmer who can cycle 6 dogs without the need of a target to hit making an auto click charmer not hard these days

    Cycling 6 requires massive amount of cooldowns. You need 70% just to keep 4. Also, that's sacrificing mana regeneration. The gear requires full cd set.

  6. 23 hours ago, Drakoknight said:

    They really don't need to. Well maybe for the customizable textures and the defenses. The crafting parts is already in the game and I'm pretty sure the raids can be done pretty easily

    Yup it's an easy add on to the game. Even though it'll take some time.

  7. On 7/25/2021 at 10:35 AM, Fabr said:

    Well, I did a test, and I realized that ferocity has no effect on these charmer's pets.

    But even so, his resilience still has an effect on me and reduces my damage, and the pact's effect reduces the damage even more, which makes it very difficult to try to kill these pets.

    Yea that'll be op with fero. I understand the pact skill due to the dog and bird dying to fast in both pvp and pve. Like what's the point of being a summoner class with your summons can't last in the battle field. If they take resil way, even though they just added it, that means all summoner skill will be useless in battle. That's including Druid, Necro, and Templar.

  8. Just now, Drakoknight said:

    I think that's the real problem. How expensive they are

    Yea due to the needs of high lifesteal gear and being at least +9 to be sustainable when taking dmg for aoe dmg bosses. Chances that Warlocks might need 2 set gear in pve for solidity and lifesteal.

  9. 22 hours ago, Fabr said:

    He is not weak. Shadow sphere deals pretty high damage, and it can increase magic damage with that mana consumption skill. It is one of the main classes for gxg and war, 1 warlock can control multiple players with only 2 skills. And it's still good to weaken the enemy, it can decrease magic defense by 80%, good for warlock and other magic classes give even more damage. And in dungeons he can stop mobs so the tank can move faster without wasting too much time getting attacked. He's not one of the best for pve, but he's still good and also better than other dmgs in other aspects of the game.

    Agree, Warlocks are underrated in pve. Their  aoe debuffs and stun plays a key role for aggressive mobs. They can nullified enemies defensive and mana. However, it's an expensive class to mastered.

  10. 1 minute ago, Drakoknight said:

    Well except for tonight. It seems like almost everyone woke up just to fight except for the fact it wasn't a big one like last Friday when it could have been useful 

    Yea and Sentinels number was at equal this time.

  11. 4 hours ago, Drakoknight said:

    If you haven't noticed. It takes 5 mc players to kill a single warden in average time. The warden doesn't need any changes as it's literally the single best tank in the game. The other tank classes would need considerable buffs to put them on par with wardens

    Just imagine Barbs with almost infinite 80% dmg reduction with every block lol.

  12. Every class have a counter part. In GVG or war, Templar is the the showcase in that situation. You have to explore different skills and strategies that will counter other classes. In US Sapphire server during war, Sentinels will use the guild summon with their push. This will aggro the Legion's dog attention for a secondary push. Idk about the other server, but US Sapphire players are very skillful in any scenario on both Legion and Sentinel. Plus Sentinel always win war.

  13. 23 minutes ago, Fabr said:

    When a character dies and then revives, the cooldown of abilities resets and can be used again. Then when the summoner dies he will revive and summon another dog. And not as simple as it seems to be watching you speak. It depends more on your group and the opponent, because the opponent's group can keep you busy enough with stuns and controls for you to pay attention to the dog while he takes your hp, so you have to focus on other more dangerous classes like lock. And since he's a mage, they'll probably focus on taking him out first. That's why you need to work as a team.

    I'm referring to what I see in this current picture and just giving some pointers. Going against 2 charmers in that situation will make it feels like a 3v6 from the start. This will require some tank in arena to aggro the dogs while taking out the others. 

  14. That will make every tanking capability class in this game nearly immortal. Especially, Barbarians lol.

  15. 59 minutes ago, Fabr said:

    Mage and bd can help with what?

    Ya know I just noticed that you're making topic on every class you're struggling against. I'll see ya on the Warlock's Class Discussions.

  16. 32 minutes ago, Fabr said:

    They will still revive with the recharged dog and use it again.

    Only 1 dog left will be still there. It doesn't recharged the duration or reset it. It extended the remaining duration by 70% (4/4). Pretty much just for a few seconds. Since Pact is an expert skill, charmer will have to decide to stun or extend the dog duration that could be no where near by or attacking a different target. Even if the charmer redirect the dog attack. It'll disappear before it can reach ya due to the delay of using expert skill to another. For a summoner class, it's pretty weak without its dog or bird.


  17. On 7/22/2021 at 7:12 AM, Drakoknight said:

    In my opinion, 15% increase may make it a popular choice in pvp aswell. Although I can see it become a issue with classes like Warden due to the fact they have INSANE health pools 

    That's because they build on High HP and blocks for their passive. Which i don't blame them lol.


    On 7/22/2021 at 8:51 PM, Fortuno said:

    Any other bonus is welcome if this is considered Over The Top. As long as it's anything more than a silly 11point increase in defence that gives absolutely nothing to shield-bearer.

    100% agree to this. Make the timeand effort for crafting worthy to level

  18. You know charmers have that one skill that cause dogs to do nuke dmg. Also, that new stat included resil and fero to the dogs. So yea it's due to the problem of them dying too fast for war and GvG. It's not unbalanced since it is a summoner class. In addition, like @Drakoknight said, it's probably a physical charmer. (Btw I see 2 charmers)

    Now these days, 1 hand user can reach 1k dmg with 50% fero. Even though you have high resil, your def is still low. That makes it harder for any caster to pvp, especially mage close range skills. As for the dog, it under the new rework skill(Demonic Pact) buff that gives them dmg reduction, making them tanky.

    Here's a tip, full physical charmer rely more on dogs for dmg. In arena, if they're lucky to cast 2 dogs, just go brute force after casting Ennoblement(resist skill) before they can land a stun or cast another dog. Other than that, full physical will spam dogs as an intimidating tactic and sit in one spot. Once you take them out, it'll be an easy win as soon as they respawn. 

    Another tip: Keeping dogs of the field long requires Great Continuous Relic and Demonic Pact(purple aura) skill. Once they're defeated. The duration of the dogs will shorten since the Pact skill is inactive. So if they have 3 on the field, 2 will disappear shortly afterwards. 


  19. 52 minutes ago, Mercurry said:

    How does somebody dare to deal massive damage to this guy and his group? Devs? Can we make sure this guy and his group do not take any damage? 

    Mage, paladins and bd can help you

  20. 10 hours ago, Fabr said:

    Yes you gave me some tips. But I didn't ask how to kill a chieftain. That's not the problem. The problem is that sooner or later he will use the swooping army and do massive damage to me and my group.

    The tips I provided was survivability and strategies…

  21. 52 minutes ago, Fabr said:

    resisting doesn't save you from taking damage:dunno:

    Well man, idk what to tell ya. I gave you enough tips. All on you now. Get good

  22. 4 minutes ago, Fabr said:

    With melee classes you can't keep your distance. Either you attack or you run, but you can't run either. The wolf's ability will reduce your movement. Even if you have distance it runs to you very fast.

    Get some resist stata. Switch it up a bit

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