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Old 01-14-2014, 01:55 PM   #1
TinYow
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Default Some Questions

Hi, can somebody answer this questions for me? Thanks.

1. We can get movement speed from our items right? Can you tell me whats the max % of ms can we get? Somebody told me that the max is 3% but thats only for archers and warriors. How about the max % of ms for mages?
2. Also, we can get attack range in our items, can you also tell me whats the max % of ar that we can get through our items?
3. What other passive buffs that we can get from items? Can you tell me?
4. Can a hunter camo even if he is being attack by pets or summons?
5. Can a hunter camo even if he is eing damaged by dps skills?
6. Max skill points for classes?
7. Can freeze, confuse work even if the target is knocked down?
8. What does warmaster's might do to classes?
9. To you guys, whats the most op class? From first to last.

Thanks

Last edited by TinYow; 01-14-2014 at 02:08 PM.
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Old 01-14-2014, 02:30 PM   #2
_Kharbon_
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Hi
I'll have a go on the questions, hope I get them right too :P

1. Yes, however only from leggings (warriors & archers) and tunic for mages. Also, hunter dragon set has a movement speed bonus. Also, only legendary gear can come with this bonus (eg. special magical or epic gear cannot have movement speed). The maximum on those legendary leggings/tunic should be 7% (however I'm not absolutely certain about this, can someone confirm?), on dragon gear the movement speed bonus is given - 5%

2. Attack range bonus can be present on some gear, yes. I'm not entirely certain on the maximum, but for a single piece of gear the max range bonus should be 5%. Some parts of armor cannot have this bonus however. Overall, for warriors this bonus is absolutely irrelevant, and for mages too. Archers could benefit from it, but there are spells that increase the range far more efficiently. You will probably get better off trying to obtain good armor with hp/cs/as than focusing on range.

3. There are quite a few bonuses. The most significant ones would be casting speed, attack speed, health, constitution, armour bonus, and of course weapon dmg bonus.. There are several others, but these should be the most significant.

4. No, when a hunter is casting camouflage, any successful hit will cancel the casting.

5. Althoug I'm not 100% sure, I think that under the effect of dps, hunter can still camouflage. As long as another spell/hit is landed on him.

6. Archers and warriors - 85, Mage - 93. Also note that mages have more discipline points. Of course, mages are more dependant on spells and have vider range of rudimentary powers.

7. Unanswerable question :P depends on situation (range, obstacles) and who you're facing (group, PvP...)
There are several threads on this, I'll try to describe the basics:
Marksman - highest range in game, also very decent offense and defense. In PvP is considered by many players the most OP.
Hunter- greatest in ganking. Finds enemies, surprises them from camo, and tries to take them down fast. His abilities are inferior to marks, but camo, track, etc. can be valuable as hell. Also has passive movement speed.

Barbarians - highest dps, but a a great disadvantage in range (they have none). They rule cqb, for example fortwars, but in open field they are kinda sluggish. If they get close to their target, they are very likely to win. Average defense
Knights - tanks. They can buff allies and themselves. Although they are not fast, and have average damage, they can be a pain to try to kill, as they are very tough once they buff up. Especially challanging to low dmg classes, such as hunters. A setup where knight focuses on dmg output rather than aiding their allies is called "knarb".

Warlocks - CC's. They have good dmg output as well, but their true power is in leavin their enemy without mana, rooling around on the floor/standing helplessly as they die. However, defense is their weakness. Once they are knocked/dizzied, they are disabled almost entirely. A barbarian can kill warlock in matter of seconds. However, he must get close first
Conjurers - healers, nothing much to add. They have decent buffs that can increase their defense nicely, but not comparable to knight. There is a special mutation called "warjurers", where conjurers skill for dmg output/tank setup and use few offensive spells and summons to kill the enemy.

