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Questions to the Community Guides and how-to play threads posted by other users |
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01-08-2011, 11:23 AM | #81 |
Apprentice
Join Date: Jun 2007
Posts: 73
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I just crafted a nice reply,
but when i reread it, i realized you do not make any sense.
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Regnum: It's Highly Addictive! |
01-08-2011, 08:02 PM | #82 |
Apprentice
Join Date: Jan 2009
Location: Hungary
Posts: 74
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The main problem with warlocks is they can't use their powers. Marksmans can have too much range (35+20%+25%) so at the ranged battles only the marks have some role, warlocks can't do any reliable attack there. Sultar's terror can reach 35m(projection +15% range) but since all marks have their passive range bonus skill at least on lvl1, it's still "low range" spell. The meele battles are ruled by barbarians. So all the meele spells like: Master of Doom, Crystal Blast, Mind Push, Evendim's Fury etc. are used only few times.
There should be come the questions: Then why I am killed by warlocks many times, or why I see many spell throught the battles that casted by warlocks? It's all about the defense, and defensive skills. Warlocks can only use their powers well when their group has more players than the enemy. e.g. 20vs15. In that fact the warlocks are protected by the allies, so they don't need any defense. At the moment marksmans have really good defense, even without the strategic position. Locks (who should be also a player with ranged attack) have nothing. Magic barrier means only +1000 points, soulkeeper can be casted only in 25m. At the moment to resist a CC spell has a big role in Regnum. So every class will skilled to prevent the ambush, kick, feint, ivy, will domain etc. The barb who dosen't have UM, he will die fast. I see recently players only attack under SoTW. Locks do not have that advantage and that's why I think sometimes that locks are only to die. Marks and barbs have big base attack, they can attack under dizzy as well. Locks are not able to do that. Marks have faster and more range CCs than the locks. And since the update marks and barbs have enough mana regeneration so locks don't have the mana advantage anymore. There is no reason to play lock anymore. Conjus have a full socery tree, they are able to ress someone, and to heal of course. They can use the mental tree to attack so there don't need any warlock to cast e.g. a pricking ivy lvl5. and since Sultar's terror was nerfed there is no reason to choose lock anymore. Last time on horus I saw ~15 marks and ~1-2 lock in ignis army. Why was there that big difference? Because of the 2 RoL's? I don't think so. Last edited by Balint; 01-08-2011 at 08:34 PM. |
01-08-2011, 08:16 PM | #83 |
Baron
Join Date: Oct 2009
Location: Somewhere where grinding does NOT exist
Posts: 822
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Agreed on most, but bow=0.5 sec, meteor =2 sec, take of 60%, 0,8 sec, taken into account the scenario of a lock hugging a tree, the lock is the one that moves first, so unless your reaction time is 0,3 sec WITH the added time of the server sending the info of him moving, your bow/freeze will be slower.
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01-09-2011, 09:24 PM | #84 | |
Baron
Join Date: Nov 2009
Location: Berlin, Germany
Posts: 715
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Quote:
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01-10-2011, 08:08 AM | #85 |
Pledge
Join Date: Nov 2010
Location: outside your window
Posts: 1
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i have +18% cs gear atm, and i can tell a difference when i play without it. maybe it's the lag....nah, that never happens in RO :P
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01-10-2011, 08:54 AM | #86 | |
Master
Join Date: Oct 2007
Location: L'Aquila - Italy
Posts: 268
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Quote:
seeing a marks with 12-15 cs gear is not so uncommon 2) even with max gears you can never reach a -60% I.E. 1) meteor AT MAX casted in 0.90 with UBERGEAR 2) meteor casted in 0.94 with UBERCRAPGEAR (4+4 staff, 4 gloves) *1)http://www.claninquisition.org/index...&submit=Update *2)http://www.claninquisition.org/index...&submit=Update reading a marks who's complaining about locks is the most embarrassing statemen't i've read from months |
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01-15-2011, 04:27 PM | #87 | |
Apprentice
Join Date: Jul 2009
Posts: 90
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Quote:
crying about cs has as much sense, as: A. a thread where barbs ask for 1000 more dmg. B. a thread where marx ask for 100 range. C. a thread where knights ask for 1000 more armour points. |
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01-21-2011, 06:30 AM | #88 |
Apprentice
Join Date: Feb 2008
Posts: 81
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All of the CS bonuses on items should be doubled imo..
It works as a cast SPEED increase, not a cast time decrease. So, cast speed +100% would be casting time reduced by 50% and cast speed +300% would be casting time reduced by 75%. If the bonuses on items were doubled, it'd be fine and also the cap (21% on items.. anyone know if it's still there?) removed if it's not already.
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01-21-2011, 04:55 PM | #89 | |
Initiate
Join Date: Oct 2010
Posts: 112
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Quote:
I play 3 classes: Lock (50), Conj (47), and Knight (45). I have to say that the lock dies more than any other class by far. My conj almost never dies (and I play up front a lot). My knight dies if I stupidly charge a zerg but is otherwise pretty safe. With all that, my lock gets about 10k rps a month. It is true that if there are large numbers of archers it makes Warlock's life very hard. Otherwise it is a playable and fun class, albeit with many frustrations and problems. One other thing, the mana replenishment rate for warriors does not make mage class pointless. Warriors don't regenerate fast unless resting, or at least out of combat mode. In combat mode, they regen very slowly. In a typical battle it is very easy to run out of mana and resting is not an option. Warriors don't have Amb Sac either which every mage carries at least at lvl 4. Last edited by Geev; 01-21-2011 at 05:05 PM. |
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01-21-2011, 06:58 PM | #90 |
Banned
Join Date: Jul 2010
Location: Land of the free, home of the dead
Posts: 125
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A somewhat similar scenario exists with attack speed. When I will be able to get my hands on a RoL in February I will do more tests, but I am almost certain in my current speculations.
Anyway, it is funny to see people fumbling around trying to buy MAX gear (usually trading all their money and valuable items in the process) just to get more CS/AS. If you have +10% CS and +20% CS the difference is honestly going to be small between the two. Even if you have pauldrons with +3% or something you are already getting the main boost. Adding another +7% to that makes MINIMAL changes. tl;dr Cast Speed and Attack Speed now mainly determine who is the first to make a hit. |
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