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Fynn reacted to Toad Sage in Last chance to counter control effects.
A simple example should be how we lost 20% speed bonus from reflexes last year and we accepted that because at least that made reflexes less useless.
Even when we didn't include the drawbacks, we were ready to accept it as long as our problems are solved.
It's no different this year and you can keep yelling your assumption about us not wanting any reasonable sacrifices. It doesn't make it more than assumption and prejudice.
And our loss of speed bonus from last year, which we accepted, is a solid proof against that prejudice. We don't need to prove anything to a specific person with prejudice just to be heard by devs.
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Fynn got a reaction from Shax in Last chance to counter control effects.
It makes you untargetable but not invincible, if you took an DoT before going stealth it will be cancelled, if there is an aoe damage/cc skill, it will cancels stealth
Interestingly this also happens to rogues, despite having everything you mention here, It's more complicated than you think.
Stealth isn't a big thing as you trying to make it seems
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Fynn got a reaction from weasel in Last chance to counter control effects.
I dont get how stealth is a good "anti cc" skill just bcz you cant be targeted...
While in stealth, every aoe dmg/cc affects you, not mention those castle potions that Reveals invisible targets.
Stealth doesn't work like that and im sure nobody with that skill would use it that way, and specifically to "avoid" cc..
indeed, in order to "avoid" control with stealth, the only way is just stop playing in middle of fight..
Enemies arent idiots, ofc someone is going to save a stun or any defensive skill when rogue in stealth dare to do their move.
Stealth works greatly if you take some idiot offguard , but if there is an opponent Conscious that you're there , You can't afford to play with his mind, the skill existence becomes merely the dmg buff and nothing more.
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Fynn reacted to Higgings in Last chance to counter control effects.
I have to disagree with this part though. I can bring an example where Back in the days where you did not have experts around, the very skilled players could achieve a good outcome when they used certain disabling skills (Earthquake, FoJ, Roots and so on); in other words, they could kite. Kiting, in fact, could grant you to go "out from fights" (even if technically you were still fighting) when situation required so and a good kiter was also the one who kept fighting without getting touched once. That doesn't mean that you had to run, but kiting allowed, if the user decided so, to run away from a fight to restore your health completely.
In the modern days, where experts grant a considerable ammount of stunning/CC skills, even AoE, A lot of classes can simply stun and get out from tricky situations, and not only rogues or seekers, as you're stating. Not to mention that in a more realistic scenario which sees Rogues/Seekers being under several AoEs in a fight, may it be that you even managed to Gouge the opponent and run away, you can still get caught by AoE Disabling or Damaging skills, for Stealth grants you no immunity from anything at all.
Do you see it now why people can't simply buy the tale where they're ultra strong and immune as long as they're invisible, because we both know (you more than me, actually) that the times you turn invisible during a fight is... once (the very beginning of the fight), for a rogue is more likely to die from being perma stunned (no damage reduction abilities or resistence, unlike its elven counterpart) once it gets out from stealth. I would agree with you if we had a situation where every single disabling skill required a target, but nowadays you got an even quantity (if not bigger) AoE Disabling/Damaging skills than targeting skills, so the statement you're saying is simply biased. I'm not mentioning the accessibility of detect potions either.
Could it be, according to you, that every single rogue user that is complaining for his/her class is that naive not to have thought about invisibility as a mean to avoid stuns? In the best scenario, this is making mockery of their intelligence.
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Fynn got a reaction from Shax in Last chance to counter control effects.
I dont get how stealth is a good "anti cc" skill just bcz you cant be targeted...
While in stealth, every aoe dmg/cc affects you, not mention those castle potions that Reveals invisible targets.
Stealth doesn't work like that and im sure nobody with that skill would use it that way, and specifically to "avoid" cc..
indeed, in order to "avoid" control with stealth, the only way is just stop playing in middle of fight..
Enemies arent idiots, ofc someone is going to save a stun or any defensive skill when rogue in stealth dare to do their move.
