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View Full Version : The Stress of Being a Warrior in Regnum


Klutu
08-12-2009, 11:22 PM
This is just a look at Regnum from a Warriors Point of View.

Grinding

From lvl 1 to 50 it's a slow hell having to deal with mobs that deal moves that lower stats damage over time stun knock you. while Range characters are able to kill the mob before it comes anywhere near the Ranged Character.

Having to Rest as a warrior just makes things longer and more stressful
Mages/Archers may take some damage but not enough to be near death and required to rest any resting they do is just to refil there mana supply.

War

this is just Horrible most days fighting nothing but range vs range while the Warriors cast Onslaught/Owth's or basicly stand around and look tough.

the current state of Warriors is Pathetic imo being outnumbered by range constantly and he who casts the First Terror wins as always.
.................................................. .................................................. ...

While this is a issue that cannot easily be fixed over night there are some things to make things more Impressive for Warriors.

Fix of the Spell list add some useful features of speed more defence (nothing insane)

that class based bonuses NGD talked about a while back.
this would be the best time to do something like that since you signed a new Marketing Deal with Wildtanget 50% exp for warriors or more even.

Future nerfs that can help improve warriors.

Staff Mastery! ( i dont even need to explain myself on this)

Sultar Terror ( im sorry but when a class can knock down anything ina 30 range area it becomes a problem and since chaining sultars resets the knockdown timer i basicly spend more time on my back then a cheap Hooker)

anyone have anything else to add to this please do so.

ArchmagusArcana
08-12-2009, 11:45 PM
I agree 100%, playing a warrior, especially a barb just isnt a lot of fun anymore, as evidenced by about 10k threads on it....or at least far more than there usually are.

Im going to reply on the idea that knights are not quite as bad as barbs, but still are fairly bad off, so most of my suggestions are aimed at barbs a bit more than knights.

Warriors need to have more resistance to CC effects, its just insane the amount of time that gets spent unable to do anything. Please dont bring up UM, its expensive, has high CD, and warrior points are hard to come by. In short, its not a spell that we can use all the time, its a spell that has a very specific use and thats it....Warriors should have some sort of passive, maybe in tactics that maxes out at 25% at level 5, its not op enough to where other clases are in danged, and it gives enough of a chance that we can actually get to the fight and maybe do some damage.

Knights ESP, with dysfunctional and unreliable block, should have access to (at least at high levels) armor that !=0 . That meaning that knight armor should not have any protection that is less than normal. As far as defense goes, frenzy is almost worthless as many ranged attacks (SM, Locks, many marks skills) are not physical damage. Making warriors weak vs damage types that ranged classes posses many of, is just insult to injury. The way it is now, we are almost forced into using caution on at least 3 or 4 to have any hope of surviving at all. Its been said many many times by many many people but ill say it again, give warriors a skill equal to acrobatic (and maybe even take it away from archers...or at least reduce to maybe 20% at level 5....like frenzy).


It seems that lately all Syrtis has is archers and locks, ignis still has a fairly good mix of warriors, but still many locks. Ranged VS Ranged simply isnt fun for a melee character. With so many ranged characters, they cannot even get to a fort to bash the door, and the fights become sooooo long and drawn out.

There have been a lot of good (and logical) suggestions on how to help warriors vs ranged, like damage reduction vs ranged attacks (anti-DS?) was one that really stuck out in my mind.

To sum up warriors, we need some sort of decent knock resist (maybe just remove speed malus from defensive stance?), better protection vs ranged, and maybe some better armor. Some speed would be really nice....i seem to recall a wild spirit type spell that was suggested which gave you a boost of speed when you were so close to an enemy.


TBH i dont really have a BIG problem with terror, so much as MoD. I do think that either they need to reset knock timer for all knock spells when you stack them, or not reset it for terror, thats where the big power comes from. It would take far more skill to chain them (though you can still nuke a lot of damage in a short time with 3 or 4), and it would give the targets a chance to (maybe) regbuff, MP, cast terror of their own, etc.

lala110593
08-12-2009, 11:49 PM
one thing to say... AMEN

-glulose

Windrium
08-12-2009, 11:58 PM
You know, it is funny. I'm sorry, but most of the problems that melee classes have, they bring on themselves. My conj? I hate supporting warriors. Archers, other mages? Sure. Warriors? Quite a pain.

As a conj, I get XP for buffing and damage. There might be a little for healing, but I heal to keep people alive. If I am supporting a small group, I may also feed mana (though MC does well, xp-wise, as an aura, I never take it unless I am actually using staff magic, rather spend my points elsehwere).

But what do warriors do? They constantly yell mana! mana! mana! Well, I'm here to keep you alive and buff you so that I can get XP too, and particularly with the recent nerf to Energy Borrow, Ambitious Sacrifice just doesn't give me enough mana to also feed it to others.

But, again, what do they do when they don't get mana? Oh, they whine, cry, and frankly get quite irate. Well, here's the deal, you run around and kill things, I'll give you mana when I have some to spare, but don't expect it, and if you don't get it, stop acting like babies.

But that's the funny thing, maybe it is the psychology of the class, the people who have warriors (not all, but some, and some are nice, but quite a few...), but you know? Just isn't worth it, so often.

Funny thing is, I'm not the only character with a higher-ish level conj that I know of that doesn't like supporting warriors. Actually, I know some that focus on the warju aspect, not because that is how they want to play their conj, but because they got sick of supporting ungrateful people that run at the enemy so fast that they leave them there to die (grinding or wz), so they just need to defend themselves.

