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Questions to the Community Guides and how-to play threads posted by other users |
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11-01-2010, 09:45 AM | #41 |
Baron
Join Date: Jul 2007
Location: In Nekoko's lap ;)
Posts: 768
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I stopped reading here.
Damage over time (DOT) spells currently rule Regnum, and it's not uncommon to take 1000-1500 damage from a single DOT spell, let alone when a Warlock stacks 2-3 on you at once (and they have alot more than that). You may not like playing this way, but it is far from "less effective", you could probably kill anyone with three DOTs alone at the moment. I'm sorry, but before the update Warlocks with cast speed gear were nearly impossible to beat without a group. I regularly watched a single Warlock kill 4-5 people just by casting Sultar, then chaining damage and CC spells on each of them, maybe with some staff mastery thrown in (Fuerst, etc). Now they are more balanced, but still a bit over the top. The thing is, everyone is going to whine that their class is useless now, even though none of them are. Hunters can still kick ass, most just refuse to learn the new ways and sit and whine about how they lost all their damage. Marksmen have literally become gods of a battlefield now, but you still see them whining occasionally. Barbarians have damage unlike ever before (in comparison to others), yet they still whine that they can't live long enough. It's the circle of life in this game. You just have to adjust and accept that maybe the balance update has made facing your class more fair to others. This game isn't about winning, it's about maybe winning if you play really good and the other guy doesn't, or more often, just getting lucky from all the randomness. If you find yourself winning more often than not, something is clearly wrong. You should lose at least half of your fights even if you are a skilled player, because ultimately you will come up against other skilled players too. Kind regards.
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11-01-2010, 10:07 AM | #42 | |
Apprentice
Join Date: Dec 2008
Posts: 85
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Quote:
In a pvp or a 2 vs 2 fights, dots can be deadly, but while taking or defending a fort, it's not the case. Knights have spells to protect their allies, conj usually use dispell ( it's easy to get now), archers reduce a lot of dot, and they have retal to avoid it, and you can simply run back or hide in fort. One or 2 dot spells won't kill anyone, and I don't have time to cast those actually, since update many plays their archers ( and I do too), it's hard to come near a fort or to stay on wall when you are being targeted a lot (easier to target mages ). Before update, most locks couldn't kill Enio and some other good marks, had no chance vs hunters with camo and confuse, glulose knew how to kill a warlock, warju like gondu were op and scias had silence 5 and summon sometimes, only knights were left out. So you could kill a lock without a group, even if they had advantage, sorry. I don't really agree with you, some players are too skilled or have great items, and I can't compete. And those players don't often loose in pvp. But you don't understand,I'm not complaining about it, it's just a fact. It's just frustrating to play a lock in fort wars now, too much range for mages. There is still some things to fix for balance, but it doesn't really matter for me, I have 4 different classes to play and I enjoy it anyway. |
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11-01-2010, 01:36 PM | #43 | |
Apprentice
Join Date: Jan 2009
Posts: 90
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11-01-2010, 03:41 PM | #44 | |
Baron
Join Date: Nov 2009
Location: Berlin, Germany
Posts: 715
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Im having a lot fun playing my lock, i can still beat everyone in pvp beside some of the best barbarians and skilled marks with ubergear (fortunately on niflheim marks only have one - skill or equipment lol). In rvr my lock is also more fun than my other chars, i can deal a great dmg, cc many enemies at the same time or help my allies with dispel. There is no need to recreate the imbalance by cs gear, its fine as it is, most other classes still need changes but locks are mostly fine. |
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11-01-2010, 03:59 PM | #45 |
Count
Join Date: Jul 2007
Location: Arse firmly glued to Ra
Posts: 1,042
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what was a good post was ruined by this statement, Dots are more effective now than ever
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11-01-2010, 06:35 PM | #46 | ||
Baron
Join Date: May 2009
Posts: 747
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Quote:
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In RvR lock can still be fun, but when the enemy has several marksman you will never get close enough to cast a spell without simply zerging the enemy. There's no half-way point, either you can do nothing or you overrun them with numbers. DoTs are certainly more effective, but I think the point was that in an RvR situation they're often retaliated by archers (which I believe is a bug) or are dispelled by knights and conjus. Dispel is very easy to get in a conj setup now, due to the move of mana communion to the mana control tree. |
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11-01-2010, 06:41 PM | #47 |
Count
Join Date: Jul 2007
Location: Arse firmly glued to Ra
Posts: 1,042
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If the lock casts darkness on the target before the dot spell, it makes life difficult for them
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11-01-2010, 06:47 PM | #48 |
Baron
Join Date: May 2009
Posts: 747
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I don't know anyone dumb enough to stand there and let me load them up with DoTs (which are generally only 25 range) after I've darknessed them. With slower cast times, and longer global cooldowns, it's very difficult to darkness someone and still get off your DoTs.
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11-01-2010, 06:54 PM | #49 |
Count
Join Date: Jul 2007
Location: Arse firmly glued to Ra
Posts: 1,042
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ivy + darkness + dots
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11-01-2010, 07:08 PM | #50 |
Baron
Join Date: May 2009
Posts: 747
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at the risk of derailing this thread... how often do you get close enough and have the time to cast ivy, followed by darkness, followed by 3 DoTs without getting knocked, dizzied, frozen, stunned, or just plain killed? That only happens when you're already zerging your enemies anyway... I feel like I said that before
Yup... |
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