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General discussion Topics related to various aspects of Champions of Regnum |
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#1 |
Initiate
![]() ![]() Join Date: May 2010
Location: Location:
Posts: 126
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Why all comments complain about hunters. :s
About the new spell for hunters i really like it. In the evasion tree you said before in your stages chilko that mobility was decreased 10% movement speed which is 25% (lvl5) - 10% = 15% movement speed, but it appears to be 10% (lvl5) movement speed, is it a bug or something? |
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#2 | |
Master
![]() ![]() ![]() Join Date: Sep 2008
Location: Canada
Posts: 264
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Can anyone answer that question? (And if it is basically a second Sudden Strike, with a lower duration, it would seem then to be taking up a spot in the Scouting tree that could be used by something else).
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Bartle Test of Gamer Psychology Last edited by Gideon_Slack; 08-14-2010 at 12:55 AM. |
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#3 | |
Count
![]() ![]() ![]() ![]() ![]() Join Date: Jun 2007
Location: Jippy's Mom's House
Posts: 1,286
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Increasing damage % dont and decreasing protection are different. Sudden Strike is a shared skill; whereas the new death sentence is specific to the hunter. With SS my damage goes from 190 to 195 on a werewolf With DS my damage goes from 190 to 245 on a werewolf
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Compost (60 Hunter) Alsius Compoundious (Dead and gone...) |
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#4 | |
Master
![]() ![]() ![]() Join Date: Sep 2008
Location: Canada
Posts: 264
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I also don't know if Hunters need a subclass specific spell that does roughly the same thing as one in a shared tree. The duration of DS is 30 seconds at all levels. Even at level 1 the duration of SS is 20 seconds with the same -50% protection (while the DS buff scales from 5% to 20%). The SS debuff can also be used by any class, and is useful against targets on fort walls. Another objection I have is that the Scouting tree seems to be filling up with damage buffs which are more of the territory of Marksmen. (Death Sentence for example, was moved directly from the Aiming Mastery tree into Scouting). It just seems the Hunter is going further down the road into Marx-lite instead of a class based on stealth.
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Bartle Test of Gamer Psychology Last edited by Gideon_Slack; 08-14-2010 at 01:50 AM. Reason: corrected duartion of DS |
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#5 |
Apprentice
![]() Join Date: Oct 2009
Posts: 59
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I had 21% crit chance and shot low lvl mobs, I got 5 our of 60 crits so it was less than 10% :P and without pointshot I got more crits, so it feels funny.
hit chance seems to be way better than on horus against mobs, didn't see any players so I could not test how it works against them. I test crit stuff more tomorrow. ![]() |
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#6 |
Baron
![]() ![]() ![]() ![]() Join Date: Jul 2007
Location: In Nekoko's lap ;)
Posts: 768
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This is how I would list the classes in order of "mana issues":
1) Conjuror 2) Marksman 3) Barbarian 4) Warlock 5) Knight 6) Hunter The Conjuror clearly has the worst mana costs due to having to heal and synergy people. The Marksman is a close second since their only spammable attack costs 225 mana (as well as their normal hits). Although with Shield piercing being useful again after the update, that may change a bit. Kind regards.
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#7 | |
Marquis
![]() Join Date: Aug 2007
Location: Germany
Posts: 1,843
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Arcana is really nice but so expensive.. to remove 4k hp (on regular armor) with it you would need ~1500 mana.. |
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#8 |
Marquis
![]() Join Date: Sep 2007
Location: Australia
Posts: 2,439
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Mana for marksmen is an awkward system in general. They don't get a main 'nuke' (except shield pierce, which hunters also have) which they can spam without worrying about going oom on their second attack. But if they were able to just spam all their arrow mastery skills for 120 mana each, they would do a lot of dmg, especially for the new system. Then again, that dmg is going to be burstier because of cooldowns and not very easy to sustain, so I don't know whether it would be over-the-top or not.
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#9 |
Marquis
![]() Join Date: Aug 2007
Location: Germany
Posts: 1,843
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There might be another problem with SS or maybe with all -%protection spells:
IIRC when i tested it on the new knights defstance it dod NOT remove 50% of the knights full Armor points. It only removed 50% of the knights basic Armor points (without the bonus from additional +%ap spells). I dont think this is intended, so might be a bug. (IIRC it worked normally with evasive tactics before as removing 50% of the total AP including those from Armor point boost spells) |
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