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Old 08-19-2010, 04:44 AM   #99
BigManOnCampus
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Join Date: Jul 2009
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Army of One is not overpowered on the live servers. Where did anyone get this opinion? I cannot recall any situation where Army of One has saved my ass, and it's a level 19 ability. It is simply too easy to CC a knight down and outlast AO1, even at 50 seconds. Yes, I still skill it high (4 or 5) on the live servers, but I use it very selectively. In fact, Chilko, I would argue that AO1 is *ALREADY* a tactical-use spell, for knights that know what they're doing it is definitely a situational call.

Ten seconds would only be worth it if the cast time were instant, and the mana costs were reduced another 100 (making it 300 mana, or ~1/4th to 1/3rd of a knights mana). Half-a-second cast time makes me stop in a war to get it off, which makes me a CC target and making it easier to counter/interrupt.

AO1's great equalizing power was to let knights last longer in a fight so that their low damage could be expressed. However, this never really OP'd the class because the little gold hockey players sitting on your shoulders tells everyone else to CC you immediately, and they do. With the new tanking combinations, nerfing AO1 means fewer people will want to use this level 19 ability.

I would suggest that if you want to go this direction with Army of One, Chilko, that you make it so that CC spells cast on a knight reset or hold the 10-second countdown on AO1. This would in effect give the enemy a difficult choice. They can choose to knock you down, but that simply means your protection lasts longer, in which case they run away if solo and losing, or continue to pound with damage if they're a group attacking a knight. Or they can take the hits coming to them, and wait out the 10seconds while (if the knight is in melee range) taking damage.

Last edited by BigManOnCampus; 08-19-2010 at 04:55 AM.
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