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General discussion Topics related to various aspects of Champions of Regnum

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Old 01-13-2008, 08:23 PM   #21
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I'd go for a conjurer... You can heal your allies, enhance their powers and keep them alive. Maybe it's a little bit boring if you're not used to it, but it gives you a new perspective of the battles. If you're full support you won't be able to "fight", but you can change the battle by healing and giving away mana to your allies.
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Old 01-13-2008, 08:53 PM   #22
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Quote:
Originally Posted by Katiechan
My favorite quote: The more ass you save, the more of your own ass you're saving. I love Conjurors.
"Six out of six can kill, but just one out of six can save your ass"

--Saskia speaking about the six classes when healing
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Old 01-14-2008, 12:48 AM   #23
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it depends on how a battle is played, if it's defensive a conjurer would be the most effective, if it's played offensively a warlock would be most effective, the fact that a conjurer is an army multiplier and that a warlock can knock down/dizzy most of the enemies has my vote.
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Old 01-14-2008, 03:08 AM   #24
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Barbarians aren't that effective in war. Sometimes they don't even reach the enemy. They'll get knocked down, they can get stopped with Twister(which is an area spell) even conjurors will occasionally ivy or beetle a charging barb. And they have almost as little defense as a warlock. If they are heavily supported and already at the enemy, they can be effective, but even then the damage they take might be a little too much.

Lena, marksmen do PLENTY of dmg with their base attack. Use death sentence and sudden strike and you can hit around 600 dmg with base attack, 800 crit.
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Old 01-14-2008, 06:35 AM   #25
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I agree with Kat.
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Old 01-14-2008, 06:48 AM   #26
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Quote:
Over 3500 hit points and 1000 armor with Caution at level ~40, 20% physical damage resistance with Frenzy, 155%(capped to 150%) movement speed, and Very Good to Piercing armor is "as little defense as a warlock"? o_O

On top of that, they have passives in each weapon dicipline to further increase physical damage resistance, and their high Constitution makes them considerably harder to knock down than other classes--almost as hard as Knights.

Actually, if they are using Unstoppable Madness, it's almost impossible to knock or stun them at all.

No offense, but I think you need to play a Barbarian more.

They die so easily because Knights don't play their primary role of being the charging group, so barbs do instead.

This person knows what they are talking about. =]
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Old 01-14-2008, 07:14 AM   #27
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Actually, curretntly unstoppable madness does not protect against cannot move spells.

But they are vulnerable in different ways; we can stay out of dmg more, but a barbarian needs to get in range of every weapon the enemy has to fight.
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Old 01-14-2008, 08:08 AM   #28
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Frenzy and Caution works in different ways.
Frenzy only protects for physical damage, which means weapons ( Knights, Barbarians) and arrows ( Hunters/Marksmen).

Knights Ao1 protects from Mages too.

Caution only adds up "some" armor points, about 400 on lvl 4, and to be honest I've not seen very much difference :P

Unstopable madness is indeed great, I use it a lot when charging, but it doesn't protect from Ivy, Beetle Swarm, Stunning Fist, etc.

On topic:
Marksmen or warlocks are the most effective class, for sure.
Hunters are the worst class in fort fights.
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Old 01-14-2008, 09:22 AM   #29
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Warlocks die about as fast as barbs when they're targetted...

Hopefully Wind Wall will give us more of a chance.
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Old 01-15-2008, 02:17 AM   #30
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Hmm, most effective class...

Well there have been plenty of posts about barbs, marksmen, warlocks and hunters being overpowered.

So i guess it would be one of these, if you believe what you read...
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