View Full Version : Locks need resist spells
Judaixx
10-13-2009, 06:17 PM
Any Chance of Warlocks getting a resist spell.
Everyone else got some sort of spell resist spell apart from us .
its no fair :(
nothing worst than trying to cast a spell with getting kicked ,sheild bashed ,punched ,feint or frozen.
What does other Locks think about it??????
RegnumIrae
10-13-2009, 06:20 PM
Sure. Specially warriors. We have 5000 skills that give us resistance to the skills. Yep.
No weeee
UmarilsStillHere
10-13-2009, 06:23 PM
Barbs - Um
Conjus - Mind Blank
Knight - Defensive Stance
Hunters/Marks Sotw,
I guess its only fair locks get some sort of Cc resist spell.
Mattdoesrock
10-13-2009, 06:26 PM
Protection Dome.
shayologo28
10-13-2009, 06:31 PM
Keep you distance
Real prob for lock, it's dizzy range powers
Against warrior it's balance (but not easy to kill theim) keep your distance and we can't use on you power (and hit)
Lock are very powerfull, if they have power with power resistance, they will become too hard to kill
Judaixx
10-13-2009, 06:38 PM
Keep you distance
Real prob for lock, it's dizzy range powers
Against warrior it's balance (but not easy to kill theim) keep your distance and we can't use on you power (and hit)
Lock are very powerfull, if they have power with power resistance, they will become too hard to kill
Not really a warlock worst nightmare i think is running out of mana so if a resist spell was to be implimented then its should be a hefty mana cost ( not too much tho)around the 450-500 cost will be fine
AntibioTsu
10-13-2009, 08:06 PM
Any Chance of Warlocks getting a resist spell.
Everyone else got some sort of spell resist spell apart from us .
its no fair :(
nothing worst than trying to cast a spell with getting kicked ,sheild bashed ,punched ,feint or frozen.
What does other Locks think about it??????
Pfffffff, are you kidding?? I've enough resisted spells on my log, now you want other locks to resist even more? Big NO NO from me ><
Even if it's a CC resistance ability, it would be simply unecessary. Warlocks already have enough spells to gain combat advantage, and honestly, the only thing wrong is locks getting so many resisted skills. Collecting pics of insane amounts of these is now a hobby to me.
So if there's anything about warlocks to do, is to increase their spell focus through Conc or Int (Conc would be more logic because of Metabolic) or simply swap Metabolic's effect to some significant spell focus bonus.
max127
10-14-2009, 01:38 AM
i do not agree with this suggestion. but...........
if NGD adds some spell that will 'resists some dmg' would be cool.
locks can die soo fast :(
A lock's defense is his CC spells. In their current state, locks are already borderline overpowered - barbs need UM because they're a melee class. No from me.
max127
10-14-2009, 05:54 AM
A lock's defense is his CC spells. In their current state, locks are already borderline overpowered - barbs need UM because they're a melee class. No from me.
i'd love to have chance to use my CC spells, but switching between bars faster is really difficult . if i get an opportunity to have 20skills on my screen at the same time, that will make gameplay espacially for locks easier.
locks have so many spells :/
UmarilsStillHere
10-14-2009, 07:18 AM
Tsu seems to have no Issue managing his CC, since he changed to a more solo freindly build he can kill my barb in the arena way more often than not.
Inkster
10-14-2009, 10:07 AM
locks have enough
Wind wall
Energy barrier
Mind push
Protection dome
Beetle Swarm
Twister
Freeze
Pricking ivy
Laziness
Slow
Master of Doom
Vitality Absorption
(some i know are generic but it makes a point)
With those + others under your belt, if you still think you need a (get out of jail spell)
then you really need to try harder
i do not agree with this suggestion. but...........
if NGD adds some spell that will 'resists some dmg' would be cool.
locks can die soo fast :(
Vitality Absorption
Elemental Conjunction
Wind Wall
Energy Barrier
Also genreic:
Mana Pylon
Recoil
10-14-2009, 10:20 AM
Protection Dome.this :thumb_up:
Not so many know this, but using Mana Pylon for self defense is BIG mistake. Pylon do not affect caster, that's why it can be casted under Sanctuary spell effect.