So, hey, here's a thought. Start being nicer to your friendly conjurers. I mean, actually be nice. Because no class will grind as fast and level as fast as a barb with a conj supporting them (keeping alive and buffing). And, in the WZ, divine intervention can really help, but you have to be friendly with the conjurers to make them want to come and use it on you.

Sorry, drives me bonkers half the time when, in-game, I see warriors complaining about problems that their own attitudes cause. I mean, I'll see some warriors moan and groan for ages about trying to setup a party, or needing help, and even if I could support them, and have the time, and would otherwise want to, I just ignore them, becuase I've done it with them before and I'd rather just go solo, frankly.

Acknor
08-13-2009, 12:08 AM
I thought I still enjoyed playing a barb...last night..group outside Herb...buff Frenzy 4 Caution 4 UM 4....rush in and get them...Sultar...on my back (must have been one of those not 85% resistance times) and I was dead in very short order. Now, I'm the type who comes back from the save time and time again because, well, I'm a barb and barbs get killed.

This time my reaction was "screw this, I'd rather grind my lock". Someone actually convinced me to stay on my barb till we got Herb back and I did. But that moment really told me that I too, have finally succumbed to the "it's not much fun being a barb anymore" syndrome.

The warzone will be a boring place when all the barbs are gone......

ArchmagusArcana
08-13-2009, 12:12 AM
Personally i dont expect mana, i my build is designed to use as little as i can (some good self buffs, but nothing extravagant). I really like to get healed, esp at door if its possible. I do try as hard as i can to always thank conj and praise them when they do a good job. Its hard as hell, i know, and good support conj are a real treasure and damn well should be thanked for the hard work that they do.

Yeah, i dont like ungrateful people either...i loathe ppl that scream mana , life, buff and never thank the conu, its downright rude and disrespectful, so i wholeheartedly agree with the points that you made, but please dont malign an entire class for what a few people do. Oh yeah, and people that cry when you dont res them, esp at your own fort, that is a huge pet peeve of mine.

From what i see, its marks that always demand mana as they burn through it so fast. I do see barbs do it too, but from what ive seen, far more marks do than barb...but thats just in horus/alsius, ive never played another realm, and dont get on ra enough to speak to that.


Edit, im not trying to troll or flame you here at all either, looking back, it kind of seems that way, but thats not my intent at all.

Windrium
08-13-2009, 12:18 AM
I don't mind when they scream "life" or "buffs", you're fighting, and those things affect me as well, so it is nice when they let me know what they need, because (particularly in a group), it is easy to lose someone here or there... but it is the "mana!" that agitates me. I'm not a battery, and I don't always have mana to spare. With all the buffing and healing, quite frankly, half the time I'm running near empty too. Particularly if there are more than 4 people in the group.

But, Arch, if that's true, then you are one of the exceptions. I don't mean to malign the class, but it does make one less likely to support the class as a rule, since there are so many of that class that are of that mindset. <shrugs> Sometimes things are a rule of thumb simply because of the immense correlation, after all.

Funny, though, I'm in Horus/Alsius too, and I never really have an issue with the marks. LOLOL. 39 lock, 40 conj, 44 hunt (windrilock, windrium, windrirange) here.

lala110593
08-13-2009, 12:26 AM
i personally love my barb, and had so much fun with it in the good days, and althought i still enjoy playing it, its extremley frustrating. The spells and everything for barbs are good and i can live with them... the two things that kill me and have finally caused me to cave and grind a marks are positional lag and enemies being unclicked, the problem is that they are not minor annoyences they are very constant and happen with just about everyperson i meet, i had a pvp once and during the whole 10 secs it took to kill me i had "not facing enemy" i ddnt even land a hit.... all this has made my barb very frustrating and from now on i will only be grinding my marks, glulose is semi-retired from the wz until at least... the pos bug is fixed or made a lot better.

-glulose
-i own you

viperdh
08-13-2009, 12:47 AM
[Off topic]
Windrium: Melee class do not bring it on themselves, TBH they have the biggest heart and often will DIE for the conju helping them I would rather give a +900 heal to a knight tanking an army just before I die, than to a hunter who's running and _may_ make it out alive. As for them needing much mana, yes they do, as does every class except barbs/knights aren't normally back with the pack of ranged and therefore are not in the mana coms run. If I can keep a barb on his feet, alive and with mana for 15 seconds in an army he will inflict MORE damage than you could imagine. (Znurre's a one man army if you can keep him alive).

The game isn't all about what gives you RP/XP, sometimes people like myself play a conju dealing heals/mana because we like to help :)

[On topic]
I think NGD want melee to be forced to fight each other in battle, to protect the ranged, as it should be.

How about Melee class have a spell that protects them from 50% CC effects delt from range? OMG this will be soo overpowered, not really :) it will FORCE melee to engage each other, as the lock / hunters will not be able to stop the advance of melee class easily.

Windrium
08-13-2009, 12:48 AM
LOLOLOL, lala, man, I had a 29 barb, and that was it, EXACTLY, for me as well. The positional bugs are a JOKE with barbs. I just stopped playing, created a lock, then went in, deleted it, and created my hunt. The positioning bugs make playing a melee class in this game a joke, unless you are really good with them.

For barbs/knights, I can't help but think that facing shouldn't be an issue. I mean, with their range, you should just have to be near the enemy. I mean, you can swing a sword around in a cirle and hit something much better than just randomly shoot an arrow, I would think... and with movement, it's so hard to hit something otherwise.

Viper, as far as the not giving mana, i was specifically talking about grinding, and not fort wars. When I play a conj, I play 100% support, usually (though, may occasionally have a summon follow someone, but usually not). And what I was addressing was when, if a barb doesn't get mana after calling "mana!" several times, I've been sworn at and all sorts of things, even if I was keeping them alive and buffing them and didn't have the mana to give, or didn't get that ability off level 1. When grinding, massive damage abilities aren't as important, and if I don't have the mana to give you, or don't, don't sit there and abuse me for it... but that's what I've seen, a lot. Just not worth my time, is all I was trying to say.