Stealth works greatly if you take some idiot offguard , but if there is an opponent Conscious that you're there , You can't afford to play with his mind, the skill existence becomes merely the dmg buff and nothing more.
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Fynn got a reaction from Darkdevil in Reaper rebalance 2024
Well, this time i wanna suggest some fixes for reapers, and again, this is from my pov from the few time i've played reaper.
Here i go.
Otherworldly dash:
Idea1: make the skill apply bleeding without demon form, and in demon form apply the slowing effect, buff the slowing effect to a decent percentage.
Idea2: remove the slowing effect but add a shield that should last the same time as the slowing effect. (this bcz the current animation is showing a non existent shield)
Chains of the underworld:
Idea1: change the cd debuff, to a damage debuff instead.
Idea2: make it work aoe without demon form, and in demon form increase the cd debuff to a decent percentage.
Idea3: change the cd debuff to a silence debuff.
Demon form:
Idea1: remove hp and energy increase but now heals the character for the same percentage, remove the cd buff of the lost speed, but now decrease the incoming damage for the same amount of the healing.
Idea2: leave the skill as it is now, but now instead of gaining cooldown of the lost attack speed stat, each skill used under demon form, the cooldown is halved.
Delayed death :
Idea1: leave the skill as it is now, but the impending death debuff is now applied for 9 seconds and the absorbed damage returns every 3 seconds.
Idea2: reduce the absorb damage buff to 50%, but remove the impending death debuff.
Idea3: leave the skill as it is now, but now the impending death debuff is applied after the skill ends.
Unwavering will:
Idea1: reduce the debuffs needed to apply the Unwavering will buff by 1 on each level of the skill.
Idea2: remove the debuff condition to apply the Unwavering will, but it now works with the damage received by skills or autoattacks for the same amount of the debuffs needed.
Idea3: leave the skill similar to the rogues "absolute reflexes" and the mages "ethereal barrier" but with the unwavering will effect.
Revenge:
Idea1: the skill now increases the "damage reflection" stat by the same amount of the current percentage of the skill .
Idea2: the skill is not aoe anymore, now the revenge debuff is applied to a single enemy, the enemy receive damage each time performs an autoattack or apply a skill.
Approaching Madness:
Idea1: leave the skill as it is now, but also increase the parry stat.
Idea2: the gain of hatred is now applied to every damage skill used.
Explosion of chaos:
Idea1: remove the delay of explosion but the skill now applies DoT.
Idea2: leave the skill as it is now, but reduce the cooldown of the skill.
Idea3: leave the skill as it is now, but now in the delay time of 2.5 sec, the damage received on that time increases the power of the skill.
Idea4: leave the skill as it is now, but now in the delay time of 2.5 the player ignores the damage until the skill explodes.
Black spot:
Idea1: turn the skill into a self buff. the skill now increases the stat parry, for each parried attack the character gains hatred points.
Idea2: the skill now applies a debuff on enemy, for each autoattack dealed to enemy the player gains hatred points, and each x damage skills applied stuns the enemy.
Idea3: turn the skill into a self buff. The skill now increase parry stat, each parried attack stuns the enemy.
Bonus talents
Devils essence:
Idea1: the demon form doesnt use hatred points by 4 seconds.
Idea2: after using demon form, everything near the reaper receives fear for 2 sec.
Devastating flash:
Idea1: remove stun effect but the demon form isnt disabled.
Idea2: leave the stun effect , remove the damage increase of the skill, but now additionally applies DoT.
Wide scope:
Idea1: the aditional reduced damage is now applied to everyone around the target (AoE)
Defiance of death:
Idea1: remove the impending death debuff, until the skill is applied again.
Idea2: decrease the impending death debuff damage by half
Partial Metamorphosis:
Idea1: turn the skill into a permanent use with mana regen decrease.
Idea2: leave the talent as it is now , but with each critical hit the player gains hatred points .