Hope not many mages read this...and continue to run alone with pylon thinking it protects them :bangin:
Inkster
10-14-2009, 10:28 AM
*sigh* i was referring to if the lock was in range of mana pylon
I see from time to time mages(locks, conjus) that cast Pylon and run for cover.
Inkster
10-14-2009, 10:35 AM
then they are Numpties :D
i'd love to have chance to use my CC spells, but switching between bars faster is really difficult . if i get an opportunity to have 20skills on my screen at the same time, that will make gameplay espacially for locks easier.
locks have so many spells :/
If you're good at using your CC spells effectively, you're good at surviving. If you're good at surviving you survive longer - if you're not, you don't survive long. It works like this for every class, it's just harder for a lock (which is how NGD intends it).
Mikan
10-14-2009, 12:32 PM
i'd love to have chance to use my CC spells, but switching between bars faster is really difficult . if i get an opportunity to have 20skills on my screen at the same time, that will make gameplay espacially for locks easier.
locks have so many spells :/
It helps if you increase your screen resolution and keep an entire dicipline open in your spellbook off to the side. This considerably reduces the number of buttons that you have to add to your bar, and gives quick access to important spells (but you have to use the mouse).
For example when I play Warlock my spellbook contains the Mana control dicipline, then my first bar contains combat spells and my second bar contains non-combat spells, buffs and debuffs.
Example:
http://i38.tinypic.com/2wokm10.jpg
Regards.
AntibioTsu
10-14-2009, 02:20 PM
then they are Numpties :D
Haha, I just want to protect ppl around me... like if they have Serpent/Magma on them, it reduces the DoT dmg by 10, which sometimes will save their life :)
dani-o
10-14-2009, 04:44 PM
a warlock can keep dizzy one enemy 8 seconds from every 15 second more than the half of the time, making near of 700 DMG every time, i dont think that warlocks need more help against enemieīs spells.
a warlock with one spell can regenerate 2k of energy barrier every minute, and can drain 2k of health every minute, that doesnt look like poor defense to me.
AntibioTsu
10-14-2009, 05:22 PM
a warlock can keep dizzy one enemy 8 seconds from every 15 second more than the half of the time, making near of 700 DMG every time, i dont think that warlocks need more help against enemieīs spells.
a warlock with one spell can regenerate 2k of energy barrier every minute, and can drain 2k of health every minute, that doesnt look like poor defense to me.
Ye sure, 1k barrier and 1k hp draining may look a lot, but it isnt that simple. You should recognize that our armor is a joke, which makes us take all the damage from an attack. This means that we usually get 300~500 hits all the time, meaning that barrier will only last 2 to 3 hits. Now remember lock is highly targeted, which makes warlocks' awesome barrier be gone in a few seconds.
Then you should remember that SK is range 25 and 2 sec cast time, and you need Necro lvl 19 to get 1k hp. At war, if this spell fails at a critical time, the lock is doomed, while an acher or a warrior can simply buff up defensive skills which cant be resisted. This brings to my point that classes which rely on self buff have an advantage against locks which rely on spells, since buffs cannot be resisted.
And Meteor only hits 700 on other mages... it deals less than 500 on a buffed archer or warrior.
S_N_I_P_E_R
10-15-2009, 10:02 AM
Guys not so long ago windwall used to be % block, NGD deemed this OP and I agree it was. Warlocks are one of if not the most powerfull class in the game, in other MMO's out there the warlock class is the hardest to play and create why should Regnum be any different????
My 2 cents......
Regards
kamax
10-15-2009, 12:49 PM
Beetle swarm, soulkeper and all the spells like that even it's a good way to defend yourself are not the same as buffs. Spells can be resisted, buffs not.
