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03-02-2010, 03:53 AM | #11 | |
Apprentice
Join Date: Oct 2008
Location: the land downunder
Posts: 68
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Quote:
Hunter: I think hunters are meant to track and inform the realm in fort fights they should use camo and "disable" powerful classes maybe an area debuff or 2 they are not meant to do much damage(sadly atm they all do damage greater then some barbs) Marksman: I have a love/hate relationship with my marksman. i think they are damage dealers the "ranged" barbarian class useful for finishing people who are running to safely with their semi-high damage normals and spells and their increased range. aswell as harassing the enemy with their range. Conjurer: The role of a conjurer is to keep his allies and himself alive and fighting. First priority is healing, 2nd is mana distribution 3rd is to keep yourself alive a fight can be chaotic and a Conjurer should have some damage spells for me when i used to play mine it was a SM/heals/mana setup(no zarkit) now people seem to have switched to mentals which is fine. i think resurecting should be done ASAP for people who are not near the enemy and after the fight for people who are no need to take risks. Warlock: I agree with vanda there's 2 roles and they are CC and Damage(with some compromise both can be done at once). either go with sultars/mod etc and 1-2 damage spells for CC or go with lightening/magma/other dot spells aswell as golem fist etc for a damage build or mix them both Barbarian: Exactly as vanda said they are damage dealers they should be setup to max their damage. Knight: Same with what vanda said they are for harassment AoO is a good spell for this since you get next to no damage in it and it allows you o get right into the group you can do some areas some MS on conjys to get rid of area buffs you could also use kick/feint on some ppl when the enemy backs up giving an opportunity for your realm to lower their numbers. again just how i view each class to be i would never force people to change how they play to suit myself |
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03-02-2010, 05:32 AM | #12 | |
Baron
Join Date: Apr 2009
Location: Montana, U.S.A.
Posts: 690
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Quote:
Food for thought
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Kyrottimus: 60 - Barbarian (WM) RIP || Rykor: 60 - Knight (WM) RIP Vanosen Sagesight: 60 - Marksman (WM) RIP || Orykus: 60 - Hunter RIP Last edited by Kyrottimus; 03-02-2010 at 05:49 AM. |
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03-02-2010, 06:14 AM | #13 |
Marquis
Join Date: Sep 2007
Location: Australia
Posts: 2,439
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Warlock: Versatility is one of a warlock's strengths although their damage is not the best these days, they can take a CC setup while still being able to deal plenty of damage and in an area. However I still see them as a ranged support/area class for stealing mana, CCs and of course terror and MoD (plus one of the best spells in the game both from a CC and damage viewpoint, meteor). You can, however, skill for a pure CC setup or a pure single target DPS setup.
Conjurer: Quite obvious really, just heals, mana and buffs. Keeping the group alive and able to fight (i.e give mana to classes which need it). Marksman: There are two ways to play this class, although oddly enough they both use the same or similar setups. In both cases defense should be range so you get more points to use on offensive skills. Either play like a sniper and kill one target very quickly or harass enemies and keep them back. Hunter: This is a tricky one, mostly because it has gone through many changes with different reasoning behind each one from NGD's side. Personally I think they should track for the group, kill enemy hunters harassing grinders, cut off reinforcements to forts and use some of their CC spells in the tricks discipline in fort wars (caltrops is very valuable skill that most marks cannot afford). Barbarian: First off, this is an RvR game and barbs are not meant for long fights. Much of the time you will only have enough mana and hp to cast an area and kill one or two people, doing dmg to others, although deafening roar and howl buy you quite a bit of time to do that. Barbs should be skilled to do as much damage as possible while having enough hp and defense to reach the enemy, pull off a stun, a few normals with an SC/forceful to kill someone, then an area and go out in a blaze of glory. Knight: Although they don't have enough tools for this task, their task is basically to protect their allies using knockdowns, immobilizes and dizzies as well as to lead rushes and take the brunt of the damage. They can keep enemy barbs and knarbs back with mind squasher as well. Last edited by Necrovarus; 03-02-2010 at 08:00 AM. Reason: Forgot to do one for hunter :p |
03-02-2010, 07:22 AM | #14 |
Count
Join Date: Jul 2007
Location: Toulouse
Posts: 1,335
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« Thanks all, you are right I'm great with the barbarian ... for killing mobs. » -- Athena Stillwater
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03-02-2010, 03:21 PM | #15 |
Pledge
Join Date: Jul 2008
Location: Dunno, in your trash bin?
Posts: 44
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I actually saw a knight yesterday who skilled typhoon... >.< and he even had the points to set it up to 5. XD
But cannot remember the name, but it was a syrtian knight... XD
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eero - Froschn - Hunteero - Barbeero | eero - Hunteero
52 52 44 36 | 48 42 Horus | RAVEN |
03-02-2010, 03:41 PM | #16 | |
Marquis
Join Date: Mar 2007
Location: Edge of the Abyss
Posts: 2,066
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03-02-2010, 03:59 PM | #17 |
Master
Join Date: Jan 2010
Location: Belgium
Posts: 561
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hunter: scouting and cutting suply lines, also patrol near borders and hit 'n' run attacks on enemy formations, forcing them to split.
10/10 marksmen: opening in battle, 'chewing' on the enemy formation before the ruch, killing enemy mages and fleeing enemy's. 8/10 (since they are effective vs warlocks who could do a lot of dmg to the allied formation) conj: stand back and heal the guys in front of u, give mana to the classes in need of it (marks, knight and barb) and res where u can. 10/10 lock: bombard the enemy with extremly powerfull area spells and CC spells. 9/10 barb: runs behind the knight to prevent to mutch dmg before the attack, they just kill and kill some more, in a zerg that's all they need to do in fort wars they are usefull ram's to knock the gate down. 8/10 knight: keep the allied formation from being harmed to mutch and when battle has started, protect the conj wile they heal and res. 9/10 improve: marks: more dmg and a bit more range, also lower mana cost for spells and lower the cost for arrows. hunter: same, lower cost for arrows, make pets more usefull in rvr and make them more effective as scouts instead of assasins. knight: lower mana cost and block percentage, also give them 360° of buffs instead of just behind them (or at least a bit more). perhaps also a bit more dmg barb: lower mana cost and a litle higher defends lock: / conj: instand heal, more defends (as they are easy to kill wille res or healing). regards
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SHAKE IT LIKE A POLAR BEAR NINJA |
03-02-2010, 04:06 PM | #18 | |
Marquis
Join Date: Mar 2007
Location: Edge of the Abyss
Posts: 2,066
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Quote:
(Is collecting data) + 1 karma |
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03-02-2010, 04:52 PM | #19 | |
Self-called retired user
Join Date: Mar 2009
Location: In NGD's ticket system hoping for a response.
Posts: 517
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Quote:
or 2) i die before the explosion because im a barb and thats what we do. |
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