Hate thirst:
Idea1: while in demon form, the skill that acumulates hatred gains an aditional point.
Demonic charm:
Idea1: if the player is under Demonic exhaustion, decrease all incoming damage by 25%, but demon form cannot be used again.
Idea2: if the player is under Demonic exhaustion, it increases vampirism by 15%.
Thats all, again i repeat, those are from my pov of what reaper needs.
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Fynn got a reaction from weasel in Reaper rebalance 2024
Well, this time i wanna suggest some fixes for reapers, and again, this is from my pov from the few time i've played reaper.
Here i go.
Otherworldly dash:
Idea1: make the skill apply bleeding without demon form, and in demon form apply the slowing effect, buff the slowing effect to a decent percentage.
Idea2: remove the slowing effect but add a shield that should last the same time as the slowing effect. (this bcz the current animation is showing a non existent shield)
Chains of the underworld:
Idea1: change the cd debuff, to a damage debuff instead.
Idea2: make it work aoe without demon form, and in demon form increase the cd debuff to a decent percentage.
Idea3: change the cd debuff to a silence debuff.
Demon form:
Idea1: remove hp and energy increase but now heals the character for the same percentage, remove the cd buff of the lost speed, but now decrease the incoming damage for the same amount of the healing.
Idea2: leave the skill as it is now, but now instead of gaining cooldown of the lost attack speed stat, each skill used under demon form, the cooldown is halved.
Delayed death :
Idea1: leave the skill as it is now, but the impending death debuff is now applied for 9 seconds and the absorbed damage returns every 3 seconds.
Idea2: reduce the absorb damage buff to 50%, but remove the impending death debuff.
Idea3: leave the skill as it is now, but now the impending death debuff is applied after the skill ends.
Unwavering will:
Idea1: reduce the debuffs needed to apply the Unwavering will buff by 1 on each level of the skill.
Idea2: remove the debuff condition to apply the Unwavering will, but it now works with the damage received by skills or autoattacks for the same amount of the debuffs needed.
Idea3: leave the skill similar to the rogues "absolute reflexes" and the mages "ethereal barrier" but with the unwavering will effect.
Revenge:
Idea1: the skill now increases the "damage reflection" stat by the same amount of the current percentage of the skill .
Idea2: the skill is not aoe anymore, now the revenge debuff is applied to a single enemy, the enemy receive damage each time performs an autoattack or apply a skill.
Approaching Madness:
Idea1: leave the skill as it is now, but also increase the parry stat.
Idea2: the gain of hatred is now applied to every damage skill used.
Explosion of chaos:
Idea1: remove the delay of explosion but the skill now applies DoT.
Idea2: leave the skill as it is now, but reduce the cooldown of the skill.
Idea3: leave the skill as it is now, but now in the delay time of 2.5 sec, the damage received on that time increases the power of the skill.
Idea4: leave the skill as it is now, but now in the delay time of 2.5 the player ignores the damage until the skill explodes.
Black spot:
Idea1: turn the skill into a self buff. the skill now increases the stat parry, for each parried attack the character gains hatred points.
Idea2: the skill now applies a debuff on enemy, for each autoattack dealed to enemy the player gains hatred points, and each x damage skills applied stuns the enemy.
Idea3: turn the skill into a self buff. The skill now increase parry stat, each parried attack stuns the enemy.
Bonus talents
Devils essence:
Idea1: the demon form doesnt use hatred points by 4 seconds.
Idea2: after using demon form, everything near the reaper receives fear for 2 sec.
Devastating flash:
Idea1: remove stun effect but the demon form isnt disabled.
Idea2: leave the stun effect , remove the damage increase of the skill, but now additionally applies DoT.
Wide scope:
Idea1: the aditional reduced damage is now applied to everyone around the target (AoE)
Defiance of death:
Idea1: remove the impending death debuff, until the skill is applied again.