Arafails
08-13-2009, 02:31 AM
I think the biggest problems I have playing my barb at the moment can be summed up in five words.

Movement speed, strafing, and position.

On the topic of mana.
I have to say, the the mana demand for warriors while grinding is far too high. It is by far what I spent the most timing sitting around waiting for. We barbarians do have the option of just hitting things until they die (it would be nice if TfB would reset the damage accumulation after 5 hits instead of just stopping altogether, mind you), but knights do very little damage if they don't use offensive casts. If you're knowledgably going in as a conjurer to support a grinding warrior, you need to bear in mind that what they mostly need is a mana battery. Certain good conjies (To name a few from Ignis/Horus – Orimae Fionn, Viperdh, Nightshroud, AKM, Oracle, the list goes on...) know this, and you don't even have to ask for mana, the supply just keeps coming. Others don't go in prepared, don't realise what's needed of them, and may or may not get yelled at depending on the temperament of the warrior at the time (I try my best not to yell at conjurers unless they do something stupid like kill the mob too much before I can hit it).
Basically, we need your mana when grinding more than we need your buffs or heals. In fact, grinding with spears above level 37 or so, a barbarian specifically may as well grind with no support conj at all rather than one that doesn't keep their mana topped up (a tip for barbs: get a spear, ripost, backpedal, normal hit, mob is dead. Select a new mob, rinse, and repeat. It may not work as quickly as it used to thanks to the increase in cooldown on ripost).

Mbwana
08-13-2009, 05:08 AM
From what i see, its marks that always demand mana as they burn through it so fast. I do see barbs do it too, but from what ive seen, far more marks do than barb...but thats just in horus/alsius, ive never played another realm, and dont get on ra enough to speak to that.

yes, it is true :p us marks (at least those I know in Horus, never been on Ra) eat up mana a whole lot faster than most i think

I have this barb that's lvl 30 and I rarely use him: I'm too scared to send him into wz because he'd be mincemeat in minutes and I really rather not use my time to grind something that I may never use until the postion bug or all those other warrior problems are fixed :(

VandaMan
08-13-2009, 05:10 AM
But what do warriors do? They constantly yell mana! mana! mana! Well, I'm here to keep you alive and buff you so that I can get XP too, and particularly with the recent nerf to Energy Borrow, Ambitious Sacrifice just doesn't give me enough mana to also feed it to others.

But, again, what do they do when they don't get mana? Oh, they whine, cry, and frankly get quite irate. Well, here's the deal, you run around and kill things, I'll give you mana when I have some to spare, but don't expect it, and if you don't get it, stop acting like babies.

But that's the funny thing, maybe it is the psychology of the class, the people who have warriors (not all, but some, and some are nice, but quite a few...), but you know? Just isn't worth it, so often.

Funny thing is, I'm not the only character with a higher-ish level conj that I know of that doesn't like supporting warriors. Actually, I know some that focus on the warju aspect, not because that is how they want to play their conj, but because they got sick of supporting ungrateful people that run at the enemy so fast that they leave them there to die (grinding or wz), so they just need to defend themselves.


Usually I feel particularly obligated to help out my knights, not only do they put the most work into leveling, but they also take more fire for their allies than anyone else, and are generally the ones that wind up running at the hunters who uncamo behind us conjus with confuse and ambush (at least the ones I play with).

I don't necessarily feel more obligated to barbs than any other class, but I do feel for them on the mana. Their buffs can be rather expensive, and they don't have as much mana as conjurers, so I help when I can. Usually the ones shouting "Mana!" aren't trying to be rude, but just efficient. Typing "Mana!" is a lot faster than typing "Van, may I please have some mana? I need it so that I can cast madness before I jump out and cast deafening roar. I need approximately 200 more, or I won't be able to keep the enemy from breaking the door down, so could you please give me some, if you happen to have any extra to spare, please?"

As for the ones that ARE rude, which I've also seen, I just tell them. Ignis Horus used to have a lvl 50 barbarian that would complain about how long he had to wait for a rez, or complain that the bless weapon I give him is only lvl 3. I swear, I was about ready to strangle him :fury: I just told him exactly what I thought, and tea-bagged him when he died, and didn't resurrect him, and made him look like a fool in realm chat repeatedly, and then laughed at him when he whined on the forum for a month or two before finally just quitting :D As far as I have seen though, those warriors are the exception, not the rule.

jbhero
08-13-2009, 05:23 AM
I completely agree with the OP. I started with my marks upto 46 and now lvling up a barb and it is woefully slow. When I was a marks, not one mob touched me for most part of the grind sessions, but now on barb, I have to sit my ass like 100 times a day even having double the hp of marks at the same lvl. Many times whereever possible I grind near a spawn altar and just die instead of sitting all day, not to mention the slooooow hp regeneration on barb, let the necro come. Most special hits are getting useless due to the increased resists/evades that has been (supposedly) implemented by NGD.

I'm all for a radical change to the current barb setup and you have my vote.

_dracus_
08-13-2009, 08:47 AM
[On topic]
I think NGD want melee to be forced to fight each other in battle, to protect the ranged, as it should be.

How about Melee class have a spell that protects them from 50% CC effects delt from range? OMG this will be soo overpowered, not really :) it will FORCE melee to engage each other, as the lock / hunters will not be able to stop the advance of melee class easily.

