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General discussion Topics related to various aspects of Champions of Regnum |
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04-15-2008, 09:51 PM | #1 |
Baron
Join Date: Nov 2007
Posts: 702
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Purpose of Marksmen
Regnum online is a RvR game in the first line.
Every class has unique abilities that benefit the group. barb: gives speed and damage bonus to the group. Speed for rushing in or running away. Knight: protects the group with auras to increase block chance and decrease received damage hunter: can scan the area for enemies and can hide a group for an ambush conjurer: mana and heal supporter, area dizzy of enemies, kind of energy barrier for the group warlock: also mana supporter, can also protect group with auras to increase block chance, also kind of energy barrier of the group, several area combat control spells marksman: just most range and death sentence? What is a marksman for? How does a marksman serves the group. Marksmen have no unique spells to help others directly. All they can do is dealing damage. Is this what marksmen are only for? I mean, there is no class that can be substituted by other classes at all. But marksman...they can be substituted quite easy by other classes. For this my question, what is the uniqe ability that makes a marksman to a marksman.
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dwarfen sniper pts Cumeri Tarenes and Hunti Last edited by CumeriTarenes; 04-15-2008 at 10:15 PM. |
04-15-2008, 10:06 PM | #2 |
Marquis
Join Date: Jan 2007
Location: RA
Posts: 1,897
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Death Sentence makes all ranged classes ( 66% ) deal 50% more damage on the enemy.
That's a pretty big team contribution.
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04-15-2008, 10:36 PM | #3 |
Count
Join Date: Nov 2007
Location: Infinite Improbability Drive
Posts: 1,287
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This is really a problem for marksmen, seriously. We have NO team buffs whatsoever, I think we're the only class. This is a list of what a marksman can do in a party that is not plain damage dealing:
- Slow down group using Lightning arrow - Buff up ranged damage (any damaged received from >4m distance) for 1 target with DS. - Tank by buffing up with Strategic Position, Spell elude and acrobatic - Reduce armor for 1 target using SS - Freeze - Dizzy - Confuse - Ambush - Caltrops Notice that apart from DS and Lightning strike, freeze and dizzy, everything else is on tricks - something marksmen rarely use and are not really supposed to. We're not supposed to tank anyway, and there's enough whining on our ability to do so already. Freeze is kinda useful, our dizzy is just a joke. I'd really like to have some party buffs, combat control spells (area stun/dizzy or smth like that) and some decent area spells. Lightning arrow is only worth it due to the movement penalty, and it's enough on lvl1. The mana, casting time and cooldown make it useless though. Nice topic Cumeri.
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04-15-2008, 10:53 PM | #4 | ||||||
Master
Join Date: Jun 2007
Location: Damn, I'm lost again!... but now I have a map, wiii!
Posts: 389
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The sound of the Gion Shōja bells echoes the impermanence of all things; the color of the sāla flowers reveals the truth that the prosperous must decline. The proud do not endure, they are like a dream on a spring night; the mighty fall at last, they are as dust before the wind. -- Chapter 1.1 of The Tale of Heike, Helen Craig McCullough's translation Last edited by Signatus; 04-16-2008 at 12:50 AM. |
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04-15-2008, 11:11 PM | #5 | |
Banned
Join Date: Jun 2007
Location: Jugando al Gran DT, vamos Cesar Carranza (?
Posts: 707
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04-15-2008, 11:40 PM | #6 |
Master
Join Date: Oct 2007
Posts: 386
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We don't need anything else. We can play a variety of roles, depending on how we are specced:
1. Suppression of ranged classes - good damage, high range. I play this role a lot. I pick high damage producers and I suppress their ability to fire. Not worth much in rps though 2. Ranged cc - areas, ambush, etc. 3. Spell prevention again at range - confuse, burst of wind etc 4. Cover retreats, lure defenders out, feint a charge, etc. 5. Hit their flanks with cross fire. Targets need to move or turn to deal with us, the tanks can rush in. Lots of potential.
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Columba, Noob Marksman |
04-16-2008, 12:30 AM | #7 |
Master
Join Date: May 2007
Location: Somewhere... SECRET >:D
Posts: 262
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And all you guys complain about ethereal arrow!
Imagine if we DIDN'T have that... It is one of our main damage dealers in addition to DS and lighting arrow. But overall I've found marksman to be an extremely useful class. We have more area spells than any other class etc. I like marks the way it is really, and have never seen a real NEED for drastic improvement.
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04-16-2008, 01:06 AM | #8 |
Banned
Join Date: Aug 2007
Location: with ur mom
Posts: 939
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i think maskmans should have something to contribute to the group...what about increased rage aura or buff? maybe even pasive for allys.
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04-16-2008, 01:29 AM | #9 |
Master
Join Date: Sep 2007
Location: United Kingdom
Posts: 322
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I agree with Znurre on the ds front.
And basically what miraculix said... Marksman are just killing machines when in combination with the others. They can knock, freeze, slow, stun, dizzy, confuse, debuff opponents (i.e. lower constitution and dexterity), deal vast amounts of damage and damage to an area (fire rain, lightning arrow, projectile rain, ignus scorch). What more do you want from a member of a group?
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04-16-2008, 01:50 AM | #10 |
Banned
Join Date: Jun 2007
Location: Jugando al Gran DT, vamos Cesar Carranza (?
Posts: 707
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I dread to think that NGD should inprove knight
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