Idea2: decrease the impending death debuff damage by half
Partial Metamorphosis:
Idea1: turn the skill into a permanent use with mana regen decrease.
Idea2: leave the talent as it is now , but with each critical hit the player gains hatred points .
Hate thirst:
Idea1: while in demon form, the skill that acumulates hatred gains an aditional point.
Demonic charm:
Idea1: if the player is under Demonic exhaustion, decrease all incoming damage by 25%, but demon form cannot be used again.
Idea2: if the player is under Demonic exhaustion, it increases vampirism by 15%.
Thats all, again i repeat, those are from my pov of what reaper needs.
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Fynn got a reaction from Paralon in Reaper rebalance 2024
Well, this time i wanna suggest some fixes for reapers, and again, this is from my pov from the few time i've played reaper.
Here i go.
Otherworldly dash:
Idea1: make the skill apply bleeding without demon form, and in demon form apply the slowing effect, buff the slowing effect to a decent percentage.
Idea2: remove the slowing effect but add a shield that should last the same time as the slowing effect. (this bcz the current animation is showing a non existent shield)
Chains of the underworld:
Idea1: change the cd debuff, to a damage debuff instead.
Idea2: make it work aoe without demon form, and in demon form increase the cd debuff to a decent percentage.
Idea3: change the cd debuff to a silence debuff.
Demon form:
Idea1: remove hp and energy increase but now heals the character for the same percentage, remove the cd buff of the lost speed, but now decrease the incoming damage for the same amount of the healing.
Idea2: leave the skill as it is now, but now instead of gaining cooldown of the lost attack speed stat, each skill used under demon form, the cooldown is halved.
Delayed death :
Idea1: leave the skill as it is now, but the impending death debuff is now applied for 9 seconds and the absorbed damage returns every 3 seconds.
Idea2: reduce the absorb damage buff to 50%, but remove the impending death debuff.
Idea3: leave the skill as it is now, but now the impending death debuff is applied after the skill ends.
Unwavering will:
Idea1: reduce the debuffs needed to apply the Unwavering will buff by 1 on each level of the skill.
Idea2: remove the debuff condition to apply the Unwavering will, but it now works with the damage received by skills or autoattacks for the same amount of the debuffs needed.
Idea3: leave the skill similar to the rogues "absolute reflexes" and the mages "ethereal barrier" but with the unwavering will effect.
Revenge:
Idea1: the skill now increases the "damage reflection" stat by the same amount of the current percentage of the skill .
Idea2: the skill is not aoe anymore, now the revenge debuff is applied to a single enemy, the enemy receive damage each time performs an autoattack or apply a skill.
Approaching Madness:
Idea1: leave the skill as it is now, but also increase the parry stat.
Idea2: the gain of hatred is now applied to every damage skill used.
Explosion of chaos:
Idea1: remove the delay of explosion but the skill now applies DoT.
Idea2: leave the skill as it is now, but reduce the cooldown of the skill.
Idea3: leave the skill as it is now, but now in the delay time of 2.5 sec, the damage received on that time increases the power of the skill.
Idea4: leave the skill as it is now, but now in the delay time of 2.5 the player ignores the damage until the skill explodes.
Black spot:
Idea1: turn the skill into a self buff. the skill now increases the stat parry, for each parried attack the character gains hatred points.
Idea2: the skill now applies a debuff on enemy, for each autoattack dealed to enemy the player gains hatred points, and each x damage skills applied stuns the enemy.
Idea3: turn the skill into a self buff. The skill now increase parry stat, each parried attack stuns the enemy.
Bonus talents
Devils essence:
Idea1: the demon form doesnt use hatred points by 4 seconds.
Idea2: after using demon form, everything near the reaper receives fear for 2 sec.
Devastating flash:
Idea1: remove stun effect but the demon form isnt disabled.
Idea2: leave the stun effect , remove the damage increase of the skill, but now additionally applies DoT.