Touché. Warrior defenses used to rely on armor points. Good armor vs pierce (and fire) and caution(4) or (5) was a good start. However now, caution is nerfed and Archers deals hell more of dammage thanks to items. Right now a warrior can't really do his job, only use is at door and it's boring gameplay really.

Jippy
08-13-2009, 12:42 PM
I am beyond frustrated, now i just laugh and take a drink... NGD messed up the barb class. This game is now for ranged class's. I can know longer get near a door with out half my HP being gone (if any at all). Barbs are now fodder for projectiles, kinda like pin cushions... and we die, and die, and die, and die... Who the hell wants to die by the arrow, I am a barb, I want a mace to the face!!!

Maybe after the next update they (NGD) will give some semblance to the barb class (passive speed) and maybe a better evade chance from projectiles.

my two cents...

-Jippy

UmarilsStillHere
08-13-2009, 01:32 PM
I did 39 -> 40 in one 5 hours yesterday on my Marks, I dont remember exactly how long that took on my barb but it was certainly a lot longer than that.

Mob powers, mob evasion, positions, all these things effect warriors more than any other class. This is the reason that the warrior population is so much smaller than the ranged class's.

King_Of_Angmar
08-13-2009, 03:32 PM
I did 39 -> 40 in one 5 hours yesterday on my Marks, I dont remember exactly how long that took on my barb but it was certainly a lot longer than that.

I remember doing 40-41 in one day on my knight, but it was close to 11 hours, even with conj support for a lot of the time :\

Arafails
08-13-2009, 03:36 PM
Typing "Mana!" is a lot faster than typing "Van, may I please have some mana? I need it so that I can cast madness before I jump out and cast deafening roar. I need approximately 200 more, or I won't be able to keep the enemy from breaking the door down, so could you please give me some, if you happen to have any extra to spare, please?"


I want macros now just so that I can have one that says that.

Angelwinged_Devil
08-13-2009, 04:33 PM
please no more nerfs.

znurre proposed something which would make warrior battles more interesting and I think this is the way to go, making warriors fight in the middle while archers and mages try to supress each other.

Klutu
08-13-2009, 04:40 PM
I did 39 -> 40 in one 5 hours yesterday on my Marks, I dont remember exactly how long that took on my barb but it was certainly a lot longer than that.

Mob powers, mob evasion, positions, all these things effect warriors more than any other class. This is the reason that the warrior population is so much smaller than the ranged class's.

If i remember correctly we grinded those lvls :P

id say about 2-3 days of grinding

w_larsen
08-13-2009, 05:11 PM
as conjurers and conjurer problems are mentioned, i'll chime in too.
i am kinda whine-ish, so there is no need to remind it, but i hope i'll bring up some points to consider.

1) back when i played in ignis, i used to support some barbs in barb-conj configuration. i was high enough level to have all necessary mana spells, but still managed just barely to give enough mana. now i have manacom nerfed to be nearly unusable in 1+1 configuration. energy borrow on mobs is almost not worth the time cast takes. it is simply not enough mana to pull it off with barb who has high mana demanding setup. but it is not impossible with groupgrinds as more people make actually smaller mana demands. when i grind nonconju char, i generally avoid grinding with barbs mostly, as casting 1400 sc on 1500hp mob doesn't leave much for group to hit, leading to frustration on other classes. probably that's the reason, why some barbs just can't form grindparties.

2) telling that you need mana or hp, is good. thinking that it should be addressed immediatly is not. don't repeat that you need mana 10 times. there is usally 10 more people in need of heals and mana.

3) conjurers mana pool is bigger than warriors or archers, and we have sacrifice, but it isn't endless, as some might think. most of our auras - gh, mc, mp has manacost of about 600. we probably want another 300-350 mana for sanctuary and another 300 so we can heal some allies. and even if we can synergy some away in war, that means
a) we may lack mana for something important
b) we may lack mana to synergy to others.

i can suggest everyone to try playing magic the gathering sometime. one learns the importance of mana managment fast enough :D

Kyrottimus
08-13-2009, 05:51 PM
+1 to pretty much every barb-poster in here.

I don't really need to type much of anything because it's already been said. But I'll sum up mine about why barbs are really lacking in the "fun department":

1. Too slow to reach most ranged-targets in tact
2. Absolute worst defenses vs. any kind of ranged attack (especially magic)
3. Evades are a joke
4. Resists vs. Archers and Mages are a joke
5. Barbs have no REAL uber-spell to keep them running. UM is better than nothing, but with its large mana cost and long cooldown (and even when it is up), it's not wholly as effective as Army of One, which works every time and has a finite bonus, at level 5 of 80%, instead of +% to a random chance which can (and does) easily fail. Maybe since knights have access to Defensive Stance (which is sort of a weaker version of UM), give barbs a UM with a weaker version of AoO? Say, keep UM's current CC resist bonus stats and mana usage, but at level 5 give the barb another 20% damage resistance. Stacked with Frenzy, that, I think, would bring UM, and barbs out of the doldrums. With a 3 minute cooldown and high mana cost it's still not frequent enough to make barbs "gods" but would definitely open the door for them to be a little more effective (and fun) at their jobs.
6. Crap Armor
7. Positioning still not right
8. Log blanks and omissions (due to packet loss) affect ALL classes and should be mentioned here simply out of recourse.
9. High mana-cost spells with lowest-overall available mana-pool means constant mana-miser builds which detract from barb's overall effectiveness and versatility in battle.

Angelwinged_Devil
08-13-2009, 06:08 PM
+1 to pretty much every barb-poster in here.

1. Too slow to reach most ranged-targets in tact

but before it was annoying to see barbs run away with onslaught spring and um -_-, it's a 50/50 which is kinda annoying, I don't really know which one I prefer I basically think that a lot of "running away" should be nerfed though and the speed returned

2. Absolute worst defenses vs. any kind of ranged attack (especially magic)

warlocks?

