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DemonMonger
03-01-2010, 10:04 PM
Can anyone tell me what each class in regnum is supposed to do to be class acurate. What is each class supposed to do....


Hunter =


Marksmenn =

Conjurer =

Warlock =

Barbarian =

Knight =

What are their roles and how important are then on a scale 1 - 10 to the game?

What would you do to improve your class? (Without nerfing another)

Go ahead and quote this and fill in the blanks

Goodluck

Mattdoesrock
03-01-2010, 10:13 PM
Knight =

Use SC as much as possible. Who cares about helping your allies with you can DO 700 DMG SOUTH CROSSES! YEEEEEAH!

Torin_Ironfist
03-01-2010, 10:18 PM
Use SC as much as possible. Who cares about helping your allies with you can DO 700 DMG SOUTH CROSSES! YEEEEEAH!

Don't forget prebuff Ao1(5) before you rush in, and make sure you escape with over half health.

Vythica
03-01-2010, 10:45 PM
Don't forget prebuff Ao1(5) before you rush in, and make sure you escape with over half health.

You and Matt forgot typhoon.

VandaMan
03-01-2010, 11:58 PM
Can anyone tell me what each class in regnum is supposed to do to be class acurate. What is each class supposed to do....
[...]
What are their roles and how important are then on a scale 1 - 10 to the game?


I suppose I'll give it a go. Naturally these are only opinions, and people are free to play as they like...

Hunter: The role of a hunter is to give advance warning when the enemy moves to take a fort, to deal with enemies harassing grinders, and to coordinate with each other and eliminate key targets in battles.

On a scale of 1 - 10 I would place this role at 8, in importance.

Marksman: The role of a marksmen is to keep enemy mages at a distance, and to keep enemy marksmen off of his own mages. While damage dealing is important to this role, I don't view marksmen as "finishers." It is their job to keep the enemy from making a coordinated rush, and to force individual enemies to take a step or two back.

On a scale of 1 - 10 I would place this role at 7, in importance.

Conjurer: The role of a conjurer is to keep his allies alive and fighting. First priority is healing, second priority is resurrecting, personal buffs and mana distribution come after.

On a scale of 1 - 10 I would place this role at 10, in importance.

Warlock: IMO there are two acceptable roles a warlock can fill. Most warlocks are first and foremost damage dealers. A great warlock once said to me, "I'm like a little fucking nuclear bomb." These warlocks should focus on high damage and area damage spells. A minority of warlocks, however, are equally effective playing a crowd control role. They should focus on disabling charging warriors, to protect allied mages. Damage dealing is still a priority, but a secondary one.

On a scale of 1 - 10 I would place both of these roles at 8, in importance.

Barbarian: The role of a barbarian is damage. They should be skilled to hit as hard as they can, as fast as they can. Areas are a secondary priority, and ones with short cooldowns should be chosen. Defense is not a priority.

On a scale of 1 - 10 I would place this role at 8, in importance.

Knight: The role of a knight is harassment, and protection of allied mages. They should be skilled to deal out as much crowd control as possible, and take as much damage as possible. They should stay close to their allies, to deal with enemy warriors. Damage dealing is not a primary priority.

On a scale of 1 - 10 I would place this role at 8, in importance

What would you do to improve your class? (Without nerfing another)

Improvements

Hunter: This class needs an incentive to rely less on pets, and more reliable tracking skills.

Marksman: Setups would be more diverse and interesting if there were more damaging powers with CC effects.

Conjurer: Longer range and instant cast times on heals.

Warlock: No changes necessary.

Barbarian: No class changes, game play changes to fix position lag and phantom swings are needed to improve the class more than anything else.

Knight: Remove block chance, give knights a percent chance to block, rather than a meaningless number.

DemonMonger
03-02-2010, 12:43 AM
I suppose I'll give it a go. Naturally these are only opinions, and people are free to play as they like...

Hunter: The role of a hunter is to give advance warning when the enemy moves to take a fort, to deal with enemies harassing grinders, and to coordinate with each other and eliminate key targets in battles.

On a scale of 1 - 10 I would place this role at 8, in importance.

Marksman: The role of a marksmen is to keep enemy mages at a distance, and to keep enemy marksmen off of his own mages. While damage dealing is important to this role, I don't view marksmen as "finishers." It is their job to keep the enemy from making a coordinated rush, and to force individual enemies to take a step or two back.

On a scale of 1 - 10 I would place this role at 7, in importance.