Wide scope:
Idea1: the aditional reduced damage is now applied to everyone around the target (AoE)
Defiance of death:
Idea1: remove the impending death debuff, until the skill is applied again.
Idea2: decrease the impending death debuff damage by half
Partial Metamorphosis:
Idea1: turn the skill into a permanent use with mana regen decrease.
Idea2: leave the talent as it is now , but with each critical hit the player gains hatred points .
Hate thirst:
Idea1: while in demon form, the skill that acumulates hatred gains an aditional point.
Demonic charm:
Idea1: if the player is under Demonic exhaustion, decrease all incoming damage by 25%, but demon form cannot be used again.
Idea2: if the player is under Demonic exhaustion, it increases vampirism by 15%.
Thats all, again i repeat, those are from my pov of what reaper needs.
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Fynn got a reaction from weasel in Rogues rebalance ideas
Well, like every year
I bring some ideas of reworks/fix etc
All this with personal point of view, cuz i dont really know if other rogues will agree, or if they're okay with the current rogue.
Here i go:
Poisoned blades:
Idea#1: keep the damage as it is now but now applies a damage debuff to enemy.
Idea#2: make it keep working until the duration ends, and bring a sinergy with ricochet adjacent targets
Idea#3: make it passive, each 3 skills used the next attack applies poison and decrease the damage to enemy by 4sec
Ricochet:
Idea#1: keep the damage as it is now but the decreased damage on adjacent targets is now 5% and not 10% each target.
Idea#2: decrease the damage of the skill to 85% of the character damage but remove the 10% less damage on each adcajent target .
Dodging:
Idea#1: keep the cooldown on 30 sec but increase the duration to 15 sec
Idea#2: keep the duration and the cooldown as it is now, but now each dodged attack increase the duration to +2 sec.
Idea#3: keep the duration/cooldown as it is now , but now the skill also increase penetration.
Elusive jump:
Idea#1: the skill now work in a 3x3 area without a target needed.
Idea#2: decrease the damage of the skill but now applies stun .
Absolute reflexes:
Idea#1: increase the health threshold, but also increase the dodging effect to 1 sec.
Idea#2 : decrease the health threshold but also decrease the timer before applying the dodging effect by half.
Trickiest technique :
Idea#1: remove stun effect, but also remove the poison condition to heal the character.
Idea#2: remove the stun effect but increase the healing effect to 25%.
Idea#3 : the skill now deals bleeding and heals the character by 70% of the damage done by the skill.
Kick in the back:
Idea#1: the skill now works around the character in a 3x3 area, decreasing accuracy.
Idea#2: keep the skill as it is now, but if the skill fails, the cooldown is halved.
Sinister strike :
Idea#1: decrease the damage of the skill but increase the effect that lowers healing from enemy.
Idea#2: remove the damage of the skill and the decrease on healing effects,, but adds an effect that deals damage to enemy by 40% of their healing effects.
I want to hear suggestions
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Fynn got a reaction from Toad Sage in Rogues rebalance ideas
Well, like every year
I bring some ideas of reworks/fix etc
All this with personal point of view, cuz i dont really know if other rogues will agree, or if they're okay with the current rogue.
Here i go:
Poisoned blades:
Idea#1: keep the damage as it is now but now applies a damage debuff to enemy.
Idea#2: make it keep working until the duration ends, and bring a sinergy with ricochet adjacent targets
Idea#3: make it passive, each 3 skills used the next attack applies poison and decrease the damage to enemy by 4sec
Ricochet:
Idea#1: keep the damage as it is now but the decreased damage on adjacent targets is now 5% and not 10% each target.
Idea#2: decrease the damage of the skill to 85% of the character damage but remove the 10% less damage on each adcajent target .
Dodging:
Idea#1: keep the cooldown on 30 sec but increase the duration to 15 sec
Idea#2: keep the duration and the cooldown as it is now, but now each dodged attack increase the duration to +2 sec.