I don't think warlocks use protection dome lvl5 and wind wall was maybe overpowned but now it's useless.
The only we have is the shield but it can be removed in one shot by a marks or a barb. Last time a got a hit from a barb with my full shield and in only one hit, he remove me my shield and do me 1530 damages.
The problem with warlock(if they have one) is that they depend too much from the evade/resist/block.
If only one CC is evaded vs a barb, you are dead.
If only THE spell you count of like soulkeeper or sadistic servant is evaded, you are dead vs most of the class.
If too many evade/resist of all your spell, you run out of mana for nothing and...you can try to win with your poor normal hit XD
If a marks use sotw after a ambush, all your spell are resisted and without a tree/rock on your side...you have nothing to do except pray god you are not dead before sotw is finished :p
It's hard to add a buff spell with resist effect without making us overpowned. Warlock can be so easy to kill and in the same time a very dangerous enemy in the hand of a good player.
The only part who is wrong on my eyes is the amount of mana we have. Warriors have near to 2x more hp, archers are "middle class" but warlocks even we have a little more base mana, it's not a lot. For a spellcaster class and the last energy borrow nerf, we should have more. With more mana we could better defend ourself.
Maybe the missing key is here.
Hamster_of_sorrow
10-15-2009, 01:00 PM
Not really a warlock worst nightmare i think is running out of mana so if a resist spell was to be implimented then its should be a hefty mana cost ( not too much tho)around the 450-500 cost will be fine
That makes sense. warlocks are hard enough to kill so if you make a resist spell a huge manamuncher, then i think it would even out good enough.
kamax
10-15-2009, 01:18 PM
That makes sense. warlocks are hard enough to kill so if you make a resist spell a huge manamuncher, then i think it would even out good enough.
Warlocks need mana, if you wast too many to defend yourself and run out of mana in the middle of a fight...you are useless, or dead. Maybe not a good solution.
UmarilsStillHere
10-15-2009, 04:12 PM
Warlocks already have a large mana pool compared to other class, as well as mana stealing spells and a hp/mana trade off skill, with these skills available if your always running out of mana you are doing something wrong...
dani-o
10-15-2009, 07:54 PM
Ye sure, 1k barrier and 1k hp draining may look a lot, but it isnt that simple. You should recognize that our armor is a joke, which makes us take all the damage from an attack. This means that we usually get 300~500 hits all the time, meaning that barrier will only last 2 to 3 hits. Now remember lock is highly targeted, which makes warlocks' awesome barrier be gone in a few seconds.
Then you should remember that SK is range 25 and 2 sec cast time, and you need Necro lvl 19 to get 1k hp. At war, if this spell fails at a critical time, the lock is doomed, while an acher or a warrior can simply buff up defensive skills which cant be resisted. This brings to my point that classes which rely on self buff have an advantage against locks which rely on spells, since buffs cannot be resisted.
And Meteor only hits 700 on other mages... it deals less than 500 on a buffed archer or warrior.
i recognize that the armour is not as good as the people that cannot self regen HP points, and i thank god (ponter?) to that.
you only receive 300-500 hits from melee chars, luckily you have a huge amount of cc spells to prevent them to reach you, for ranged guys u have windwall, but of course only with skills they hits you that hard, but you have to remember that u can keep them dizzy with a range 30 meteor.
remember that all subclasses that rely in normal hits, now make less DMG so, that means more barrier and HP for you.
everybody is highly targeted in the forum all of us been there... besides what do you expect? having a defense that let you stand in front of an army? knock them all with sultar then you can approach and fill your life with vamp or SK
casting time? are you kidding me? even if you dont have VI items, with arcane devotion you cut in half any casting time, and remember right now, if someone cut your cast you don loose the skill, o can turn while casting, and the game doesnt check orientation so you can start to cast your skill and finish the cast even if the enemy is behind you.
we all need the spell tree to 19 to max an skill, what is your point?
