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Old 08-15-2009, 05:35 PM   #41
Warlord07
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Barbarian isnt that bad i have fun with it but it is hard that you die very quickly as a barb but you have alot of power. Some people may hate barb and some people may love barbs. Barbs are the best class to me.

Rios
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Old 08-15-2009, 07:46 PM   #42
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Quote:
Originally Posted by Klutu View Post
This is just a look at Regnum from a Warriors Point of View.

Grinding

From lvl 1 to 50 it's a slow hell having to deal with mobs that deal moves that lower stats damage over time stun knock you. while Range characters are able to kill the mob before it comes anywhere near the Ranged Character.

Having to Rest as a warrior just makes things longer and more stressful
Mages/Archers may take some damage but not enough to be near death and required to rest any resting they do is just to refil there mana supply.

Grinding should be very easy for warriors for lvl 37 + since your area attacks have a rather short cooldown.
Just make a party of 2 or more warriors
1) the first warriors will run in a large circle about 30m from a center point gathering all monsters.
2) the second warrior will stand as a midpoint and once all are gathered will launch an area attack to pull all monsters off the first warriors.
3) then the first warrior will return with his area and all monsters will die... this should be about 2000-5000 xp every 60 seconds

What's the problem?


War

this is just Horrible most days fighting nothing but range vs range while the Warriors cast Onslaught/Owth's or basicly stand around and look tough.

the current state of Warriors is Pathetic imo being outnumbered by range constantly and he who casts the First Terror wins as always.

If conjurers have divine intervention level 5 and cast it on the warriors + barrier skills, you should have no problem running head first into battle with a few other warriors. The chaos you cause will give your realm full advantage in battle. I see so many conjurers and warriors sitting back waiting for terror before they attack, when they have all the power to make the first move without terror. People do not understand the power of combining class skills. Perhaps because they do not understand the other classes around them well enough to think about how to put the puzzle together. So here is is for those who don't know

In War!!
1)Conjurers cast divine intervention on knights
2)Knights cast army of one and rush the enemy with spring (aim for mages)
3)Barbs follow behind them after a few seconds to avoid the terror splash effect that will not harm the knights
4)all other allies advance and use areas to destroy the enemy in their panic
5)conjurers then can turn on mana pylon and area heals to refresh the life force of all the attacking members.


it is that simple....

Warriors can do it all if they are surrounded by good support.
Warriors can do nothing if the person playing them does not know how to request what they need to be effective.

.................................................. .................................................. ...

While this is a issue that cannot easily be fixed over night there are some things to make things more Impressive for Warriors.

Fix of the Spell list add some useful features of speed more defence (nothing insane)

that class based bonuses NGD talked about a while back.
this would be the best time to do something like that since you signed a new Marketing Deal with Wildtanget 50% exp for warriors or more even.

Future nerfs that can help improve warriors.

Staff Mastery! ( i dont even need to explain myself on this)

Sultar Terror ( im sorry but when a class can knock down anything ina 30 range area it becomes a problem and since chaining sultars resets the knockdown timer i basicly spend more time on my back then a cheap Hooker)

anyone have anything else to add to this please do so.
added to it... I hope it helps... comments in blue.
Use my methods and your warriors will become guided missles with their own deadly area effects...
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Old 08-15-2009, 09:09 PM   #43
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Quote:
Originally Posted by DemonMonger View Post
added to it... I hope it helps... comments in blue.
Use my methods and your warriors will become guided missles with their own deadly area effects...
Very, very frequently warrior's areas get canceled by CC spells by both mobs and enemies. Long casting times, mana cost and long cooldowns do not make them a viable means of grinding. Occaisionally they are fun to do to break the monotony of grinding but quite often you get Golem's Fist/Aquantis Thrust/Pounce/etc. in mid-cast thus interrupting it.

I primarily use Expansive Wave 5 as it has 1.5 second casting time instead of 2.5 and I still die/get-knocked before it goes off, more often than not (and that's with a deafening roar to set up the bunch of enemies before using Expansive Wave; still it's not quite enough).