Please note, that above is a very general summary, and not everyone might agree with it.
Currently, I would dare to say that either barbarians or marksmen are the most OP. This is however extremely generalising, as (for example) a barbarian doesn't stand much chance against a warlock in open field.


Well, I hope my answers help, cya around.
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Old 01-14-2014, 03:00 PM   #3
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Kharbon did a great job at answering, as for the things he's unsure about

the max movement speed on tunics is 7%, I havnt seen higher than that
I dont know about the archer/warrior stuff

and yes hunters can camo when under the duration of a buff
the camo is only canceld if a normal hit or spell hits them during the cast time
(or if they are dizzy, or confused {conf before casting as conf does not cancel a non damage spell that is being cast})

Id say barbs are the most OP, but thats from a conju's point of view
seeing how most barbs are able to kill me in a knock duration (thats 5 seconds.. 4800hp +1k barrier.. :'( )
and Im able to count the marksmen who hit terrifyingly high on 1 hand

8) warmaster's might.. is that the middle one with the passives?..
if so its different for every (sub)class

7) freeze works on knocked opponents, if ur any other realm than alsius go ahead and freeze
seriously tho, dont, its annoying as most classes have 3/6seconds buffs with high mana cost (and long cd in case of hunters)
that they cast when a target is knocked.. ur pretty much screwing them at that moment
confuse works on knocked targets too, with 1 exception, if you knock a person of a mount
a dizzy during the time he is knocked down will not take effect, neither will confuse
you can freeze the ppl you knocked of a mount and are knocked down
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Old 01-15-2014, 12:57 PM   #4
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All classes are OP in their own way, but if I had to list them and spew some shit over some it would look like this.

1. Conjurers (support/hybrid), powerful alone, but once there is 2 or more of them it is almost ridicules how powerful they are. Conjurers is a necessity, but good damn they really ruin this game with DI and their OPness.

2. Knights very OP at being annoying, same here huge impact for little skill, but played by a good player the class really dont excel very much.

Sorry conjurers and knights, but classes that basically just have to exist to be powerful and have a huge impact, really fucking annoy me. Of course there are skilled players on knights and conjurers, but they dont have to be, which is what bugs me the most about them.

3. Barbs extremely powerful in almost all situations. Lack some tactical benefits that ranged classes have, but excel with brute force, speed and powerful ccs that compensate that by far. OP with some support and in close quarters, also extremely easy class to play with huge impact on things.

4. Warlocks, powerful CCs, Drains and DoT damage etc. Higher skill requirement, because so easy target once outnumbered or when focused on in war, with little defensive powers, no speed boost or safety spells. DIed barbs can run you down on a whiff and a single item whore archer can also drop you in a matter of secounds and from a safe distance.

5. Marksmen, powerful CCs, long range, high DPS. Can be moved up on the list if they have good items, maybe even to 2nd place in extreme cases. Mostly played in easy mode from walls or very long distance, but good players can still do a lot more with this class.

6. Hunter, fewer CCs, but easily one of the better open field and ganking classes in the game, also excels with items, but often badly screwed by DI in war.

7. Conjurer (warjurer build), good 1v1, but generally poor performance in rvr and open field. It feels like they rely compleaty on OP defence, self heals and mana drains, so low skill requirment.
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Old 01-15-2014, 03:13 PM   #5
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Quote:
Originally Posted by pieceofmeat View Post
Sorry conjurers and knights, but classes that basically just have to exist to be powerful and have a huge impact, really fucking annoy me. Of course there are skilled players on knights and conjurers, but they dont have to be, which is what bugs me the most about them.
while I agree with most u say, this one part doesnt make sense to me..
I wonder if you've seen a skilled conju and a noob conju

it might be clearer if I say the difference between that conju that runs and heals and casts MP and other mentals on you
and that conju that stands there trying to select some1 forgetting to move out of range of barbs and doesnt cast heals

a noob conju can actually be a liability
(doesnt mean I dont like them, I actually respect that they continue playing and trying to get better)
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