SK, and Vamp can be resisted, but energi barrier dont, but if an archer have 1 HP and cast acrobatics is like he has 1.3 HP, but if the mage cast barrier/SK the mage has 1001 do you see the difference?
500 vs buffed archer or mage, 500 DMG and 8 seconds dizzy every 15 sec, that isnt pretty bad for me.;)
If a marks use sotw after a ambush, all your spell are resisted and without a tree/rock on your side...you have nothing to do except pray god you are not dead before sotw is finished :p
you can use auras, MoD is an aura, you have DMG auras too, you have speed reduction auras, but dont listen to me if praying works for you.
Ygarl
10-15-2009, 08:57 PM
Locks are the most powerful class in the game. Sultar, PLUS SM, PLUS access to the Mental Tree, PLUS Necro Tree and on and on.
If you don't have enough mana to slap Beetle Swarm or Sultar, etc etc on an opponent perhaps more skill is needed.
If you're gonna get beat up - just kill your enemy instead.
You're a WARLOCK.
Even my lvl 33 Lock can trash any other opponent of the same lvl in the Arena. I don't even have Sultar or MOD yet.
Sheesh.
Orkryst
10-15-2009, 10:43 PM
Warlocks have around 4k HP (counting Energy barrier). They can drain 1,5k HP in only some secs. They have range. They have a lot of CC spells. They have (if they know how to) unconsumable mana....
With all those weapons, I think (itīs just my opinion) itīs enough.
NGD says that locks have to be the toughests to play with. Nowadays, I thinks there are others in worst situations...
Sorry for my English :p
kamax
10-16-2009, 01:10 AM
you can use auras, MoD is an aura, you have DMG auras too, you have speed reduction auras, but dont listen to me if praying works for you.
I don't see how it can help me vs a marks with sotw. Before or after maybe if i have the time to cast it but not when sotw is on.
Warlocks already have a large mana pool compared to other class, as well as mana stealing spells and a hp/mana trade off skill, with these skills available if your always running out of mana you are doing something wrong...
if i well remember, my mana base is aroud 1700. How much mana does i have more that other class ? 500 ? maybe 600 max ?
I have my 4 row of spell full with all the spell i use, if a 5th will exist i could put some more spell into. I really use every spell in this 4 row that's why my mana go down very fast. Shield, devotion, attack, CC, attack, CC...controling a enemy cost a lot of mana over the time and don't do him really damages.
Since energy borrow was nerfed i have changed my setup to use sadistic but it's not so easy to put on someone for the full 30s.
Compared to warriors who have a lot of hp vs me, i should have a lot of mana. At least ~2300/2500 base(withtout any gem, spell booster...).
I was wondering why mages got so low mana as well when I first entered the game. I wouldn't mind if NGD gave us more. However, a base of over 2000 will make it too easy to spam spells. Instead, maybe NGD can raise regeneration rate on intelligence.
As far as locks getting additional defense spells, I disagree. I think locks have enough as of now.
I don't see how it can help me vs a marks with sotw. Before or after maybe if i have the time to cast it but not when sotw is on.
So take advantage of your surroundings. SK + vamp on a low lvl mob nearby...
Warlocks are supposed to be the toughest class to play - where other classes survive by using buffs, warlocks have to use CC and life drains, and used effectively, particularly in a 2 vs 1 (where you are the 1) situation, it's much better than acrobatic/caution/frenzy. Of course, resists are a problem, more so to warlocks than any other class, and hopefully they're 'fixed' (or at least toned down).
kamax
10-16-2009, 06:57 AM
So take advantage of your surroundings. SK + vamp on a low lvl mob nearby..
Only in a very critical situation because i prefer find another way and keep my SK+vamp for my enemy ;)
@e30ernest:
Of course the amount of mana must no be too big that we don't have to care about it. Archers can spam arrows with 0 mana/hit, that's why i don't see why we should have to stop for mana problem, we have nothing else.