Idea#3: keep the duration/cooldown as it is now , but now the skill also increase penetration.
Elusive jump:
Idea#1: the skill now work in a 3x3 area without a target needed.
Idea#2: decrease the damage of the skill but now applies stun .
Absolute reflexes:
Idea#1: increase the health threshold, but also increase the dodging effect to 1 sec.
Idea#2 : decrease the health threshold but also decrease the timer before applying the dodging effect by half.
Trickiest technique :
Idea#1: remove stun effect, but also remove the poison condition to heal the character.
Idea#2: remove the stun effect but increase the healing effect to 25%.
Idea#3 : the skill now deals bleeding and heals the character by 70% of the damage done by the skill.
Kick in the back:
Idea#1: the skill now works around the character in a 3x3 area, decreasing accuracy.
Idea#2: keep the skill as it is now, but if the skill fails, the cooldown is halved.
Sinister strike :
Idea#1: decrease the damage of the skill but increase the effect that lowers healing from enemy.
Idea#2: remove the damage of the skill and the decrease on healing effects,, but adds an effect that deals damage to enemy by 40% of their healing effects.
I want to hear suggestions
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Fynn got a reaction from TheCaster in Rogues rebalance ideas
Well, like every year
I bring some ideas of reworks/fix etc
All this with personal point of view, cuz i dont really know if other rogues will agree, or if they're okay with the current rogue.
Here i go:
Poisoned blades:
Idea#1: keep the damage as it is now but now applies a damage debuff to enemy.
Idea#2: make it keep working until the duration ends, and bring a sinergy with ricochet adjacent targets
Idea#3: make it passive, each 3 skills used the next attack applies poison and decrease the damage to enemy by 4sec
Ricochet:
Idea#1: keep the damage as it is now but the decreased damage on adjacent targets is now 5% and not 10% each target.
Idea#2: decrease the damage of the skill to 85% of the character damage but remove the 10% less damage on each adcajent target .
Dodging:
Idea#1: keep the cooldown on 30 sec but increase the duration to 15 sec
Idea#2: keep the duration and the cooldown as it is now, but now each dodged attack increase the duration to +2 sec.
Idea#3: keep the duration/cooldown as it is now , but now the skill also increase penetration.
Elusive jump:
Idea#1: the skill now work in a 3x3 area without a target needed.
Idea#2: decrease the damage of the skill but now applies stun .
Absolute reflexes:
Idea#1: increase the health threshold, but also increase the dodging effect to 1 sec.
Idea#2 : decrease the health threshold but also decrease the timer before applying the dodging effect by half.
Trickiest technique :
Idea#1: remove stun effect, but also remove the poison condition to heal the character.
Idea#2: remove the stun effect but increase the healing effect to 25%.
Idea#3 : the skill now deals bleeding and heals the character by 70% of the damage done by the skill.
Kick in the back:
Idea#1: the skill now works around the character in a 3x3 area, decreasing accuracy.
Idea#2: keep the skill as it is now, but if the skill fails, the cooldown is halved.
Sinister strike :
Idea#1: decrease the damage of the skill but increase the effect that lowers healing from enemy.
Idea#2: remove the damage of the skill and the decrease on healing effects,, but adds an effect that deals damage to enemy by 40% of their healing effects.
I want to hear suggestions
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Fynn got a reaction from Shax in Suggestions for Rogue Rebalance 2024
I think a better way to give rogues the survivality they need, is via debuffs rather than just adding more tankiness.
As @Theweasel said, bring an additional damage debuff to poison, is an good idea tbh.
Elusiveness talent is a good example , but instead of decreasing more the accuracy stat, maybe add something else, there are many debuff that can play as defense..
-decreasing speed
-decreasing damage
-decreasing penetration
-decreasing movement speed
-decreasing cooldown stat
We can take examples from other classes
-decreasing mana to zero
-decreasing health if enemy moving
The ideas are there, just a little more interest from developers
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Fynn got a reaction from Blueranger in BARBARIANS NEED NERF !!!