3. Evades are a joke
4. Resists vs. Archers and Mages are a joke

resists suck for every class :)

5. Barbs have no REAL uber-spell to keep them running. UM is better than nothing, but with its large mana cost and long cooldown (and even when it is up), it's not wholly as effective as Army of One, which works every time and has a finite bonus, at level 5 of 80%, instead of +% to a random chance which can (and does) easily fail. Maybe since knights have access to Defensive Stance (which is sort of a weaker version of UM), give barbs a UM with a weaker version of AoO? Say, keep UM's current CC resist bonus stats and mana usage, but at level 5 give the barb another 20% damage resistance. Stacked with Frenzy, that, I think, would bring UM, and barbs out of the doldrums. With a 3 minute cooldown and high mana cost it's still not frequent enough to make barbs "gods" but would definitely open the door for them to be a little more effective (and fun) at their jobs.

barbs are high hitters, marksmen and barbs shouldn't have such a great defense at all.

6. Crap Armor

barbs have the secondbest armor in the game

7. Positioning still not right
8. Log blanks and omissions (due to packet loss) affect ALL classes and should be mentioned here simply out of recourse.
9. High mana-cost spells with lowest-overall available mana-pool means constant mana-miser builds which detract from barb's overall effectiveness and versatility in battle.
I can agree to most of this, I'm having a pretty fun time on my barb when there's a rush, it's just the time inbetween which is a wrong with most of the game, there's no real dynamics in battle as most of it has been nerfed down to sultars terror, at least warlocks are more vulnerable from range now.

Malik3
08-13-2009, 07:17 PM
This is what drives me nuts.

Tiger and I were camping pp2 and Enio rides across the bridge on a horse.

Tiger knocks him off and then he evades on teh gorund. He pops up and starts strafing around. I am standing infront of him, next to him. I am standing inside him. I stand with my back to him. All the time the screen is reading "out of range" "Not facing your enemy." I never touched him.

Meanwile Tiger is standing yards away from him wiht a mace smacking away. He is no where near Enio on my screen. Even if I get close enough positioning bugs drive me crazy.

AAAAAAAAHHHHHHH!

As for the rest. It is nothing a little better armor couldn't fix.

Kyrottimus
08-13-2009, 07:17 PM
but before it was annoying to see barbs run away with onslaught spring and um -_-, it's a 50/50 which is kinda annoying, I don't really know which one I prefer I basically think that a lot of "running away" should be nerfed though and the speed returned
Warriors have no ranged attacks (well, not including 8m with spiritual blow with barb) and cannot attack while running like archers can. Every class should have SOME method by which to escape... sanc for conjs, low pro for archers, energy barrier for locks to buy extra time, etc. Knights can use Precise Blocking + protector or any combination therein including AoO. Barbs basically can burn UM but it's high mana plus long cooldown means it's not always an option. With Ons nerf and high-mana cost most don't use it as a viable option. Barbs are left in the cold in this respect.

warlocks?
Energy Barrier, fairly short cooldown means a skillful lock can re-cast and keep it up to open a larger window of survival/operation.

resists suck for every class :)
True

barbs are high hitters, marksmen and barbs shouldn't have such a great defense at all.
Barbs can't hit for anything if they don't have much of a chance in reaching a target. Marksmen at least have range (best in game, as a matter of fact), not to mention skills like Low-Pro and SotW. Barbs do not have the speed they once did and never really did have much in the way of defense.

barbs have the second best armor in the game
Well technically yeah, but it's basically tied with archers (who have range!). Knights have best armor due to the extra item, the shield, but Hunters/Marksmen can access level 50 armor with 200AP per item, just like barbs, and with the same number of items as barb (5; BP, leggings, gaunts, paulds and helm) and often with similar type of damage ratios (v.bad <--> v.good) per item. So in reality:

Best Armor
1. Knights
2. Tie between Barbs, Marks and Hunters
3. Mages

I can agree to most of this, I'm having a pretty fun time on my barb when there's a rush, it's just the time inbetween which is a wrong with most of the game, there's no real dynamics in battle as most of it has been nerfed down to sultars terror, at least warlocks are more vulnerable from range now.
Warlocks have range themselves and can fight back in range whereas barbs cannot.


Responses in red

Angelwinged_Devil
08-13-2009, 07:56 PM
Warriors have no ranged attacks (well, not including 8m with spiritual blow with barb) and cannot attack while running like archers can. Every class should have SOME method by which to escape... sanc for conjs, low pro for archers, energy barrier for locks to buy extra time, etc. Knights can use Precise Blocking + protector or any combination therein including AoO. Barbs basically can burn UM but it's high mana plus long cooldown means it's not always an option. With Ons nerf and high-mana cost most don't use it as a viable option. Barbs are left in the cold in this respect.

I don't think you have any ideas about locks, locks will have no speed and that barrier is away in no time


Energy Barrier, fairly short cooldown means a skillful lock can re-cast and keep it up to open a larger window of survival/operation.

again energy barrier won't last that long, and you know it yourself, warlocks have the worst defense in this game and it's easy to remove plus mage armor is like paper

and armor is like this

knights
barbs
archers
mages

there are some aspects in which you are right, I think most classes are getting reduced on the fun factor it's not just barbs it's all classes in the game with constant nerfs, the nerfs to mana com on a conjurer hit everyone because it means there will be less spells and more normal attacks in fort fights. But don't let barbs into being seen as underpowered, they are not. The problem is with barbs at range they are nothing but close up you're just dead meat to a barbarian who knows what he's doing.

don't get me wrong, I don't think some of the nerfs are ok, in fact I HATE nerfs, it seems to be going only down and it makes wars even more frustrating, the next thing to be nerfed will probably be sultars terror, and then I suspect rvr as we know it won't be far from gone as it will be more zerg oriented than ever

ArchmagusArcana
08-14-2009, 12:15 AM
Well if you time it right...(I try to always prebuff Barrier and refresh it between 1/2 and 1/4 time left) you can get 2k out of level 5 Barrier, but 60 second CD is a bit of a bitch when you get swarmed.