Conjurer: The role of a conjurer is to keep his allies alive and fighting. First priority is healing, second priority is resurrecting, personal buffs and mana distribution come after.

On a scale of 1 - 10 I would place this role at 10, in importance.

Warlock: IMO there are two acceptable roles a warlock can fill. Most warlocks are first and foremost damage dealers. A great warlock once said to me, "I'm like a little fucking nuclear bomb." These warlocks should focus on high damage and area damage spells. A minority of warlocks, however, are equally effective playing a crowd control role. They should focus on disabling charging warriors, to protect allied mages. Damage dealing is still a priority, but a secondary one.

On a scale of 1 - 10 I would place both of these roles at 8, in importance.

Barbarian: The role of a barbarian is damage. They should be skilled to hit as hard as they can, as fast as they can. Areas are a secondary priority, and ones with short cooldowns should be chosen. Defense is not a priority.

On a scale of 1 - 10 I would place this role at 8, in importance.

Knight: The role of a knight is harassment, and protection of allied mages. They should be skilled to deal out as much crowd control as possible, and take as much damage as possible. They should stay close to their allies, to deal with enemy warriors. Damage dealing is not a primary priority.

On a scale of 1 - 10 I would place this role at 8, in importance



Improvements

Hunter: This class needs an incentive to rely less on pets, and more reliable tracking skills.

Marksman: Setups would be more diverse and interesting if there were more damaging powers with CC effects.

Conjurer: Longer range and instant cast times on heals.

Warlock: No changes necessary.

Barbarian: No class changes, game play changes to fix position lag and phantom swings are needed to improve the class more than anything else.

Knight: Remove block chance, give knights a percent chance to block, rather than a meaningless number.

sounds good! + karma as you were the only one to follow the rules ;)

Immune
03-02-2010, 01:40 AM
Hunter = Catching enemies off guard, distracting and/or eliminating them. Keeping allies informed of enemy movements. Cutting off reinforcements to home forts controlled by enemies.
Importance: 8

Marksmenn = Keeping enemies at a range through damage from too far away for counter-attacks. Dealing high damage regardless of defenses the enemy may have.
Importance: 7

Conjurer = Keeping allies alive and fighting via heals, protection and mana distribution. Reviving when necessary.
Importance: 10

Warlock = Softening large amounts of enemies with area attacks. Heavy damage to single targets. Keeping enemy efficiency lowered through debuffs and cc's.
Importance: 9

Barbarian = Dealing massive damage to single targets and groups alike. Outright killing enemies before they have a chance to retreat or retaliate. As silly as it seems, door breaking... it would be much slower without them.
Importance: 7

Knight = Absorbing/avoiding damage and protecting allies. Lead charges, as they are the most durable. CC assistance for allies under attack or enemies proving difficult to catch/kill.
Importance: 8



What would you do to improve your class? (Without nerfing another)

Hunter- Give pets a role in RvR. More accurate tracks, ability to choose which direction to track. Traps maybe.

Marksman- Improve subclass area spells.

Conjurer- Shorter cooldowns and longer range on most spells in life tree.

Warlock- Could use a way to improve spell focus and resistance.

Barbarian- More defense options.

Knight- More definite block rates. Better abilities for a support role.

Llayne
03-02-2010, 01:53 AM
lols at the first three replies.

Shiriki
03-02-2010, 02:42 AM
What's SUPOSED to do:

hunter = track enemies and escape while needed
marksmen = considerably high and quick damage at range
conjurer = heal and resurrect. maybe help with the defence.
warlock = "little fucking nuclear bomb". Very high damage and penalties on various enemies (until it runs out of mana).
barbarian = very high attack without need of spells. Door breaking. Improving the attack of the allies.
knight = improve the defense of allies and last for a long time in battle.

To improve the classes (the ones that need):

Marks: slightly hogher damage
Warriors in general: smaller cast time and mana needed.

Vythica
03-02-2010, 03:43 AM
Demonmonger, can I haz Karma? (good plz xD) I can't top Van's post. Clear, concise and accurate. +1 Van.

SlackerLinux2
03-02-2010, 03:53 AM
I suppose I'll give it a go. Naturally these are only opinions, and people are free to play as they like...


thankyou for adding this alot of people forget this some people will abuse the hell out of people who are not using a setup that they want you to use.