Please grind a warrior to 50, unboosted, then play in WZ to get a clearer picture of our concerns.
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Old 08-15-2009, 09:56 PM   #44
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Quote:
Originally Posted by DemonMonger View Post
\....
yes it all sounds on paper but in reality it doesn't work.

Area grinding can be nice if u have a conj and such but most good spawn areas for mobs have Aquantis Lions/sabretooths trolls and such and all there spells can cancel or get you killed easily.

and for the conj/barb duo normally will fail pretty fast. when theres 5 marks fireing at 1 barb u get eaten alive pretty fast.

like NGD said Warriors are supose to be the large part of the army but its the other way around Archers/Locks/Warjurs are the main part of the army.
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Old 08-16-2009, 12:10 AM   #45
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Quote:
Originally Posted by DemonMonger View Post
If conjurers have divine intervention level 5 and cast it on the warriors + barrier skills, you should have no problem running head first into battle with a few other warriors. The chaos you cause will give your realm full advantage in battle. I see so many conjurers and warriors sitting back waiting for terror before they attack, when they have all the power to make the first move without terror. People do not understand the power of combining class skills. Perhaps because they do not understand the other classes around them well enough to think about how to put the puzzle together. So here is is for those who don't know
Conjurers can't afford to cast divine intervention 5 on warriors. It's as simple as that. If you're using DI again as soon as it cools down, you can keep only 2 people under DI full-time. Naturally your first concern will be keeping a fellow conjurer DIed, to avoid confuse (since confuse is insta-death for a support conj). The second DI could possibly be given to a warrior, however I (and I suspect most conjurers) would prefer to cast it on a warlock, to help keep their areas from being cancelled.

While it would be helpful to give divine intervention to knights, they're armored enough that an ambush or will domain isn't going to break them. For barbs I really think divine intervention isn't needed, since they have madness, which in reality prevents more CC effects than DI does, since DI only stops non-damaging powers.

Quote:
Originally Posted by DemonMonger View Post
3)Barbs follow behind them after a few seconds to avoid the terror splash effect that will not harm the knights

Sorry... why wouldn't a sultar's terror harm the knights? Sure, it's not going to kill them, but knocking them down will pretty much leave the barbs following them rushing in all by themselves.
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Old 08-16-2009, 03:56 AM   #46
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The main problem with grinding like that is actually:

You sit around for ten minutes waiting for the mobs to respawn.

I've long been at the conclusion that DemonMonger's opinions on anything except how to pwnz as a hunter or where there are programming errors in the game are completely worthless.
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Old 08-16-2009, 01:10 PM   #47
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I have 4520 hp, and i still have problems to kill a challenging moob.

This is amazing, and being a non-range class, i have to stay there getting hits, if i wanna kill the moob...

[img=http://img522.imageshack.us/img522/6093/screenshot2009081613484.jpg]


Just one more problem for a warrior class!

Edit: I still wounder who is the knight... Gripho or me????
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Old 08-16-2009, 02:53 PM   #48
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Quote:
Originally Posted by Kyrottimus View Post
...
seen you play kyro, of course you die fast if you charge alone against an army of 20 people, get your friends with ya
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Old 08-16-2009, 05:43 PM   #49
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Originally Posted by Angelwinged_Devil View Post
seen you play kyro, of course you die fast if you charge alone against an army of 20 people, get your friends with ya
That's just the problem, I usually charge like that when I'm out of options and have very few with me

Yes, it's usually with UM on but again it doesn't seem quite up to snuff sometimes.

It is my hopes to "tie up the enemy" long enough until help arrives, get them to waste mana on attacking me or even lure them away from the fort or get a roar in to try to set up a sultar (which still boggles my mind how infrequently our locks capitalize on a 7-second stun, from roar, on 80%+ of a large group of enemies; this is why I myself am lookin' into a warlock!)


But more often than not, I make crazy suicide-area rushes to try to break the habit of our side constantly engaging in ranged vs. ranged skirmishing at the fort when the opposing force has 2:1 or 3:1 in their favor and plenty of conjs to keep them alive or res the dead on the spot.
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Old 08-16-2009, 07:20 PM   #50
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Quote:
Originally Posted by Kyrottimus View Post
...
you need to grab your fellow warrior goats by the balls and make em' go with you
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