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View Poll Results: Do you think Warmasters update improved your game experience ?
Yes 34 22.82%
No 115 77.18%
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Old 05-28-2011, 09:31 AM   #11
Dubhghaill
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Coming from a Conjurers perspective, the inclusion of offensive banners means I either survive for 3 seconds, or 20 seconds, depending on if i get my sanctuary up in time. I can't stop any rush towards me due to cc resist, nor can anyone else, so it is good night Conjurer, and bye bye support unless I am in arms reach of a fort door. I like the defensive banner to increase HP (battles can last longer), tele and horn to allow improved mobility, but offensive needs to be changed to 100% attack chance, or an increased 20% damage output or something similar. The chaotic melees in this game make it exciting, and to take out cc's for the duration of the battle, there is no point of me or any other class even using points on these cc skills (which are the only ones worth having in wz battles for a conj btw). After a few weeks/months every encounter will be started by banners going up (even 1 vs 1) due to the ever increasing number of Warmasters (already signs of it happening at every fort battle on Horus). The tables have been turned and barbs are now leagues above everyone because of this now. (highest damage +2000 HP +CC resist + speed boosts + any self or friendly buffs= Regnum Online GOD mode). With this cc resist plus a potential 35 second confuse thrown at a Conj, the support class is almost not even worth having. A chew toy to whoever gets to us first. If anyone knows any counters, I would love to hear them.
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