Quote:
Originally Posted by ArchmagusArcana
Try playing a warrior. We have very few truly useful skills. We have to spend a lot of points in a lot of different trees to really be effective. I usually an only able to max 2 trees and split the rest to really be effective (much harder on a barb than a knight). In PvP (im a fort guy so i dont get a lot of PvP action) we spend a lot of time on our back, or stun, or dizzy, and unable to do a whole lot, you have a high evade and range on your side.
I don't really have much of an opinion on this one way or the other, but you have posted something about this in like 6 different threads, So i figure i can complain too. To be fair, ive never even tried an archer, though ive killed my fair share of them and faced enough in battle to be reasonably qualified to comment on their abilities. After the last (1.06) update all i heard was archers bitch and bitch about their 2 spells that had nerfed cooldowns. Warriors lost an entire tree and then some. 1 spell now has 2 second longer cooldown, big deal, with the complete nerf of ons, is it really relevant? No one will be able to get close enough anyways in PvP, which is what hunters specialize in isnt it? If they do get you close enough to death you can just Low Pro and run away (and with the sanctuary nerf, i really hope that low pro acquires a casting time as well as its goddamn annoying to get you within one hit of death just to have you use that spell to escape with 0 chance of stopping it).
That said, I would really love to see hunters have a skill set that allowed for fort fights, other than assassinating mages and gathering intel (though i do appreciate those functions). I have said for a very long time, that for an RvR game, hunters do not belong with the skillset that they have; they are forced into the role of grind-killers and assassins. I dont know how to correct this...maybe some evade auras (maybe a minor boost to miss chance...all based upun manipulating the environment around them...whatever) or trap setting abilities. Knights have auras, conju have auras, why is the only 'defensive' class to not have auras the hunters? Hell, even barbs can buff people, and marks have DS; the hunter stands alone in so many aspects and its pushed outside of the RvR aspect of the game.
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My dear friend,
I have been here since near day 1 of regnum.
Warriors
I can say that warriors have always been getting the short end of many updates, I spoke up for them each time. This new update will help you reach targets with new accuracy and speed. + 1 for you....
Archers
Our evasion chances have been altered so we do not dodge as much as we once could being archers. You say you want archers to be more effective in fort wars, so do I. Dual shot with its current cooldown of 4.5 seconds allows a hunter to at least participate in fort wars. We haev very few skills to assist in killing. With the change to dual shot the main offence we will have will still be camo + repetition on the enemy group when mages hit terror.
While we wait for the right time and the 3 minutes for our skills to cooldown, hunters will be just doing basic shots more often now in for wars. This is very bad for us. I was in herbred today attacking a knight for 56 damage with my normal shot... while he was getting healed by heal over time skills. Guess what? When that knight died I got 0 rps and spent more than 20 minutes in war. In that same 20 minutes I can kill levelers and get 100 - 300 regnum points max was 3000 in a short day. The total I got from this was was less than 20 Rps in 20 minutes.
Pet hunters will be effected little by the change to dual shot as their pets plus the archers basic shot can kill most people in under 10 seconds.
We will have to just wait and see what NGD has planned for us....
Until we the hunter are effective in war 100% without having to wait 3 minutes between repetitions. We will continue to stalk and prey upon the weak. Everyone likes to be seen on the ranks.