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Old 11-01-2010, 09:45 AM   #41
Mikan
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Quote:
Originally Posted by Catelyn View Post
dots are less effective
I stopped reading here.

Damage over time (DOT) spells currently rule Regnum, and it's not uncommon to take 1000-1500 damage from a single DOT spell, let alone when a Warlock stacks 2-3 on you at once (and they have alot more than that). You may not like playing this way, but it is far from "less effective", you could probably kill anyone with three DOTs alone at the moment.

I'm sorry, but before the update Warlocks with cast speed gear were nearly impossible to beat without a group. I regularly watched a single Warlock kill 4-5 people just by casting Sultar, then chaining damage and CC spells on each of them, maybe with some staff mastery thrown in (Fuerst, etc). Now they are more balanced, but still a bit over the top.

The thing is, everyone is going to whine that their class is useless now, even though none of them are. Hunters can still kick ass, most just refuse to learn the new ways and sit and whine about how they lost all their damage. Marksmen have literally become gods of a battlefield now, but you still see them whining occasionally. Barbarians have damage unlike ever before (in comparison to others), yet they still whine that they can't live long enough. It's the circle of life in this game.

You just have to adjust and accept that maybe the balance update has made facing your class more fair to others. This game isn't about winning, it's about maybe winning if you play really good and the other guy doesn't, or more often, just getting lucky from all the randomness. If you find yourself winning more often than not, something is clearly wrong. You should lose at least half of your fights even if you are a skilled player, because ultimately you will come up against other skilled players too.

Kind regards.
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Old 11-01-2010, 10:07 AM   #42
Catelyn
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in big groups, I feel kinda useless, dots are less effective, we can't hit dmg fast enough, mana drain spells are not feared anymor and we are hit by archers before we can even be in range.
You should have read all the sentence
In a pvp or a 2 vs 2 fights, dots can be deadly, but while taking or defending a fort, it's not the case. Knights have spells to protect their allies, conj usually use dispell ( it's easy to get now), archers reduce a lot of dot, and they have retal to avoid it, and you can simply run back or hide in fort.
One or 2 dot spells won't kill anyone, and I don't have time to cast those actually, since update many plays their archers ( and I do too), it's hard to come near a fort or to stay on wall when you are being targeted a lot (easier to target mages ).

Before update, most locks couldn't kill Enio and some other good marks, had no chance vs hunters with camo and confuse, glulose knew how to kill a warlock, warju like gondu were op and scias had silence 5 and summon sometimes, only knights were left out.
So you could kill a lock without a group, even if they had advantage, sorry.

I don't really agree with you, some players are too skilled or have great items, and I can't compete. And those players don't often loose in pvp.

But you don't understand,I'm not complaining about it, it's just a fact. It's just frustrating to play a lock in fort wars now, too much range for mages. There is still some things to fix for balance, but it doesn't really matter for me, I have 4 different classes to play and I enjoy it anyway.
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Old 11-01-2010, 01:36 PM   #43
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Quote:
Originally Posted by Catelyn View Post
You should have read all the sentence
In a pvp or a 2 vs 2 fights, dots can be deadly, but while taking or defending a fort, it's not the case. Knights have spells to protect their allies, conj usually use dispell ( it's easy to get now), archers reduce a lot of dot, and they have retal to avoid it, and you can simply run back or hide in fort.
One or 2 dot spells won't kill anyone, and I don't have time to cast those actually, since update many plays their archers ( and I do too), it's hard to come near a fort or to stay on wall when you are being targeted a lot (easier to target mages ).

Before update, most locks couldn't kill Enio and some other good marks, had no chance vs hunters with camo and confuse, glulose knew how to kill a warlock, warju like gondu were op and scias had silence 5 and summon sometimes, only knights were left out.
So you could kill a lock without a group, even if they had advantage, sorry.

I don't really agree with you, some players are too skilled or have great items, and I can't compete. And those players don't often loose in pvp.

But you don't understand,I'm not complaining about it, it's just a fact. It's just frustrating to play a lock in fort wars now, too much range for mages. There is still some things to fix for balance, but it doesn't really matter for me, I have 4 different classes to play and I enjoy it anyway.
I am pretty much confused at your argument here why Locks are too frystrating to play in fort wars. Half of what you say makes them ineffective vs others (ie knights protection, dispell) only works for those who you are attacking? You also don't have his advantage from your allies? A knight aura to get you close enough to range to cast? A dispell to get rid of BoW? Even wind wall to reduce archer damage while trying to get in ranged for what little it does..
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Old 11-01-2010, 03:41 PM   #44
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Quote:
Originally Posted by Catelyn View Post
Before update, we had many spells we could cast fast, and chain crowd control spells easily.
Well, it's not that easy. I mean we needed to time it right anyway. As someone said here, it's easy to learn but difficult to master.
We used to say, when 2 warlocks fight, it's the one's who cast meteor first that wins. But only a few could give you no chance of responding, being under cc effect all the time. That's was one of the things I like most about this class, total control of situation, but it was hard to get. When fighting surfacing, hepha, tsuko, or rhanya the result was death in a few moments. But most warlocks didn't master their class.