Ill say it again, Acrobatic, gives archers a higher damage reduction than barbs can get even with Caution(5). Of course im talking self buffs here, so no DB, MW, etc etc etc. Frenzy does nothing VS a lot of ranged damage (more to hunters than to marks i suppose, who tend to burn mana fast on their non-physical damage dealing spells). Acrobatic as well as the shared evade tree without a doubt puts barbs at just above mages in terms of defensive abilities. Lets not discount range either.

Arafails
08-14-2009, 04:05 AM
Let me explain, in two words, why all warriors, knights and barbs, actually have worse armour than archers at this point in time:

Range. Strafing.

The only advantage that warriors have over archers in terms of un-buffed damage resitance is their constitution. Oh and guess what? Archers can have as a high a constituion (or at the very least as high a number of hit points) as barbarians, so I guess that only counts for knights.

Although I should point out that Barbs DO have a watered-down army of one spell in the form of frenzy. It would be nice if it protected against elemental damage too.

Archmagus: Barrier doesn't stack. When you cast it again it simply extends the duration (and refreshes it to the maximum if it's been damaged)

ArchmagusArcana
08-14-2009, 04:34 AM
Let me explain, in two words, why all warriors, knights and barbs, actually have worse armour than archers at this point in time:

Range. Strafing.

The only advantage that warriors have over archers in terms of un-buffed damage resitance is their constitution. Oh and guess what? Archers can have as a high a constituion (or at the very least as high a number of hit points) as barbarians, so I guess that only counts for knights.

Although I should point out that Barbs DO have a watered-down army of one spell in the form of frenzy. It would be nice if it protected against elemental damage too.

Archmagus: Barrier doesn't stack. When you cast it again it simply extends the duration (and refreshes it to the maximum if it's been damaged)

Yes i know that. What im saying is that if you are smart about it you can prebuff and have it off of cd and ready to use again in battle. I dont know how to explain it any more than that. I had a real hard time trying to explain the exact same thing to someone in clan. Everyone kept thinking that i meant you can get it to reach 2k resist by itself. I guess proper time management of spells is what im driving at.

SO.....Prebuff before you reach a fort; kill some people, take some damage and its free to use again if you need it.

As far as frenzy goes, it really isnt worth much at all. Acrobatic > Frenzy (30% resist elemental and physical vs 20% physical). I find that my points are far better being spent elsewhere.

DkySven
08-14-2009, 07:51 AM
About the health part, health is not only provided by constitution, but there's also base hp, which every class gets when leveling up, something independent from the amount of constitution.

From tests Beue and I found out that a level 50 warrior has 2000 base hp and gets for every constitution 22.5 hp. If I remember correctly a warlock has something around 1500 base hp and gets less hp for 1 constitution point.

So, warriors do have more health than other classes.

Onteron
08-14-2009, 01:00 PM
About the health part, health is not only provided by constitution, but there's also base hp, which every class gets when leveling up, something independent from the amount of constitution.

From tests Beue and I found out that a level 50 warrior has 2000 base hp and gets for every constitution 22.5 hp. If I remember correctly a warlock has something around 1500 base hp and gets less hp for 1 constitution point.

So, warriors do have more health than other classes.

For archers and mages:
HP = 35 * level + 17.5 * const - 150
For warriors:
HP = 45 * level + 22.5 * const - 250

Angelwinged_Devil
08-14-2009, 02:28 PM
Well if you time it right...(I try to always prebuff Barrier and refresh it between 1/2 and 1/4 time left) you can get 2k out of level 5 Barrier, but 60 second CD is a bit of a bitch when you get swarmed.

Ill say it again, Acrobatic, gives archers a higher damage reduction than barbs can get even with Caution(5). Of course im talking self buffs here, so no DB, MW, etc etc etc. Frenzy does nothing VS a lot of ranged damage (more to hunters than to marks i suppose, who tend to burn mana fast on their non-physical damage dealing spells). Acrobatic as well as the shared evade tree without a doubt puts barbs at just above mages in terms of defensive abilities. Lets not discount range either.

yes you can prebuff it, but it's still gone in a matter of seconds, you don't have much time up front before you have to retreat, I don't really know how many mages have their mana control in level 19 though, some use it on 15.

protection spells can be discussed but warriors still have the best natural defenses in the game regarding health/armor

ArchmagusArcana
08-14-2009, 02:32 PM
yes you can prebuff it, but it's still gone in a matter of seconds, you don't have much time up front before you have to retreat, I don't really know how many mages have their mana control in level 19 though, some use it on 15.

protection spells can be discussed but warriors still have the best natural defenses in the game regarding health/armor

All classes = nothing without spells, so to compare unbuffed classes is largely a practice in futility. Health yes, but as far as armor goes, they are still equal to archers in terms of number and quality of armor pieces (except knights of course).

Arafails
08-14-2009, 03:01 PM
You still haven't addressed the range gap probem though. This thing you have to remember about warriors is that by the time the can be considered in battle they're at only half their potential life (unless they cast Ao1)

-Edge-
08-14-2009, 03:37 PM
Amen, just amen...

