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Kaesarz

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About Kaesarz

  • Birthday October 20

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  1. I mean instant damage, stealth + any dmg skill. It is the only one in which its damage grows a lot at once, the first hit with stealth is always very strong and with critical it is devastating ... I understand about the stealth, but keep in mind that the seeker does not have it easy either, if it does not take damage simply the shield is useless, and this can be seen when there is at least one tank in your pt, in these cases the attack speed is very useful.
  2. In that case they should remove the added damage from stealth and add it to the frenzy, and make it have constant energy consumption, ... this would be appropriate considering your disagreement. Keep in mind that the rogue also has defensive skills (dodge, gouge, reflexes) that no other damage character have .., so they compensate with a little more damage in exchange for poor defensive skills .... So if you want this change for rogues would be just as unfair to others.
  3. I think it is a good idea, the only thing I do not agree with is changing the stats of the skill to more physical damage, currently the rogue leads in terms of instant damage, this due to the stealth skill, other damage characters also have their dmg increase skill.. , just not the same as the rogue.... that's why their skills are constantly consuming energy.
  4. Seeker Remaining Acceleration Dodge bonus changed to Resistance bonus. Value decreased from 10% to 8%. 8% would be fine if some skill helps. readjust the "inner rage" so that it increases the resistance instead of dmg .... Anyway that skill nobody uses it xd
  5. I know, it's great, but for that very reason they are unlikely to consider it
  6. Seeker Remaining Acceleration When leaving an invisible state from the Disappearance skill, the character gets the Remaining Acceleration positive effect for 5%. The effect keeps the movement speed bonus from the skill as well as increasing the Dodge parameter by 10%. I think that the dodge duration should be at least 10 - 12 sec, it still doesn't seem very useful for now. Chieftain Shivering Earth Thrashing skill applies an additional Easy Target negative effect to all opponents while the skill is active. The effect increases the damage received by your opponent by 2% for every target affected by the skill. The maximum power of the effect is 10%. If increase aoe and a little more damage, it would be like a variant of the harad banner with denial of movement.... I just say Deathknight Bloody Barrier Dark Shield skill adds an additional Bloody Barrier positive effect to the character for 15 sec. every time the character suffers total damage equal to 40% of its maximum health. The effect ignores the next incoming damage from an auto attack or opponent skill which causes instant damage. The maximum number of effects is 2. I guess it works only 2 (or 3 maybe) times before dying (even if they are undead already)
  7. hmm 1% - 3% is pretty low especially on talents like dodge, penetration , speed etc ...maybe 1% per level instead of 0,25 would make more difference, because it doesn't even show
  8. The constant damage skills like, pool of darkness, blazing ground, punitive roots, there is no more xd (maybe rain of arrows that cannot be dodged) The rest is resisted or dodged, besides that the skills that I mentioned can be evaded with the elusive jump (I know .. I have done it and it works), I do not know more ... Tell us how to deal against a full dodge rogue pls xd
  9. Seeker Remaining Acceleration When leaving an invisible state from the Disappearance skill, the character gets the Remaining Acceleration positive effect for 5%. The effect keeps the movement speed bonus from the skill as well as increasing the Dodge parameter by 10%. I do not know what to think about this, currently I have seen seekers with life steal instead of dodge, This opens up new opportunities for future dodge builds, but I feel like it's missing something to complement it, something to help the dodge work.
  10. Imagine that the paladin's aura reduces the damage by 20%, or that the fetters return the damage towards the opponent under the effect, or that the "purification" does its job and removes at least 1 positive effect from the opponent xd so many good options and they choose the most hmmm .... In fact it doesn't seem that bad, as long as the main effect is not reduced to give way to group healing, for me it is fine ...
  11. You are right about the chiefs (unfortunately it happened to me and it is very frustrating), but eventually the dodge will give you some opportunity to avoid that annoying instakill, obviously it will not work 100% of the time so it is a matter of luck. The healer is usually the target of absolutely everyone, even other healers xd. The paladin's shield is something strong but it is not unbreakable and it is useless if the paladin is left alone, in addition to the fact that there are some relics that help eliminate positive effects on other players, obviously with a chance to work. Not everything can work as one wants. In gvg not only rogues have a hard time, in fact seekers are even more useless in those situations and I don't see anyone complaining about it, I'm not saying that the rogue is the best class out there, it's just that dodge is a point in favor comparing it with other damage characters...
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