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View Poll Results: Which class is most overpowered?
Warlocks 27 23.28%
Marksmen 18 15.52%
Conjurors 5 4.31%
Knights 4 3.45%
Hunters 23 19.83%
Barbarians 21 18.10%
General Warriors 2 1.72%
General Mages 1 0.86%
General Archers 15 12.93%
Voters: 116. You may not vote on this poll

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Old 04-11-2008, 12:32 PM   #211
Znurre
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About the mana.
With my barb I use Frenzy (5), Caution (4) and Unstoppable Madness (5).
If I cast all these + Onslaught then I have 0 mana left.

Ofcourse I don't do this, but also consider that I am using other buffs like Challenging Roar (1) and Thirst for blood (4), that is 290 mana.

The marksman is not the only class with mana problems.
Ofcourse I am less dependant on mana for my regular attacks, because I can do damage even without mana but can't use ANY crowd control spells at all.
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Old 04-11-2008, 12:35 PM   #212
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Quote:
Originally Posted by Znurre
I can do damage even without mana
Hell yes you can

Like Bulgaro, he breaks my level 5 energy barrier with normal hits ^^ I want to see criticals +_+
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Old 04-11-2008, 12:46 PM   #213
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From a Conjurer's point of view, all classes need mana pretty badly. Barbs are one of the classes that take the most mana to support and Knights come in a close second. Marksmen are the next hardest while Hunters need the least from my experience. I ommited Warlocks because they usually regenerate their own mana, and its rare for them to ask for it.

When it comes to defense, I think a good measure to see which classes I find need healing the most often. Here they are in order:

1. Warlocks: One of the hardest for me to support. They die really quick, and sometimes my heals can't keep up specially if their own heal spells fail.

2. Barbs: These fellows come second to Warlocks in terms of losing hp. The fact that they have to be up close to the enemy doesn't help either.

3. Knights: Same as Barbs but their added defense means I have to heal them less so they are lower in this list.

4. Hunters: They have good defensive spells but they usually find themselves in the range of other classes so they tend to receive quite a few hits. They don't hit that hard either, so enemies usually have time to get to them.

5. Marksman: By far the easiest to support and heal. They have range and they usually kill most enemies before they get close enough to hurt them. If other classes do get in range, they have excellent defense and enough power to finish them quickly.

These are all based on what I see on the battlefield. I don't fight classes head to head so I can't say if they are overpowered, however I can say that a class can survive better than others because that's what I concentrate on.
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Old 04-11-2008, 12:48 PM   #214
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Guys marksman are too too too powerfull... I've died only one time, I can escape when I want, I can do a lot of combos with my spells, dodge is even better than precise blocks, buffs last 2 minutes while on my knight I'm happy if achieve 60 seconds of caution...

I wonder why I still prefer to play my knight =P
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Old 04-11-2008, 01:47 PM   #215
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One of marksmen's only disadvantage is speed.

That is the reason we managed to rape you just then near pinos even while you ran, Connacht
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Old 04-11-2008, 01:53 PM   #216
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Quote:
Originally Posted by fean0r
Guys marksman are too too too powerfull... I've died only one time, I can escape when I want, I can do a lot of combos with my spells, dodge is even better than precise blocks, buffs last 2 minutes while on my knight I'm happy if achieve 60 seconds of caution...

I wonder why I still prefer to play my knight =P
Too bad I didn't get the "you have defeated Connacht" message (you escaped my last arrow)
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Old 04-11-2008, 02:09 PM   #217
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one last comment from me to this topic, before I leave:

A marks without mana is dead meat. You barely will kill anybody just with normal shoots.

Look at other offensive classes: Barbs have a high base damage, they don't need mana to do damage, they still can kill without mana.

Warlocks are having mana steal spells and amb sacrifire to get mana back...

And to the defensive classes: Hunter have passive speed and can run away from most enemies when on low mana. Also they are having a huge base damage with a pet. They even can hit you with the pet when they are running away...or hiding behind a tree or stone.

Conjus, well...don't talk about support conjus since they are not made to kill, but warjurers have mana getting back abilities too.

Knights, well...knights are having much hp and blocks. But they are quite dead meat without mana too...it just lasts longer until a knight dies.


Also, look again at auras. Archers don't have it at all, nor to they have single ally buffs.
Imagine a barb casts of with their heads (lvl5) on 5 mages, who are all casting a spell on an enemy. The barb will be rewarded as if he did 5k damage, since an ally buff lvl 5 counts as 1k dealt damage. And that even tough off with their heads did not have an impact on the enemie's death because the damage bonus does not effects spells.
The same is with other auras and non damaging area spells.
Another imbalance in rewards is: I can almost kill an enemy so that he will have just 1 hp left, then a barb comes and casts a 2k damage soutcross. The barb will get rp for the 2k damage he did, not for the 1 damage that was necessary to kill the enemy.

My opinion is, balance the rewards of the powers first before you balance the powers. Then you have the indicator rp which shows which class is too powerful and which not.
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Old 04-11-2008, 02:15 PM   #218
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A Mage is way more dead meat without mana. Energy Borrow has cooldown of 60; you can use one Amb Sac every 25s... When you have not enough HP to do so (needs 300 on level 3 for 600 mana), you can't get mana back any more than a Marks..... and you can't get HP backs without mana... You cannot run because you do not have a cheap spell like Escapist. You cannot even hope to kill your enemy with the staff...

Whereas a Marks will hopefully have defensive buffs still on or mana to cast dodge. Mana regen fast enough to get Escapist... or deal a bit of damage with his bow which in very close fights can be enough (I was killed by a mana-less Marks quite a few times, when I had myself no more mana, with my warlock).

A knight without mana can't get his buffs back on, it's one buff every 30s (140 mana) + one buff every min (140 mana), and shitty damage that requires you to be on melee and allows your enemies just to "run in circle" and be safe.

EVERY CLASS without mana dies. One thing I agree is that Hunters have it better in a "manaless" match because they have the passive speed and ranged attacks..


Finally on your "1 hp left" and SC 2k dmg, no you're wrong. The Barb will get RPs for 1 hp dealt.. And he'd be stupid to use SC then, wouldn't he.
My opinion of balance is you play all classes and you see the one which has all or most of the benefits.
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Old 04-11-2008, 02:17 PM   #219
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Seems to me that a marksman with lvl 1 dual shot(125dmg +100%wpn dmg- 50mana), a good shortbow, and recharged arrows ALONE can match or exceed the firepower of a hunter using lvl 4 or 5 dual shot. Even just using lvl 1.

I often keep dual shot at lvl 1 purposely so that when i run low on mana i can just swap to short and start laying out 350dmg attacks (over 600dmg piggybacks) for 50 mana, to stay in a fight.
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Old 04-11-2008, 03:15 PM   #220
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I find funny how hunters agree on the excesive defense of the marksman but not on his own one.

What is wrong is all the evades and resists not the +% armor spell.
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