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Old 01-08-2011, 11:23 AM   #81
Eli2
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Quote:
Originally Posted by Dome View Post
bla bla bla ...
I just crafted a nice reply,
but when i reread it,
i realized you do not make any sense.
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Old 01-08-2011, 08:02 PM   #82
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The main problem with warlocks is they can't use their powers. Marksmans can have too much range (35+20%+25%) so at the ranged battles only the marks have some role, warlocks can't do any reliable attack there. Sultar's terror can reach 35m(projection +15% range) but since all marks have their passive range bonus skill at least on lvl1, it's still "low range" spell. The meele battles are ruled by barbarians. So all the meele spells like: Master of Doom, Crystal Blast, Mind Push, Evendim's Fury etc. are used only few times.

There should be come the questions: Then why I am killed by warlocks many times, or why I see many spell throught the battles that casted by warlocks?
It's all about the defense, and defensive skills. Warlocks can only use their powers well when their group has more players than the enemy. e.g. 20vs15. In that fact the warlocks are protected by the allies, so they don't need any defense. At the moment marksmans have really good defense, even without the strategic position. Locks (who should be also a player with ranged attack) have nothing. Magic barrier means only +1000 points, soulkeeper can be casted only in 25m.

At the moment to resist a CC spell has a big role in Regnum. So every class will skilled to prevent the ambush, kick, feint, ivy, will domain etc. The barb who dosen't have UM, he will die fast. I see recently players only attack under SoTW. Locks do not have that advantage and that's why I think sometimes that locks are only to die.
Marks and barbs have big base attack, they can attack under dizzy as well. Locks are not able to do that. Marks have faster and more range CCs than the locks. And since the update marks and barbs have enough mana regeneration so locks don't have the mana advantage anymore. There is no reason to play lock anymore.

Conjus have a full socery tree, they are able to ress someone, and to heal of course. They can use the mental tree to attack so there don't need any warlock to cast e.g. a pricking ivy lvl5.
and since Sultar's terror was nerfed there is no reason to choose lock anymore.

Last time on horus I saw ~15 marks and ~1-2 lock in ignis army. Why was there that big difference? Because of the 2 RoL's? I don't think so.

Last edited by Balint; 01-08-2011 at 08:34 PM.
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Old 01-08-2011, 08:16 PM   #83
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Quote:
Originally Posted by doppelapfel View Post
your bow or freeze are always faster, no matter how much +cs the lock has.
Agreed on most, but bow=0.5 sec, meteor =2 sec, take of 60%, 0,8 sec, taken into account the scenario of a lock hugging a tree, the lock is the one that moves first, so unless your reaction time is 0,3 sec WITH the added time of the server sending the info of him moving, your bow/freeze will be slower.
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Old 01-09-2011, 09:24 PM   #84
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Quote:
Originally Posted by Gabburtjuh View Post
Agreed on most, but bow=0.5 sec, meteor =2 sec, take of 60%, 0,8 sec, taken into account the scenario of a lock hugging a tree, the lock is the one that moves first, so unless your reaction time is 0,3 sec WITH the added time of the server sending the info of him moving, your bow/freeze will be slower.
Just click the button for freeze/bow the whole time, you will definitly be faster. The only spell that a lock can cast faster is will domain, but only if he has more +cs boni on his gear.
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Old 01-10-2011, 08:08 AM   #85
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i have +18% cs gear atm, and i can tell a difference when i play without it. maybe it's the lag....nah, that never happens in RO :P
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Old 01-10-2011, 08:54 AM   #86
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Quote:
Originally Posted by Gabburtjuh View Post
Agreed on most, but bow=0.5 sec, meteor =2 sec, take of 60%, 0,8 sec, taken into account the scenario of a lock hugging a tree, the lock is the one that moves first, so unless your reaction time is 0,3 sec WITH the added time of the server sending the info of him moving, your bow/freeze will be slower.
1) most of marks have start to buy cs equip/gems.
seeing a marks with 12-15 cs gear is not so uncommon
2) even with max gears you can never reach a -60%
I.E.
1) meteor AT MAX casted in 0.90 with UBERGEAR
2) meteor casted in 0.94 with UBERCRAPGEAR (4+4 staff, 4 gloves)
*1)http://www.claninquisition.org/index...&submit=Update
*2)http://www.claninquisition.org/index...&submit=Update


reading a marks who's complaining about locks is the most embarrassing statemen't i've read from months
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Old 01-15-2011, 04:27 PM   #87
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Quote:
he difference is: you can still do a lot dmg when being dizzied, the lock not.
True true. But its true that I cant shot you at spot range, but you can run for cover when you spot me, making my ubermega so overpowered range a big lump of crap.

crying about cs has as much sense, as:

A. a thread where barbs ask for 1000 more dmg.
B. a thread where marx ask for 100 range.
C. a thread where knights ask for 1000 more armour points.
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Old 01-21-2011, 06:30 AM   #88
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All of the CS bonuses on items should be doubled imo..