Even if we had 5000 mana(just for the example, don't say i want this), a lot of setup(probably not all) will force you to stop because all your attack spell are in cooldown.
I think the mana limit adds to the game. You'll have to think twice on what spells to cast and when. It's not all about cooldowns. It's about resource management as well (resource in this case is Mana).
Hocus
10-16-2009, 01:46 PM
I must say that warlocks don't need resist spells. The way it is now is fine.
About mana pool, I don't care how much mana I have since the spells mana cost is proportional to this number...
The only problem I can see is that mages normal attacks (without magnifications) is toođēģđēģ low. All other classes can take a lot of damage with normal (unbuffered) hits. With my lvl 50 warlock using a normal speed staff I can take ~70 dmg from a hunter while he can take ~200 dmg from me. So "no mana, no dmg".
I think the best solution is to remove magnifications and increase staff dmg. (Just my point of view...)
Cya.
dani-o
10-16-2009, 02:50 PM
I don't see how it can help me vs a marks with sotw. Before or after maybe if i have the time to cast it but not when sotw is on.
it helps, if you cast MoD when the marks is in SoW he is gonna be dizzy, and you can dance around him so he can not throw normal hits.
i asume that you knew that auras pass trough SoW:sleep_1:
kamax
10-16-2009, 03:06 PM
I think the mana limit adds to the game. You'll have to think twice on what spells to cast and when. It's not all about cooldowns. It's about resource management as well (resource in this case is Mana).
Yes it add some challenge to manage the warlock and you must choice not only the right spell to cast but the right setup. In a way it's good but sometimes(vs a knignt for example) even if you manage well, the amount become too short.Of course you can gain some time(if not in the arena) to recover a little and this add again more challenge...more fun for people who love this :p
it helps, if you cast MoD when the marks is in SoW he is gonna be dizzy, and you can dance around him so he can not throw normal hits.
i asume that you knew that auras pass trough SoW:sleep_1:
Hu ? I no more use MoD since it has been nerfed but i'm pretty sure you can normal hit your enemy...or it has been changed on a last update. Mod only avoid to cast spell. With a normal hit around ~500/700 they don't absolutely need to cast spell to kill me.
AntibioTsu
10-16-2009, 04:59 PM
you only receive 300-500 hits from melee chars, luckily you have a huge amount of cc spells to prevent them to reach you, for ranged guys u have windwall, but of course only with skills they hits you that hard, but you have to remember that u can keep them dizzy with a range 30 meteor.
(...)
casting time? are you kidding me? even if you dont have VI items, with arcane devotion you cut in half any casting time, and remember right now, if someone cut your cast you don loose the skill, o can turn while casting, and the game doesnt check orientation so you can start to cast your skill and finish the cast even if the enemy is behind you.
(...)
we all need the spell tree to 19 to max an skill, what is your point?
SK, and Vamp can be resisted, but energi barrier dont, but if an archer have 1 HP and cast acrobatics is like he has 1.3 HP, but if the mage cast barrier/SK the mage has 1001 do you see the difference?
300~500 hits from melee chars? Barbs can deal 1k+ .
About casting time: not everyone has access to cast speed items fyi, and Devotion 5 doesnt fit in all setups, like SK and Vamp 5.
If you want a warlock with decent dmg. you'll need arcania and elements at 19; if you want perfect hp regen, necro 19; for acceptable defense, mana control 19 for barrier; for nice CC abilities, Mental 11+, but.......! -----> in this setup Discipline Points are not enough! .
Sacrifice elements and your damage output turns to crap, if you sacrifice Arcania, you lose Terror, if you sacrifice Necro you lose SK and Vamp 5 and if you sacrifice Mana Control, you lose high Barrier, Devotion and Borrow. - This is my point, lvl 5 spells dont fit in all setups, so just because SK can go up to 1k, doesnt mean everyone can have it.