I saw all thoses videos and 99% of times is again the same dude, "blockparry"
Even i saw the dude with lvl 20 gears, but still proves nothing..he lasted while last wish was active , then got nuked in less than a second..
the skill works as is intended, there is no bug or anything...
Just get better
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Fynn got a reaction from weasel in BARBARIANS NEED NERF !!!
I mean, you're showing the same dude on every video.. Aren't there more barbarians?
Do you have something against him?
Tell him to stop playing and you can finally be happy, i dont know...
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Fynn got a reaction from Mateusz in BARBARIANS NEED NERF !!!
Anyway, i only see a player that spent a lot time/money on testing the limit of his class (barbarian in this case).
if thats an reason of nerfing a class for being too Efficient, then i would prefer still being an f2p.
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Fynn got a reaction from Mateusz in BARBARIANS NEED NERF !!!
You at least checked how the skills/talents works?
I guess your problem is that dude in the video and not the barbarian class.
Because that dude have buffs even in his ass.
an average barbarian cant do such thing ofc the last wish skill will save him for 8 sec but after it ends is gg, Not to mention last wish has an insane cd of 1 min 30 sec.
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Fynn got a reaction from Malik Campbell in Chieftain changes
Agree, buff barbarians, oficially the worst tank in the game, even dk is a bit tankier.
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Fynn got a reaction from hugomedeiroswg in Chain Lightning Change
They already do it, they sends the beast and then going into tree, while beast is taking the shit out of everyone
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Fynn reacted to weasel in Reapers needs rebalance
Reapers have a skill which in demon form it gives a guaranteed critical hit 100%, is not like your resi isnt working. also that critical hit doesnt have effect. Indeed that skill plays with resilence, that 10% u lacks, means more damage to the critical hit.
"i died in 3 seconds"
this is the same situation when fighting against bladedancers... our "everyday"...
I guess the fact that we got a similar class to the bladedancers shocked to many elves..
And yet, bladedancers have, not all, but some things better than reapers.
My advice is, start getting used to it, like mc did against the bladedancer
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Fynn got a reaction from Salazam in Is Mage giant?
So what?, y'all cry also bout a chieftain branch made to pve just because a talent that gives them 40% cd extra.
Also bout the mid one just bcz the eagle talent (Which he explains, that its main function is to apply bleeding),
But there you are: "toO mUcH bLeEdInG sTacKs"
Finally the physical one that doesnt have any shit about healing but yet again, "toO mUcH hEaLiNg"
Idk where this ppl came from
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Fynn got a reaction from weasel in Is Mage giant?
I wouldn't be surprised if you used that same argument for everyone who disagrees with you
"You don't know anything about the game."
"You don't know your own class"
"I've played for x years, I know what I'm saying."
Always looking for approval from other users
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Fynn got a reaction from Khrone in Is Mage giant?
I wouldn't be surprised if you used that same argument for everyone who disagrees with you
"You don't know anything about the game."
"You don't know your own class"
"I've played for x years, I know what I'm saying."
Always looking for approval from other users
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Fynn got a reaction from weasel in Is Mage giant?
So what?, y'all cry also bout a chieftain branch made to pve just because a talent that gives them 40% cd extra.
Also bout the mid one just bcz the eagle talent (Which he explains, that its main function is to apply bleeding),
But there you are: "toO mUcH bLeEdInG sTacKs"
Finally the physical one that doesnt have any shit about healing but yet again, "toO mUcH hEaLiNg"
Idk where this ppl came from
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Fynn got a reaction from Khrone in The Master Paladin Comprehensive Guide
Reckoning branch should be buffed.
The dot chance is so low
And the aura talent is basically another auto hp regen
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Fynn got a reaction from SaltyCoffe in Is Mage giant?
If They was stronger before, now pyromancy just made them an overkill class.
But hey, It's more important to complain about the chieftain, isn't it?