It works as a cast SPEED increase, not a cast time decrease.
So, cast speed +100% would be casting time reduced by 50% and cast speed +300% would be casting time reduced by 75%. If the bonuses on items were doubled, it'd be fine and also the cap (21% on items.. anyone know if it's still there?) removed if it's not already.
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Old 01-21-2011, 04:55 PM   #89
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Quote:
Originally Posted by Balint View Post
The main problem with warlocks is they can't use their powers. Marksmans can have too much range (35+20%+25%) so at the ranged battles only the marks have some role, warlocks can't do any reliable attack there. Sultar's terror can reach 35m(projection +15% range) but since all marks have their passive range bonus skill at least on lvl1, it's still "low range" spell. The meele battles are ruled by barbarians. So all the meele spells like: Master of Doom, Crystal Blast, Mind Push, Evendim's Fury etc. are used only few times.

There should be come the questions: Then why I am killed by warlocks many times, or why I see many spell throught the battles that casted by warlocks?
It's all about the defense, and defensive skills. Warlocks can only use their powers well when their group has more players than the enemy. e.g. 20vs15. In that fact the warlocks are protected by the allies, so they don't need any defense. At the moment marksmans have really good defense, even without the strategic position. Locks (who should be also a player with ranged attack) have nothing. Magic barrier means only +1000 points, soulkeeper can be casted only in 25m.

At the moment to resist a CC spell has a big role in Regnum. So every class will skilled to prevent the ambush, kick, feint, ivy, will domain etc. The barb who dosen't have UM, he will die fast. I see recently players only attack under SoTW. Locks do not have that advantage and that's why I think sometimes that locks are only to die.
Marks and barbs have big base attack, they can attack under dizzy as well. Locks are not able to do that. Marks have faster and more range CCs than the locks. And since the update marks and barbs have enough mana regeneration so locks don't have the mana advantage anymore. There is no reason to play lock anymore.

Conjus have a full socery tree, they are able to ress someone, and to heal of course. They can use the mental tree to attack so there don't need any warlock to cast e.g. a pricking ivy lvl5.
and since Sultar's terror was nerfed there is no reason to choose lock anymore.

Last time on horus I saw ~15 marks and ~1-2 lock in ignis army. Why was there that big difference? Because of the 2 RoL's? I don't think so.
First of all Sultars rarely does any damage that is game changing in combat, but that doesn't mean it isn't a useful spell. The knock can still be brutal. Second, there are many good area spells beside Sultars. Twister, Frozen Storm, Fireball, Summon Lightning. MoD is one of the best spells in the game. Evendims is good but no body has it since SM tree sucks. Warjurers don't have area spells available other than Evendims. As such, they function more like archers by zapping with their staffs 1v1. I do think it would be interesting to play a "support warjurer", with heals, res, some SM, and mentals.

I play 3 classes: Lock (50), Conj (47), and Knight (45). I have to say that the lock dies more than any other class by far. My conj almost never dies (and I play up front a lot). My knight dies if I stupidly charge a zerg but is otherwise pretty safe.

With all that, my lock gets about 10k rps a month. It is true that if there are large numbers of archers it makes Warlock's life very hard. Otherwise it is a playable and fun class, albeit with many frustrations and problems.

One other thing, the mana replenishment rate for warriors does not make mage class pointless. Warriors don't regenerate fast unless resting, or at least out of combat mode. In combat mode, they regen very slowly. In a typical battle it is very easy to run out of mana and resting is not an option. Warriors don't have Amb Sac either which every mage carries at least at lvl 4.

Last edited by Geev; 01-21-2011 at 05:05 PM.
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Old 01-21-2011, 06:58 PM   #90
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A somewhat similar scenario exists with attack speed. When I will be able to get my hands on a RoL in February I will do more tests, but I am almost certain in my current speculations.

Anyway, it is funny to see people fumbling around trying to buy MAX gear (usually trading all their money and valuable items in the process) just to get more CS/AS.

If you have +10% CS and +20% CS the difference is honestly going to be small between the two. Even if you have pauldrons with +3% or something you are already getting the main boost. Adding another +7% to that makes MINIMAL changes.

tl;dr

Cast Speed and Attack Speed now mainly determine who is the first to make a hit.
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