And I'm not saying locks should get more discipline/power points, because we dont need.
Ulmanyar
10-16-2009, 05:35 PM
Warlocks have around 4k HP (counting Energy barrier). They can drain 1,5k HP in only some secs.
Since this has been discussed before, I'll only make a short summary of things that need to be taken into account when discussing the "effective HP" of a warlock:
Only some warlocks have 3k+ base HP.
In order to have 1k barrier (that is: level 19 mana tree) a warlock has to do certain noticable sacrifices. Such sacrifices are lower level of HP-drain and/or less CC.
In order to drain 1.5k HP the warlock first has to loose 1.5k HP from their base HP-pool. That means 50% of their HP - after barrier is gone - and only 37.5% of your "around 4k HP".
Also, in order to drain 1.5k HP the warlock needs to have level 19 Necro tree, which also leads to noticable sacrifices - either in damage output, CC or protection (i.e. barrier).
So, what do I want to say with this? I don't want to say you're wrong, I just want to point out that it's a bit more complex to calculate the "effective HP" of a warlock and that your statement might result in a slight misperception of the actual situation.
UmarilsStillHere
10-16-2009, 06:11 PM
300~500 hits from melee chars? Barbs can deal 1k+
Depends if the barb is buffed, unbuffed around 500~ Is my basic hit, Unbuffed barbs are nothing to shit yourself over :)
dani-o
10-16-2009, 07:19 PM
Hu ? I no more use MoD since it has been nerfed but i'm pretty sure you can normal hit your enemy...or it has been changed on a last update. Mod only avoid to cast spell. With a normal hit around ~500/700 they don't absolutely need to cast spell to kill me.
that is just lame, even before the DMG reduction it was near impossible to make normal hits around 700, only critics, or some marks with special items and the old DS. no more exageration please.
besides that, every time a marks move (even if he is turning) has to wait 2 sec to start shooting normal hits again, and the "facing enemy" arc have been reduced.
Orkryst
10-16-2009, 08:37 PM
Since this has been discussed before, I'll only make a short summary of things that need to be taken into account when discussing the "effective HP" of a warlock:
Only some warlocks have 3k+ base HP.
In order to have 1k barrier (that is: level 19 mana tree) a warlock has to do certain noticable sacrifices. Such sacrifices are lower level of HP-drain and/or less CC.
In order to drain 1.5k HP the warlock first has to loose 1.5k HP from their base HP-pool. That means 50% of their HP - after barrier is gone - and only 37.5% of your "around 4k HP".
Also, in order to drain 1.5k HP the warlock needs to have level 19 Necro tree, which also leads to noticable sacrifices - either in damage output, CC or protection (i.e. barrier).
So, what do I want to say with this? I don't want to say you're wrong, I just want to point out that it's a bit more complex to calculate the "effective HP" of a warlock and that your statement might result in a slight misperception of the actual situation.
I perfectly know what a lock has to sacrifice in order to have what I said.
Ok, letīs say you have Energy barrier lvl 4. Itīs +750 "HP" (1 minute regenerate HP). Most locks have lvl 19 Necro. So, you still have around 3k HP+ 1,5k drain HP+ 1 min regenerate 750 HP. I still think itīs enough.
Ulmanyar
10-16-2009, 09:57 PM
Fair enough. I just wanted to make sure everyone understood that :)
And as I said, I did not want to prove you wrong or anything. It's just that too often I've seen people who really doesn't reflect upon the fact that not all spells potentially available to a class are in fact available in the same build (no, I wasn't implying you were one of those people).
kamax
10-16-2009, 11:08 PM
that is just lame, even before the DMG reduction it was near impossible to make normal hits around 700, only critics, or some marks with special items and the old DS. no more exageration please.
besides that, every time a marks move (even if he is turning) has to wait 2 sec to start shooting normal hits again, and the "facing enemy" arc have been reduced.