Hunter: I think hunters are meant to track and inform the realm in fort fights they should use camo and "disable" powerful classes maybe an area debuff or 2 they are not meant to do much damage(sadly atm they all do damage greater then some barbs)

Marksman: I have a love/hate relationship with my marksman. i think they are damage dealers the "ranged" barbarian class useful for finishing people who are running to safely with their semi-high damage normals and spells and their increased range. aswell as harassing the enemy with their range.

Conjurer: The role of a conjurer is to keep his allies and himself alive and fighting. First priority is healing, 2nd is mana distribution 3rd is to keep yourself alive a fight can be chaotic and a Conjurer should have some damage spells for me when i used to play mine it was a SM/heals/mana setup(no zarkit) now people seem to have switched to mentals which is fine. i think resurecting should be done ASAP for people who are not near the enemy and after the fight for people who are no need to take risks.

Warlock: I agree with vanda there's 2 roles and they are CC and Damage(with some compromise both can be done at once). either go with sultars/mod etc and 1-2 damage spells for CC or go with lightening/magma/other dot spells aswell as golem fist etc for a damage build or mix them both

Barbarian: Exactly as vanda said they are damage dealers they should be setup to max their damage.

Knight: Same with what vanda said they are for harassment AoO is a good spell for this since you get next to no damage in it and it allows you o get right into the group you can do some areas some MS on conjys to get rid of area buffs you could also use kick/feint on some ppl when the enemy backs up giving an opportunity for your realm to lower their numbers.

again just how i view each class to be i would never force people to change how they play to suit myself

Kyrottimus
03-02-2010, 05:32 AM
Can anyone tell me what each class in regnum is supposed to do to be class acurate. What is each class supposed to do....


Hunter = Run away


Marksmenn = Run out of mana

Conjurer = Run around in circles while under Steel Skin

Warlock = Run up and spam Sultar and Meteor

Barbarian = Run and Die; rinse and repeat as necessary

Knight = Look cool but don't block anything (or look at explosions)

...

Entirely sarcastic replies in Red

Food for thought (http://www.youtube.com/watch?v=Sqz5dbs5zmo)

ncvr
03-02-2010, 06:14 AM
Warlock: Versatility is one of a warlock's strengths although their damage is not the best these days, they can take a CC setup while still being able to deal plenty of damage and in an area. However I still see them as a ranged support/area class for stealing mana, CCs and of course terror and MoD (plus one of the best spells in the game both from a CC and damage viewpoint, meteor). You can, however, skill for a pure CC setup or a pure single target DPS setup.

Conjurer: Quite obvious really, just heals, mana and buffs. Keeping the group alive and able to fight (i.e give mana to classes which need it).

Marksman: There are two ways to play this class, although oddly enough they both use the same or similar setups. In both cases defense should be range so you get more points to use on offensive skills. Either play like a sniper and kill one target very quickly or harass enemies and keep them back.

Hunter: This is a tricky one, mostly because it has gone through many changes with different reasoning behind each one from NGD's side. Personally I think they should track for the group, kill enemy hunters harassing grinders, cut off reinforcements to forts and use some of their CC spells in the tricks discipline in fort wars (caltrops is very valuable skill that most marks cannot afford).

Barbarian: First off, this is an RvR game and barbs are not meant for long fights. Much of the time you will only have enough mana and hp to cast an area and kill one or two people, doing dmg to others, although deafening roar and howl buy you quite a bit of time to do that. Barbs should be skilled to do as much damage as possible while having enough hp and defense to reach the enemy, pull off a stun, a few normals with an SC/forceful to kill someone, then an area and go out in a blaze of glory.

Knight: Although they don't have enough tools for this task, their task is basically to protect their allies using knockdowns, immobilizes and dizzies as well as to lead rushes and take the brunt of the damage. They can keep enemy barbs and knarbs back with mind squasher as well.

_dracus_
03-02-2010, 07:22 AM
You and Matt forgot typhoon.

Ahahaha good one!

eerO
03-02-2010, 03:21 PM
Ahahaha good one!

