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ElmTree

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  1. I do not understand how you can call mage weak. A class with the strongest AoE skill with the largest range that also provides a stun chance along with a position lock AoE skill and a dot that couples well with the arrow skill. Firstly Mage is, if not the strongest purely pve class in game, given that it has a skill that negates all damage per hit (mind you, no skill in game can do that) and can stack enough lifesteal to reach hp cap with one meteor skill. Even locks don't have a similar damage output with such high rewards. MOREOVER Mage have skills that make them extremely strong when it comes to arena scenarios since it is the only class the can (other than barb) which can always strike first because of the resist skill. Unlike barb they can couple their first strike with AoE stuns and area lockdown With the introduction of resist and more pene oriented gear mages can easily nuke any class given that he plays well enough. Rogues themselves don't have a stun with their damage output, paladins were close to getting a nerf due to their damage output and its quite obvious that devs made the game in way that a strong debuff like stun/silence is given for classes that do not deal massive damage and vice versa. But even then you were gifted enough to be given several relics to cheat the system a slight bit but still talk about fairness? πŸ˜› Be happy your class isn't a necro or a priest, they are basically fodder right now because of the introduction of the new classes. Mage is in the top 3 tier list right now as it stands.
  2. Bruv it's literally in the change logs lol... Ranger trap forces all classes to at the least keep positions locked, you can test this new found knowledge in arena if you want πŸ˜› If the barb is caught he cannot move unless he procs resist Now we can talk about resist Stat, I do not ask you to create a resist build as a matter of fact, I'm asking you to rely on your team mate. If the barbarian charges, even in a 2v2 condition your team mate can back you up. Paladin is a different case all together, hence why foj was planned to get a Nerf until many people disagreed. Or are you talking about pvp? In which case your point becomes completely invalid because this game is not meant for 1v1. In the arena, you have been given enough space to play with the opponent, run away from the barb until his immune runs out, similar to how to outplay banner users and even mage resist. If you give me a party of 2 barbarians, I'd feel sorry... Both characters have no method to kill secure. They will be taken out one by one if played by the opponent well. One could argue mage has a higher advantage than barb due to his resist and area lockdown instead of single player lockdown in the case of barbarian's charge but I'd rather not go into that topic deep. Again like I've said before, your perception of barbarians being op come from the fact that there are several high amped barbarians in your respective server. On US Sapphire we have many barbs with arena rewards and Amp yet can go down if outplayed by a team.
  3. Barbarian's immunity does seem over the top but it is an active skill. basically provides leeway for barb to enter. the charge + immune synergy is common for many classes not just barb, as a matter of fact it is weaker than most tank synergies. DK = death call + silence + pull ( only issue is the amount of time required to stack the skills and hence its very low active time) Paladin = harad call + foj + banner (bug positioning and chance of stun fail) Charmer = knowledge + any ranged skill Warden = unkillable, just walk in as you can see, every tank class has a synergy that allows for 'entering the fight' as per say now you say barb's synergy is the most op because of its immunity, but keep in mind the setup required.... a barb has to either immune first OR charge first Immune first = risk losing the status buff first charge first = get stunned first by other opponent IMO the weakest synergy of all the tank classes keep in mind that to buff immune you sacrifice other skill points thereby sacrificing damage/defense now compare that to a class like paladin per say, he gets an instant jump with aoe stun followed by another sure aoe stun unless resisted ( which overall times much more than immune and charge funnily enough) like i said, i dont main barb, but this sense that barb is op comes from the fact that there are many high amped barbs, similar to the feeling that BD is op (even though it is to some extent but that is a topic for somewhere else completely)