I have say around 500/700 because with a good bow and/or don't know what some marks can do me more that 600. I don't remember if it's 630 or 650 or 670, but they still can do it...now. That's why i write 700 and say AROUND. I think i'm well placed to know how many damages arrows do on my ass.
But talking about ~50 damage(or maybe less) is not the important part.
I was talking about MoD and his supposed "no normal hit avoiding effect".
If you are wrong you don't need to try "fire me" with something else.
I perfectly know what a lock has to sacrifice in order to have what I said.
Ok, letīs say you have Energy barrier lvl 4. Itīs +750 "HP" (1 minute regenerate HP). Most locks have lvl 19 Necro. So, you still have around 3k HP+ 1,5k drain HP+ 1 min regenerate 750 HP. I still think itīs enough.
Let's say i have barrier lvl4, SK+vampirism lvl4 for a total of 750+(850+~400)= my setup ;)
An important part to don't forget is that 1hp archer/warrior is not equal to 1hp of mage, because of the armor value....and some buffs who increase this value for archers/warriors.
(i don't complain, just want to clear some points)
If you want a warlock with decent dmg. you'll need arcania and elements at 19; if you want perfect hp regen, necro 19; for acceptable defense, mana control 19 for barrier; for nice CC abilities, Mental 11+, but.......! -----> in this setup Discipline Points are not enough! .
There are lots of ways other than elements to give yourself a decent dmg output. You can even go max mental and spam arcane missile in between meteors, with lvl 3/4 infuriate, with mana burn to support it (I've tried this setup, I know it works well). I only find elements good for 3 spells: fireball, freeze and twister. Lightning is far too easy to resist by warriors/archers (even with infuriate), it's only good on other mages.
Try this:
19 mana
19 mental
19 arcania
15 necro
11 ele (for freeze, if you have the points you can get it to 3) or SM (same for static field) or you can just drop this and get max necro.
Or, if elements is really that hard to let go of:
19 ele
19 arcania
19 mana
15 necro
13 mental
Either way, you can get a good setup. 850 + 400 is really enough for life drains to keep you alive, although most warlocks feel more confident with SK and vamp on 5.
Brother-brian
10-24-2009, 01:11 AM
I agree. Everyone points out CC as "resist" spells, but these almost all have a % of fail.
Sanct has 100% success rate.
LP 100%.
Camo 100%
All classes of speed buffs (to run away from enemy) 100% of successful cast.
Hell, these classes get out and walk around under such protections at fort battles, dance inside enemy clusters, etc, KNOWING they cant be touched. Locks have no such dependable power. Everything hits us. We cant even effectively run, since everyone has speed buffs except mages. Energy Barrier is a lvl1 power, there should be a high lvl, high mana cost "nothing can touch you/invincible" version.
Recoil
10-24-2009, 03:06 AM
there should be a high lvl, high mana cost "nothing can touch you/invincible" version.
Hint: EB 1000 + MOD
Pwnography
10-24-2009, 07:35 AM
this is a gay thread.Plunder has beaten my barb before and after the nerf,he sees no problem.You guys have soulkeeper,vampirism,golem fist,meteor,etc.with these spells it should be a fair fight in killing warriors.SK 1000 vamp 500 GF 800+ meteor 600.thats 2900+ hp gone, alls you need to do then is wait for meteor cd,lightning,magma blast and the warriors finished
Brother-brian
10-24-2009, 07:52 AM
hint: can still get killed by normals, unlike the aforementioned spells.
