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Old 07-13-2010, 07:55 AM   #1
Topogigio_BR
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Originally Posted by Toad_ View Post
They don't. They are supposed to be the SUPPORT class.
Warjures have an easy solution. Give possess the ability of capturing summons 3 or 5 lvls above lock lvl. So any lvl45 lock can have lvl50 summons, till warjures notice how sick to the game is a warjur.
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Old 07-13-2010, 08:11 AM   #2
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Here we go on conjurers(warjurers) again. Summons as they are are needed to grind. Conjurer without summon is sloow to grind. I know it i grind second or even third conju atm. Zark as it is now is not so big on HP - just jump on it and kill it. Then you can handle warju pretty well.

Real problem with conjurers / knight is that setups that are ment for their role are pretty unnefective and not so fun. So to have fun people are driven to knarb / warju setups. As conju perspective pre 1.0 we got plenty of great spells which made conjurer the heart of the battle. We got fast and cheap heals, effective mana aura(Mana Communion), ranged resist aura(Protection Dome), possibility to prebuff with regens, faster sanctuary etc etc etc. Conjurers was harder to kill and definatelly more more fun. Changes/nerfs that happened was provoked of intention to make warju setups less powerfull. This resuted even worse situation on conjurer setups and this drived even more people to the dark warju side. My conjurer is still fun, but to do so i spend all my gold and magna on trades to get good gear(mana, hp, cs items).

For me situation with knight is same. I do not blame people for playing this kind of setups. They are free to do so and have fun, but it is sad.
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Old 07-13-2010, 08:28 AM   #3
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Quote:
Originally Posted by ieti View Post
Here we go on conjurers(warjurers) again. Summons as they are are needed to grind. Conjurer without summon is sloow to grind. I know it i grind second or even third conju atm. Zark as it is now is not so big on HP - just jump on it and kill it. Then you can handle warju pretty well.

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Originally Posted by TheMessenger View Post
well to stop warjurs would be to stop conjs from grinding really but I always thought a conj should support ppl to lvl not go warju and grind faster than any class so I cant disagree

its just conjs would need to get more xp for it...maybe add an xp of "+supp" for supporting
....there really is no reason a conjurer should have a summon and the fact that the summon is oped makes it worse. You say the zark doesnt have alot of health but neither does a troll, but yet people complain about those saying they are oped. Its not the troll nor the hunter that is oped its the spells that can be used on the pet. While a zarkit/warju is just plain oped. How are you suppose to kill it (as a melee) if you cant reach it? (pricky, will domain, mind push etc.) or are out of mana (mana burn, SS, energy borrow) and how are you suppose to kill it as a ranged class if you cant attack? (will domain, mana burn, beetle swarm etc.)
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Old 07-13-2010, 08:41 AM   #4
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As for me i do not care for summons. I have my conju level 50 and my Ra conju level 38. Still second needs grind, but i can handle it. Real problem is that if you remove summons and nearly force conjurers to rely on others to gain XP this will kill that class. I'm already sick of situations when i get necro - amb before kill or some mob kill me by accident. In this situations a need to BEG someone to help me clean necro which i do not think is nice. Yes people help, but this situation is abusing for people that play this nice class. If you need to rely to others to gain XP this will be even more abusing and even more will extinct this class.

Another point see warjurers like Raxa - he do not use summon, but is more unplesant than 2/3 of warjurers. This guy have skills and use them right. So you will call for next wave of nerfs?
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Old 07-13-2010, 09:07 AM   #5
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Often i see that pets and summons are needed to grind, which is true atm, but still they create imbalance at war.

So it always ends in "don't nerf summon/pet" ... here an easy solution:

- divide summon/pet damages by 2 on characters
- keep same damage on mobs
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Old 07-13-2010, 09:25 AM   #6
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Quote:
Originally Posted by Zas_ View Post
- divide summon/pet damages by 2 on characters
- keep same damage on mobs
i like this

maybe the same for knights vs non-boss mobs
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Old 07-15-2010, 03:43 PM   #7
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Now there's a thread from NGD about the subject this thread was created for, I suggest you continue the discussion about upcoming balance changes there:
http://www.regnumonline.com.ar/forum...ad.php?t=63474
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