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Old 04-15-2008, 09:51 PM   #1
CumeriTarenes
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Default 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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Old 04-15-2008, 10:06 PM   #2
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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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Old 04-15-2008, 10:36 PM   #3
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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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Old 04-16-2008, 07:26 AM   #4
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Quote:
Originally Posted by Miraculix
- 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
Seeking strike lvl1 + break apart = - 30 constitution :>
and marks + warlock can kill conj with steel skin much easier than others
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Old 04-16-2008, 07:42 AM   #5
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the role has been mentioned pretty much by other players, however they are not tankers and shouldn't be able to do so.
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Old 04-16-2008, 07:53 AM   #6
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actually i think its a little unfair that while all the other classes are giving speed, protection, scanning, buffing, manaring etc a marksman can kind of just be sitting there eating up all the auras. But actually i dont think they can be substituted, i mean no class is essential for anything hunters arent essential for hunting we just make it almost certain that we'll find someone. I've seen a warlock and barb hunt it works but it you just might not get anyone. no class is essential for capturing forts and while marksman may not be useful in so many ways as a conjurer they do come in handy. i think twice as many enemies would have gotten away from me if it wasn't for a marksman with his freezing arrow.
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Old 04-15-2008, 10:53 PM   #7
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Quote:
Originally Posted by CumeriTarenes
barb: gives speed and damage bonus to the group. Speed for rushing in or running away.
And/or they can work as nukes to end opposition ground control.

Quote:
Originally Posted by CumeriTarenes
Knight: protects the group with auras to increase block chance and decrease received damage
And/or they can be the first wave of attack to force opposition to target them instead of others, they can also unable enemy mages of doing their job, and they can wander around enemy lines disabling other classes efficiency.

Quote:
Originally Posted by CumeriTarenes
hunter: can scan the area for enemies and can hide a group for an ambush
And/or in number enough they can unload a massive amount of damage in an area... only comparable to barbs and warlocks! They can also prevent other classes of being effective recurring to the tricks tree, and more important... they can manage to escape after doing so... (something that really pisses many people). Last but not least, they can finish the work when other slower classes can't hold the pace against running enemies.

Quote:
Originally Posted by CumeriTarenes
conjurer: mana and heal supporter, area dizzy of enemies, kind of energy barrier for the group
And/or Dome (since many of them add points into staff mastery, unlike many warlocks), and revive, and use battle control spells, and make any other class truly overpowered...

Quote:
Originally Posted by CumeriTarenes
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
Yes... I love Terror... on my enemies. And I deeply admire how some of them can finish off a bunch of them all by themselves (when their powers aren't blocked/evaded/resisted )

Quote:
Originally Posted by CumeriTarenes
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.
The ability to select prime targets (paint a DS on an enemy), the ability to suppress threats more efficiently than any other class (given their range), the ability of slowing down our opponents (it's wicked when a caltrop is combined with a Lightning arrow)... they are very valuable on battlefield, and they benefit other classes because they kill! (if there were only defensive classes and no dmg dealers the battle would be *boring*)
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Old 04-15-2008, 11:11 PM   #8
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Quote:
Originally Posted by CumeriTarenes
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.
No, marksman is a subclass with good attack,defense, and range, don't give them more weapons
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Old 04-15-2008, 11:40 PM   #9
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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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Old 04-16-2008, 12:30 AM   #10
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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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