Brother-brian
10-24-2009, 07:58 AM
this is a gay thread.Plunder has beaten my barb before and after the nerf,he sees no problem.You guys have soulkeeper,vampirism,golem fist,meteor,etc.with these spells it should be a fair fight in killing warriors.SK 1000 vamp 500 GF 800+ meteor 600.thats 2900+ hp gone, alls you need to do then is wait for meteor cd,lightning,magma blast and the warriors finished
soulkeeper- still get hit/knocked-stops cast
vampirism- still get hit/knocked-stops cast
golem fist- still get hit/knocked-stops cast
meteor- still get hit/knocked-stops cast
SK- still get hit/knocked-stops cast
vamp- still get hit/knocked-stops cast
GF- still get hit/knocked-stops cast
meteor- still get hit/knocked-stops cast
meteor- still get hit/knocked-stops cast
lightning- still get hit/knocked-stops cast
magma blast- still get hit/knocked-stops cast
not to mention- ALL of the above gets % chance of resist, unlike aforementioned powers.
King_Of_Angmar
10-26-2009, 02:04 AM
soulkeeper- still get hit/knocked-stops cast
vampirism- still get hit/knocked-stops cast
golem fist- still get hit/knocked-stops cast
meteor- still get hit/knocked-stops cast
SK- still get hit/knocked-stops cast
vamp- still get hit/knocked-stops cast
GF- still get hit/knocked-stops cast
meteor- still get hit/knocked-stops cast
meteor- still get hit/knocked-stops cast
lightning- still get hit/knocked-stops cast
magma blast- still get hit/knocked-stops cast
not to mention- ALL of the above gets % chance of resist, unlike aforementioned powers.
Of course they have a chance of being resisted or evaded, they are attack spells not self buffs, you think there is no possible way a lock can resist a kick or something? Its the same concept.
Brother-brian
10-26-2009, 03:26 AM
you dont understand. there is no "miss" chance on sanct. there is no "miss" chance on LP. there is no "miss" chance on camo. or any other power that keeps player from being hit. knights have lots of buffs. Locks should have some "100%" speel to keep us from being hit for a limited time.
you dont understand. there is no "miss" chance on sanct. there is no "miss" chance on LP. there is no "miss" chance on camo. or any other power that keeps player from being hit. knights have lots of buffs. Locks should have some "100%" speel to keep us from being hit for a limited time.
Why?
Sanctuary has it's reason (for reviving) and the long cast time now makes it less useful for escape.
Low profile is arguable, as many believe that archers should not have it, or that the cast time of low profile should be raised like Sanctuary.
Warriors do not have escape spells.
Warlocks function well even without these spells, so why do they need it? I have a warlock, and even if I'm not very good at playing it I can still win my share of PvPs and I can still fight well in fort wars.
Angelwinged_Devil
10-26-2009, 02:04 PM
I can agree that something needs to be done, but the lock is an offensive class that gets it's defense through offense
kamax
10-26-2009, 03:44 PM
Like a marks with low profile, Sotw, strategic position, spell elude ? :sifflote:
(i don't count acrobatic who are the basic "shield" like every class)
Aries202
10-29-2009, 12:34 PM
Warlocks dont need a new defensive skill. A warlocks worst nightmare is getting resisted, and running out of mana. When it comes to 1v1, warlocks are the dominate class, though this is not a pvp game. It is a rvr(realm vs realm). Of course you fighting 4 other people is gonna end up you dying. Of course in war, your gonna die faster, if not kept your distance. Warlocks are most targeted and are supposed to be whipped out first. You are not a knight to be in the front lines, your supposed to sneak your way through the battles, and if used right... will be the cause of fallen 20+ enemies.
Angelwinged_Devil
10-29-2009, 05:21 PM
aries202 warlocks are not sultar bots -.-' a lot of players seem to think this, they also have debuffs and anticonjurer roles they can take upon
Aries202
10-30-2009, 02:43 AM
aries202 warlocks are not sultar bots -.-' a lot of players seem to think this, they also have debuffs and anticonjurer roles they can take upon
Not once did i mention warlocks are supposed to cast terror only. The main purpose of a warlock is to crowd control, just like other classes have main purposes. Doesn't mean you have to play that way.
Domino_
10-30-2009, 11:00 AM
Your resist spell is actually Laziness :P
p.s. many warlocks underestimate spell "Dispell magic" which can be used on themself or their ally !
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