Wodin
08-14-2009, 03:54 PM
When i am in my lock and i see 6 enemies, i can hit at least once one of them!

If that happens in my barb, i die half way to get them! Not 1 hit, not even getting near.

Althought i recon that caution gives 60% protection at lvl 5, i need to waste points in a skill tree for only 1 spell!!!!

Same happens to my knight, but in oposite way... i can defend, and i can run to my enemies, but when i need to hit, my lvl 48 knight do the same damage as a lvl 20 barb... I never understud why knight auras get to have a 25º angle to the back... is it to our enemies see a straight line???? At least they could have a 50º angle to let ally's be by our side...

ArchmagusArcana
08-14-2009, 05:13 PM
You still haven't addressed the range gap probem though. This thing you have to remember about warriors is that by the time the can be considered in battle they're at only half their potential life (unless they cast Ao1)

Quite right. (if you even make it into battle).

Torin_Ironfist
08-14-2009, 07:58 PM
Same happens to my knight, but in oposite way... i can defend, and i can run to my enemies, but when i need to hit, my lvl 48 knight do the same damage as a lvl 20 barb... I never understud why knight auras get to have a 25º angle to the back... is it to our enemies see a straight line???? At least they could have a 50º angle to let ally's be by our side...

All knight auras have a 130º angle except for Heroic Presence which is 360º

Angelwinged_Devil
08-15-2009, 01:59 PM
All classes = nothing without spells, so to compare unbuffed classes is largely a practice in futility. Health yes, but as far as armor goes, they are still equal to archers in terms of number and quality of armor pieces (except knights of course).

natural stats have a lot to say, mages are more dependant on spells than archers and barbarians


When i am in my lock and i see 6 enemies, i can hit at least once one of them!

If that happens in my barb, i die half way to get them! Not 1 hit, not even getting near.

I don't see the problem, 1vs6, yes you are going to die, and yes it's pretty obvious you won't get a hit in as a barb but maybe one as a ranged class, it won't make much of a difference if you make a hit and die or if you don't make one hit and die. if you are with 5 other people then we can start discussing as it will then be an rvr balance.

and to all the freaks who are going to say "duh u r a warlock u haef no barb" I DO have a barb, low level but he's a barb, but he lasts a lot longer than my warlock does. I die yes but that's because I'm low level and I keep charging alone on areas. I'm having fun on my barb ^^.

Warlord07
08-15-2009, 05:35 PM
Barbarian isnt that bad i have fun with it :D but it is hard that you die very quickly as a barb but you have alot of power. Some people may hate barb and some people may love barbs. Barbs are the best class to me.

Rios

DemonMonger
08-15-2009, 07:46 PM
This is just a look at Regnum from a Warriors Point of View.

Grinding

From lvl 1 to 50 it's a slow hell having to deal with mobs that deal moves that lower stats damage over time stun knock you. while Range characters are able to kill the mob before it comes anywhere near the Ranged Character.

Having to Rest as a warrior just makes things longer and more stressful
Mages/Archers may take some damage but not enough to be near death and required to rest any resting they do is just to refil there mana supply.

Grinding should be very easy for warriors for lvl 37 + since your area attacks have a rather short cooldown.
Just make a party of 2 or more warriors
1) the first warriors will run in a large circle about 30m from a center point gathering all monsters.
2) the second warrior will stand as a midpoint and once all are gathered will launch an area attack to pull all monsters off the first warriors.
3) then the first warrior will return with his area and all monsters will die... this should be about 2000-5000 xp every 60 seconds

What's the problem?

War

this is just Horrible most days fighting nothing but range vs range while the Warriors cast Onslaught/Owth's or basicly stand around and look tough.

the current state of Warriors is Pathetic imo being outnumbered by range constantly and he who casts the First Terror wins as always.

If conjurers have divine intervention level 5 and cast it on the warriors + barrier skills, you should have no problem running head first into battle with a few other warriors. The chaos you cause will give your realm full advantage in battle. I see so many conjurers and warriors sitting back waiting for terror before they attack, when they have all the power to make the first move without terror. People do not understand the power of combining class skills. Perhaps because they do not understand the other classes around them well enough to think about how to put the puzzle together. So here is is for those who don't know

In War!!
1)Conjurers cast divine intervention on knights
2)Knights cast army of one and rush the enemy with spring (aim for mages)
3)Barbs follow behind them after a few seconds to avoid the terror splash effect that will not harm the knights
4)all other allies advance and use areas to destroy the enemy in their panic
5)conjurers then can turn on mana pylon and area heals to refresh the life force of all the attacking members.

it is that simple....

Warriors can do it all if they are surrounded by good support.
Warriors can do nothing if the person playing them does not know how to request what they need to be effective.
.................................................. .................................................. ...

While this is a issue that cannot easily be fixed over night there are some things to make things more Impressive for Warriors.

Fix of the Spell list add some useful features of speed more defence (nothing insane)

that class based bonuses NGD talked about a while back.
this would be the best time to do something like that since you signed a new Marketing Deal with Wildtanget 50% exp for warriors or more even.

Future nerfs that can help improve warriors.

Staff Mastery! ( i dont even need to explain myself on this)

Sultar Terror ( im sorry but when a class can knock down anything ina 30 range area it becomes a problem and since chaining sultars resets the knockdown timer i basicly spend more time on my back then a cheap Hooker)

anyone have anything else to add to this please do so.

added to it... I hope it helps... comments in blue.
Use my methods and your warriors will become guided missles with their own deadly area effects...

Kyrottimus
08-15-2009, 09:09 PM
added to it... I hope it helps... comments in blue.
Use my methods and your warriors will become guided missles with their own deadly area effects...