I actually saw a knight yesterday who skilled typhoon... >.< and he even had the points to set it up to 5. XD

But cannot remember the name, but it was a syrtian knight... XD

DemonMonger
03-02-2010, 03:41 PM
Hunter = Catching enemies off guard, distracting and/or eliminating them. Keeping allies informed of enemy movements. Cutting off reinforcements to home forts controlled by enemies.
Importance: 8

Marksmenn = Keeping enemies at a range through damage from too far away for counter-attacks. Dealing high damage regardless of defenses the enemy may have.
Importance: 7

Conjurer = Keeping allies alive and fighting via heals, protection and mana distribution. Reviving when necessary.
Importance: 10

Warlock = Softening large amounts of enemies with area attacks. Heavy damage to single targets. Keeping enemy efficiency lowered through debuffs and cc's.
Importance: 9

Barbarian = Dealing massive damage to single targets and groups alike. Outright killing enemies before they have a chance to retreat or retaliate. As silly as it seems, door breaking... it would be much slower without them.
Importance: 7

Knight = Absorbing/avoiding damage and protecting allies. Lead charges, as they are the most durable. CC assistance for allies under attack or enemies proving difficult to catch/kill.
Importance: 8



What would you do to improve your class? (Without nerfing another)

Hunter- Give pets a role in RvR. More accurate tracks, ability to choose which direction to track. Traps maybe.

Marksman- Improve subclass area spells.

Conjurer- Shorter cooldowns and longer range on most spells in life tree.

Warlock- Could use a way to improve spell focus and resistance.

Barbarian- More defense options.

Knight- More definite block rates. Better abilities for a support role.

+1 karma thanks for your response!:play_ball:

blood-raven
03-02-2010, 03:59 PM
hunter: scouting and cutting suply lines, also patrol near borders and hit 'n' run attacks on enemy formations, forcing them to split.
10/10

marksmen: opening in battle, 'chewing' on the enemy formation before the ruch, killing enemy mages and fleeing enemy's.
8/10 (since they are effective vs warlocks who could do a lot of dmg to the allied formation)

conj: stand back and heal the guys in front of u, give mana to the classes in need of it (marks, knight and barb) and res where u can.
10/10

lock: bombard the enemy with extremly powerfull area spells and CC spells.
9/10

barb: runs behind the knight to prevent to mutch dmg before the attack, they just kill and kill some more, in a zerg that's all they need to do:p in fort wars they are usefull ram's to knock the gate down.
8/10
knight: keep the allied formation from being harmed to mutch and when battle has started, protect the conj wile they heal and res.
9/10

improve:
marks: more dmg and a bit more range, also lower mana cost for spells and lower the cost for arrows.

hunter: same, lower cost for arrows, make pets more usefull in rvr and make them more effective as scouts instead of assasins.

knight: lower mana cost and block percentage, also give them 360° of buffs instead of just behind them (or at least a bit more). perhaps also a bit more dmg

barb: lower mana cost and a litle higher defends

lock: /

conj: instand heal, more defends (as they are easy to kill wille res or healing).

regards

DemonMonger
03-02-2010, 04:06 PM
hunter: scouting and cutting suply lines, also patrol near borders and hit 'n' run attacks on enemy formations, forcing them to split.
10/10

marksmen: opening in battle, 'chewing' on the enemy formation before the ruch, killing enemy mages and fleeing enemy's.
8/10 (since they are effective vs warlocks who could do a lot of dmg to the allied formation)

conj: stand back and heal the guys in front of u, give mana to the classes in need of it (marks, knight and barb) and res where u can.
10/10

lock: bombard the enemy with extremly powerfull area spells and CC spells.
9/10

barb: runs behind the knight to prevent to mutch dmg before the attack, they just kill and kill some more, in a zerg that's all they need to do:p in fort wars they are usefull ram's to knock the gate down.
8/10
knight: keep the allied formation from being harmed to mutch and when battle has started, protect the conj wile they heal and res.
9/10

improve:
marks: more dmg and a bit more range, also lower mana cost for spells and lower the cost for arrows.

hunter: same, lower cost for arrows, make pets more usefull in rvr and make them more effective as scouts instead of assasins.

knight: lower mana cost and block percentage, also give them 360° of buffs instead of just behind them (or at least a bit more). perhaps also a bit more dmg

barb: lower mana cost and a litle higher defends

lock: /

conj: instand heal, more defends (as they are easy to kill wille res or healing).

regards

Thanks you for your input and for following the format
(Is collecting data) :play_ball: + 1 karma

Hamster_of_sorrow
03-02-2010, 04:52 PM
Entirely sarcastic replies in Red

Food for thought (http://www.youtube.com/watch?v=Sqz5dbs5zmo)

hahahah, nice one sir. i try not to look at explosions but they are either 1) too cool to not look at

or

2) i die before the explosion because im a barb and thats what we do.