Jump to content

Kaesarz

Members
  • Posts

    182
  • Joined

  • Last visited

Everything posted by Kaesarz

  1. So, you want.. 1: be able to see them under stealth 2: break their shields like breaking glass 3:silence them by using thrashing 4: fight against 2 or more seekers easily and kill them
  2. For war purposes Yep i take the idea from barbarian skill Also for war/gvg purposes Even for me is insane lol What I was thinking about... If I had to readjust it would be like: 15%/20%/25%/30% for 7/8/9/10 seconds For pvp purposes
  3. This is actually pretty good, only with exa animation, bcuz solar power is just like mage's sun armor, And it doesn't look like a walking disco ball
  4. Thats why chieftain have skills like "rugged hide" and "wolf pack"... Do not leave all the work to the armor just bcuz u have a lot of resi.... Seekers are easy to counter if you Play smart.
  5. Curse of the plague (rework) : The chieftain summons a rat dealing DoT 15%/20%/25%/30% of the highest dmg of the character and slowing the enemy's movement by 30%/40%/50%/60% (AoE skill 3x3) 2nd rework (AoE skill 3x3) The chieftain summons a rat that runs over the enemy, then it explodes dealing 30%/35%/40%/45% of magical dmg and applying stun for 2.5 seconds, if the enemy resist the stun, it creates a poison field decreasing the attack speed by 30%/40%/50%/60% Skill idea : Name: vengeance strike The chieftain receive the buff "Reprisal" increasing the parry stat by 7%/8%/9%/10% for 10 seconds If the chieftain receives any control debuff (stun, root, fear,) under the effect of "reprisal" The attacker receives 40%/45%/50%/55% of physical dmg 2nd idea: Name: weakness A strike that deals 25%/30%/35%/40% of magic dmg and applies the debuff "weakness" for 4/5/6/7 seconds This debuff decrease the Effectiveness of the skills of the enemy by 50% (heals, control skills, shields, will work of 50% Of its capacity) 3rd skill idea: (AoE 5x5) Name: war fury A war cry that decrease dmg and armor by 10%/15%/20%/25% also have the chance to apply "fear" by 30%/40%/50%/60%
  6. Again... I'm not interested in pvp. Apparently everyone completely forgot that the pve exists, each update is only for pvp matters.... I'm sure that most of the skills of all the characters have lost effectiveness only because of people who complain about pvp. Now... if we talk about pvp... Each character has at least one annoying skill.. (Or if you are someone who hates "x" character, you will find all their skills annoying) According to me, these are the ones I consider annoying in pvp (Some) Paladin > sacred shield Druid > 100% chance forest song Bd > spirit of resistance (idk if this skill duration is too long, or his resistance buffs activate too quickly) Ranger > Rain of arrows (Not avoidable) Rogue > kick in the back ( with dodge and reflex working together basically avoid every attack *cof* ultra instinct *cof* Warlock - Has a skill that completely blocks the use of skills in aoe (I don't remember the name) Mage > ethereal shield Hunter > right now, the poison skill (exaggerated dmg for a DOT skill) Barbarian > stone skin (Imagine that it needs only one blow to beat him and it recovers a stoneskin buff, or in the worst case blocks your attack) Chieftain - rugged hide (a 10 sec stone skin but x2 better) Anyway, returning to the topic.. I think that paladins should be more tanky, the only skill with the potential to make more tanky the paladins (inner force) It is too weak to purpose, of course, it was adjusted prioritizing the pvp as always....
  7. It is a mistake to assume that all paladin are +10, with mermen set. And as for the parry and the block... well, the paladin is the tank of humans, the only tank that if you are not +10, with set mermen + books, you are nothing more than banner and shield, like almost 70% of the paladins in all servers So, I only ask that it be more tanky, without depending 100% on the magic damage. Oh, and I'm talking to the whole pve in general, I don't care about the pvp (which is the reason why paladins get nerfed in every update, now is a mess in pve) Why is it all about pvp?
  8. I've noticed that physical damage paladins have a lot of potential, but some skills don't help much or are very loose. So I have some suggestions Iight defense : increase defense by 15%/20%/30%/40% and increases character damage by 7%/12%/16%/20% for 15 seconds Cooldown 30 sec Harads call : Now the skill damage is equivalent to the character's greatest damage, whether physical or magical. Light aura : now adds 10% critical chance on the character Inner force: adds 3%/6%/9%/12% of block if using a shield and 7%/10%/12%/16% of parry if use a 2h weapon, also every blocked/parried attack decrease the next incoming damage by 20%/25%/30%/35% Sun seal: Now each attack heals 20%/25%/30%/35% of the damage done What do you think
  9. Fixed: remove 1 enemy buff and adds a debuff "mana burn" to the enemy , this debuff increase the mana cost of skills by 15%, also every attack against a enemy with this debuff recovers mana by 5%. Duration: 10 seconds Mana cost: 0 Completely rework bcuz this skill really svcks xd: Warrior's banner: the chieftain places a banner that Reduces enemy damage by 15%/20%/25%/30% and increase the cooldown time of skills by 25%/30%/35/40% (5x5 area) Type : active Duration: 10 seconds Cooldown : 30 seconds Mana cost: 20 My idea: Strong impact: the chieftain Creates a shock wave Causing damage and adding the earthquake effect, the enemy cant move or applying skills by 2/3/4/5 seconds Damage: 40%/50%/60%/70% of player physical damage Mana cost: 25 Cooldown: 20 seconds Area: 3x3
  10. They should remove the stun from "harads call" and add it to the "sun seal" Then remove the healing effect because it is useless, and that works with physical damage. Dmg and stun time increased per level (2.5 stun base + 0.5 per level) So it will make sense to use points is this skill, and legion gonna stop complain because "insane" aoe stun.
  11. This will drive the seeker's haters crazy. Daggers seem to be enough
  12. Good points -banner now deal the same dmg on all mobs - light aura have good looking animation -can self cast his shield - inner forces now work a bit faster Bad points -Banner is ridiculously weak - light aura now mess up the energy reg For nothing but just the same effect (no buff, no effect added) -Again the shield works alone, without support from other skills -inner forces still reduce only 2 - 3% You will never notice any reduction in the damage you receive
  13. Kaesarz