But this could be applied to all classes, except knight. It was difficult to fight glulose, enio, gondu, scias, jesus, rulez,immune and many more. Eventhough we had advantage over others (sultar free out of death card)

Now, warlocks can still own in a one on one fight, but gcd is a pain in some situations. Fights take longer, so we need to time our spells precisely, but even while doing so, we can't cast much damage spells between cc.
Will domain is 6 sec on lvl 3 for example. with 2sec gcd, so 4 sec remaining to cast spells. one dmg spell+ gcd for 2 secs, that means 2 dmg spells before the knock down effect is gone. That if u didn't move to get away from a warrior, or cast some debuff (darkness) to avoid sotw for example.
Im sorry, but the chain spells someone mentionned doesn't work, unless the enemy stand waving at you.

Gcd was a good idea, but gcd+nerf of cast speed was too much. Many are happy with the way it goes, but eventhough they can be difficult to defeat in one on one fights, in big groups, I feel kinda useless, dots are less effective, we can't hit dmg fast enough, mana drain spells are not feared anymor and we are hit by archers before we can even be in range.
Good geared ignis locks needed exactly half of the time a lock without cs items needed to cast his spells, dont tell me this was balanced, it was like the marksmen doing twice the dmg of others because they have a dragonamu, great bow and bossrings.
Im having a lot fun playing my lock, i can still beat everyone in pvp beside some of the best barbarians and skilled marks with ubergear (fortunately on niflheim marks only have one - skill or equipment lol). In rvr my lock is also more fun than my other chars, i can deal a great dmg, cc many enemies at the same time or help my allies with dispel.
There is no need to recreate the imbalance by cs gear, its fine as it is, most other classes still need changes but locks are mostly fine.
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Old 11-01-2010, 03:59 PM   #45
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Quote:
Originally Posted by Catelyn View Post
dots are less effective,
what was a good post was ruined by this statement, Dots are more effective now than ever
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Old 11-01-2010, 06:35 PM   #46
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Quote:
Originally Posted by doppelapfel View Post
Good geared ignis locks needed exactly half of the time a lock without cs items needed to cast his spells
Why would a lock play without CS items? Even more importantly, how does a "good geared" ignis lock have more CS than any other lock with good gear? Light Tunic != Good Gear.

Quote:
Originally Posted by doppelapfel View Post
i can still beat everyone in pvp beside some of the best barbarians and skilled marks with ubergear (fortunately on niflheim marks only have one - skill or equipment lol). In rvr my lock is also more fun than my other chars, i can deal a great dmg, cc many enemies at the same time or help my allies with dispel.
You must be PvPing some pretty terrible players. A marks that can't kill you during 26 seconds (I think?) of burst of wind and son of the wind just fails, and that's without even considering his other ways of disabling you (winter stroke, ambush, distracting shot, stunning fist). It's understandable that you can beat most barbs, but only if you've skilled for PvP against them (Slow 5 or something stupid) instead of a setup that is more general.

In RvR lock can still be fun, but when the enemy has several marksman you will never get close enough to cast a spell without simply zerging the enemy. There's no half-way point, either you can do nothing or you overrun them with numbers.

Quote:
Originally Posted by Inkster View Post
what was a good post was ruined by this statement, Dots are more effective now than ever
DoTs are certainly more effective, but I think the point was that in an RvR situation they're often retaliated by archers (which I believe is a bug) or are dispelled by knights and conjus. Dispel is very easy to get in a conj setup now, due to the move of mana communion to the mana control tree.
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Old 11-01-2010, 06:41 PM   #47
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If the lock casts darkness on the target before the dot spell, it makes life difficult for them
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Old 11-01-2010, 06:47 PM   #48
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Quote:
Originally Posted by Inkster View Post
If the lock casts darkness on the target before the dot spell, it makes life difficult for them
I don't know anyone dumb enough to stand there and let me load them up with DoTs (which are generally only 25 range) after I've darknessed them. With slower cast times, and longer global cooldowns, it's very difficult to darkness someone and still get off your DoTs.
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Old 11-01-2010, 06:54 PM   #49
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ivy + darkness + dots
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Old 11-01-2010, 07:08 PM   #50
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at the risk of derailing this thread... how often do you get close enough and have the time to cast ivy, followed by darkness, followed by 3 DoTs without getting knocked, dizzied, frozen, stunned, or just plain killed? That only happens when you're already zerging your enemies anyway... I feel like I said that before

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There's no half-way point, either you can do nothing or you overrun them with numbers..
Yup...
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