  4. This suggestion comes from a few videos I've watched on YouTube regarding the dead man mode series on runescape, a fast paced tournament with rewards at the end. The idea came in mind because of what i think is the ability to apply a similar kind of event into this game as well, so take it with a grain of salt and add constructive criticism if you wish. You start the event by opting to enter the event : (Picture 1 and 2) Once you enter, you will be teleported to your home island as a level 1 character just as in the beginning of the game. BUT players will not be awarded xp from quests, rather they will get a special currency from quests (example = xyz) xyz can be used to buy elixirs that grant xp ( just as we had seen in the test servers with the blue vials) (picture 3) xyz can be staked in the arena with normal 2v2 5v5 seal matches, where the loser loses xyz, winner gains xyz this xyz will also be used to obtain balanced gear from a dealer in game with enchantments and whatnot (Basically it is the currency for every in game purchase) once players reach level 24 onwards, players will obtain one expert skill per level up, so there will be 4 experts by the end. This event lasts for a week, so players have to reach level cap to qualify for the finals. (which will be a 1hour or 2hour event with a pre-planned schedule at the end of the event) once they qualify, they can form parties / will be randomly placed into parties (if the person is not able to obtain a party) and can contest in the 2v2 seals and 5v5 whenever a participant loses he will not be able to demand the arena anymore. This repeats until there is a winner who'll be awarded whatever the developers find suitable. Note: This can hopefully be a cross-server game mode to make it a tough competition with better rewards Note: players can leave and rejoin the event whenever they please within the time frame of the event so their normal game play is not affected. Note: The entry fee for the event ought to be expensive any constructive criticism is appreciated, the game mode will give new meaning to Player versus player and to me would make the game a whole lot more fun, thanks for reading this far πŸ˜›
  5. Prefix : I am not barb main /// do not use a barb 7 yard stun is false, charge range is 5 yards + 2 with inaccessible relic, where one relic slot is sacrificed (Pene relic could also be used in place) charge is a chance based stun with low proc chance in itself, when coupled with the resist stat + other defensive stats can be countered Your damage intake argument can be used against any class on your side as well, BDs with base hit 1k have passives that increase their hit to 1.4k or more Paladins follow the same trend as barb with their multi defense reduction skills (banner and FOJ) which are both AoE yes? πŸ˜› Barb cannot charge over trap, what you said there was utterly false. I am not saying barbarian as a class requires buff, but this argument that the class is op has become a forum meme on the Russian side and is completely ridiculous if it spreads here as well. Oh yes, dk needs a buff, tq.
  6. Please look into the bug asap, it occurs even out of combat extremely annoying.
  7. Fair is not the right word to use here πŸ˜› They nerfed two skills that did not need a nerf. -reserve is practically useless now with its cd and slow heal time (expert is not usable now) -saturation cannot be used on a constant basis and requires 10% hp sacrifice especially with the introduction of skills that heal 3k+ to anyone in the vicinity (paladin) and a class that casually heals 700-800 every one second (The town tanker) The issue is they brought a skill that reduces damage as a whole, which at end game is pointless since most end game content focuses on mechanics that rely on dealing with large groups of mobs. morreeeeover there is no skill that works with blood shield, only compatible skill is hurricane or saturation hurricane does not improve survivability, saturation requires too much of a sacrifice and has very low duration time aura of hatred..oh boy, this skill does not even stack with darkshield or blood since after 8k+ def , the physical% scaling reduces. overall i hope for a buff to the PvE skills that focus on health compensation (saturation and reserve) and look into the silence being able to proc on bosses //// make shadow a skill that deals stun with a 100% chance but duration of stun depends on skill points :)
  8. The skill does not stack with darkshield, in other words its only use will be on mobs that hit high damage as in bosses. In cases of multiple mobs this skill plays very little of a role (Technopolis dg) since damage difference will be very less, when used with darkshield (the main deadly aspect of this dg is the number of mobs rather than the damage to begin with) since now there is no effective health compensation skill for dk to capitalize upon moreover due to its cd gap bosses can still hit during the time this skill is on cd, again making it redundant as a whole.
  9. DK silence is bugged Once used, it instantly gets resisted before hitting (as seen in ss) in arena based scenarios a dk will not be able to activate the skill at all if his opponents have the resist stat. ( if he provokes the group as a whole)
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