Very, very frequently warrior's areas get canceled by CC spells by both mobs and enemies. Long casting times, mana cost and long cooldowns do not make them a viable means of grinding. Occaisionally they are fun to do to break the monotony of grinding but quite often you get Golem's Fist/Aquantis Thrust/Pounce/etc. in mid-cast thus interrupting it.

I primarily use Expansive Wave 5 as it has 1.5 second casting time instead of 2.5 and I still die/get-knocked before it goes off, more often than not (and that's with a deafening roar to set up the bunch of enemies before using Expansive Wave; still it's not quite enough).

Please grind a warrior to 50, unboosted, then play in WZ to get a clearer picture of our concerns.

Klutu
08-15-2009, 09:56 PM
\....

yes it all sounds on paper but in reality it doesn't work.

Area grinding can be nice if u have a conj and such but most good spawn areas for mobs have Aquantis Lions/sabretooths trolls and such and all there spells can cancel or get you killed easily.

and for the conj/barb duo normally will fail pretty fast. when theres 5 marks fireing at 1 barb u get eaten alive pretty fast.

like NGD said Warriors are supose to be the large part of the army but its the other way around Archers/Locks/Warjurs are the main part of the army.

VandaMan
08-16-2009, 12:10 AM
If conjurers have divine intervention level 5 and cast it on the warriors + barrier skills, you should have no problem running head first into battle with a few other warriors. The chaos you cause will give your realm full advantage in battle. I see so many conjurers and warriors sitting back waiting for terror before they attack, when they have all the power to make the first move without terror. People do not understand the power of combining class skills. Perhaps because they do not understand the other classes around them well enough to think about how to put the puzzle together. So here is is for those who don't know

Conjurers can't afford to cast divine intervention 5 on warriors. It's as simple as that. If you're using DI again as soon as it cools down, you can keep only 2 people under DI full-time. Naturally your first concern will be keeping a fellow conjurer DIed, to avoid confuse (since confuse is insta-death for a support conj). The second DI could possibly be given to a warrior, however I (and I suspect most conjurers) would prefer to cast it on a warlock, to help keep their areas from being cancelled.

While it would be helpful to give divine intervention to knights, they're armored enough that an ambush or will domain isn't going to break them. For barbs I really think divine intervention isn't needed, since they have madness, which in reality prevents more CC effects than DI does, since DI only stops non-damaging powers.

3)Barbs follow behind them after a few seconds to avoid the terror splash effect that will not harm the knights



Sorry... why wouldn't a sultar's terror harm the knights? Sure, it's not going to kill them, but knocking them down will pretty much leave the barbs following them rushing in all by themselves.

Arafails
08-16-2009, 03:56 AM
The main problem with grinding like that is actually:

You sit around for ten minutes waiting for the mobs to respawn.

I've long been at the conclusion that DemonMonger's opinions on anything except how to pwnz as a hunter or where there are programming errors in the game are completely worthless.

porron
08-16-2009, 01:10 PM
I have 4520 hp, and i still have problems to kill a challenging moob.

This is amazing, and being a non-range class, i have to stay there getting hits, if i wanna kill the moob...

[img=http://img522.imageshack.us/img522/6093/screenshot2009081613484.jpg] (http://img522.imageshack.us/i/screenshot2009081613484.jpg/)


Just one more problem for a warrior class!

Edit: I still wounder who is the knight... Gripho or me????

Angelwinged_Devil
08-16-2009, 02:53 PM
...

seen you play kyro, of course you die fast if you charge alone against an army of 20 people, get your friends with ya :)

Kyrottimus
08-16-2009, 05:43 PM
seen you play kyro, of course you die fast if you charge alone against an army of 20 people, get your friends with ya :)

That's just the problem, I usually charge like that when I'm out of options and have very few with me xD

Yes, it's usually with UM on but again it doesn't seem quite up to snuff sometimes.

It is my hopes to "tie up the enemy" long enough until help arrives, get them to waste mana on attacking me or even lure them away from the fort or get a roar in to try to set up a sultar (which still boggles my mind how infrequently our locks capitalize on a 7-second stun, from roar, on 80%+ of a large group of enemies; this is why I myself am lookin' into a warlock!)


But more often than not, I make crazy suicide-area rushes to try to break the habit of our side constantly engaging in ranged vs. ranged skirmishing at the fort when the opposing force has 2:1 or 3:1 in their favor and plenty of conjs to keep them alive or res the dead on the spot.

Angelwinged_Devil
08-16-2009, 07:20 PM
...

you need to grab your fellow warrior goats by the balls and make em' go with you :p

Klutu
08-16-2009, 08:40 PM
you need to grab your fellow warrior goats by the balls and make em' go with you :p

its not the matter of just rushing it's the matter of unless u have a balanced Warrior/mage/archer ratio on each side of the war it's very hard for the warriors Mainly Barbs to do anything.

Angelwinged_Devil
08-16-2009, 08:54 PM
its not the matter of just rushing it's the matter of unless u have a balanced Warrior/mage/archer ratio on each side of the war it's very hard for the warriors Mainly Barbs to do anything.

it was a message to kyro

Kyrottimus
08-16-2009, 09:57 PM
you need to grab your fellow warrior goats by the balls and make em' go with you :p

I've tried.

You can lead a horse to water.... I think you know how the rest of that idiom goes.


it was a message to kyro

Why would that message apply to me and not Klutu? We're both high-level barbs in Alsius. Besides, I think in most respects he has better leadership skills than I. Plus he makes a very good point. We cannot make players choose which class they are going to be. Also, we cannot control when or how many people are going to be online at the same time.

When it comes to rallying those who are online, well that's a grab-bag of mixed-results I'm not about to go into.