    Reverse Flow

    I play in Eu emerald, and apparently here is no problem with that.. I have seen that the barbarians of this server easily destroy templars before they apply aoe stun, and wlocks help them. It's like fighting a wlock, if you have experience with them, you know how to evade aoe stuns The only thing I agree on is that with the use of mantra, it continues to capture seal.
  14. I had high expectations with "inner force" But, as usual, I always end up disappointed. The current idea is good, but its dmg reduction is hmmm.... I could say that a cardboard box protects better. As for "light defense, I expected some other defensive effect added... it only increases the defense a little And thats all... No reason to spend points on this. with "light aura" hmm I think so that they have added this reg energy function, At least they would have added something else, because let's go... It cannot be that they have touched it and that in the end it has the same effect. With "sun seal" I didn't feel any relevant changes. So.... No need to use book of oblivion in this update... Again... The same build I've had for years apparently will still working
  15. Kaesarz

    Reverse Flow

    But.. Abusing a skill, (skill that works perfectly, no bugs etc) It doesn't go against the rules or is it? XD It depends on whether the player knows how to use it to annoy Like charmers when they were newly added Summon dogs, stun, run away, stun, summon more dogs n birds, stun. In fact each class has its own way of annoying others, I guess it's normal.
  16. Everything for the same buff Because they didn't add anything else
  17. Anyway, I doubt they're going to reverse this. You make it look like a big loss when it's not. In case you are new, it is better to get used to this type of changes. Eventually it will stop being shocking to you. Take it easy
  18. 1: Yes, it is possible to reach the same physical and magical damage. 2: Those 30% are reduced from the base magic damage of the left mace, not from all the magic damage you have.The same for physical damage. (the description says so clearly) So it's not as big a loss of magic damage as you think. 3: As a mixed chieftain, I can say that no one uses points in "blow of spirits" and "bear stamina", magic damage is used for "eagle's eye" and "swooping army", that is, only aoe. As part of the chieftain build, we use vampire runes, compensating for the "bear stamina" You would only lose a little magic damage, You don't need to do so much drama.
  19. Ain't nerf, it's how dual wielding is supposed to work They are only adjusting something that was already there for a long time, which by some mistake was not added to the chieftain. Following your logic, each dual wielder should have 30% and not 40% And in case you don't know, maces are the only 1h weapons That have a very high base damage, above the axes, swords etc.. The chieftain will not be useless after this, believe me As a chieftain user, I understand your discontent, but it was very obvious that it will eventually happen, This is not uncommon, new classes are subject to change all the time.
  20. Literally every class with dual wield, has this reduction. And Why should magic damage be the exception? For the other classes, physical damage affects the damage of their skills. The right thing to do is to put everyone in the same bag. And don't come out with the chieftain only being able to get very little magic damage (Whether you prioritize physical dmg, is your business) Anyways It was only 30% and not 40% as it normally is.
  21. Indeed, not fair... For one, they punish us all They Literally nerf bd on each update and we never notice any change XD Apparently bladedancers are immune to nerfs
  22. Indeed, 30% is a lot I guess he is now in the same condition as the paladin
×
×
  • Create New...