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General discussion Topics related to various aspects of Champions of Regnum |
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#1 | |
Banned
![]() ![]() ![]() Join Date: Dec 2007
Location: Poland
Posts: 489
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I agree with DB 100%. And note to you DB, i would rather try to grind your lock ASAP _before_ they introduce those changes instead of keeping him on noobish lvl.
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#2 |
Baron
![]() ![]() ![]() ![]() Join Date: May 2009
Posts: 747
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Not to mention when you're fighting an archer in sotw, sometimes the only way to survive is to cast soul keeper... on a mob! Just sayin'
Edit: Also, disagree with both of you on grinding. A setup based on mentals is too slow to kill, and requires too much attention to continue doing it for hours on end. Staff mastery and CCs are fine, but you need to be able to find good gear for it, and you're a lot less likely to survive encounters with realm enemies while you grind. I always used a pretty even balance between arcania, elements, and necromancy; Meteor, Crystal Blast, Lightning, Fireball, SK & Vamp (mostly at lvl 4, until I was high enough to take arcania to 19). It's not too difficult to manage the mana costs, you've got life drains, and your CDs are only 15-20 seconds. Not to mention if someone attacks you, and you do get a chance to fight back your setup isn't some crazy grinding-only BS, and you might be able to defend yourself. Last edited by VandaMan; 08-14-2010 at 08:03 AM. |
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#3 | |||
Banned
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Location: Poland
Posts: 489
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SK can be used to grind and to pvp. With SK not being able to cast on mobs, locks won't skill it for grinding, and they will be more vulnerable while grinding in WZ. Quote:
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#4 | |
Marquis
![]() Join Date: Sep 2007
Location: Australia
Posts: 2,439
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In theory, an elements/arcania setup without any defensive spells 2-shotting mobs would be the fastest, most efficient and most effective setup. In practice, it's not. You have 4 dmg spells with the ele/arcania setup: stalagmite, lightning, fireball and meteor, with crystal blast as backup. Standard rotation would be something like stalagmite/lightning -> meteor/fireball. What happens if just one of those spells is resisted? You're screwed. You'll be forced to cast SK (which you no longer can), and it'll take a chunk out of your effectiveness by having to use another dmg spell and wait for a cooldown. Arcane missile resisted? No problem, blaze and arcane missile again. This is my standard grinding rotation: meteor -> arcane missile -> blaze (takes a bit of practice to get a blaze without taking dmg) and stalagmite -> arcane missile -> blaze, crystal blast as backup. 3 spells per mob, and I've been able to grind nonstop pretty fast even if one mob resists 3 or 4 of my spells. When vampirism is off cooldown, replace arcane missile with it. Note that mental setup, with energy barrier is highly effective if someone tries to gank you - usually you'll have max mental, so that means TM, silence, will domain, beetle etc. which you put excess points in. |
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#5 |
Baron
![]() ![]() ![]() ![]() Join Date: Jun 2008
Location: Brazil
Posts: 622
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SK is not overpowered, its a spell that perfect match warlock. Most of warlocks spells are debuffs or capable of changing battle scenario.
Sk do a lot of damage is true but you can only have total damage of SK if you are almost half hp, its a risky spell. |
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#6 | |
Pledge
Join Date: Dec 2008
Location: Germany
Posts: 11
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Arjania - Arjanex - Arjanox Heaven - Ignis
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#7 | |
Banned
![]() ![]() ![]() Join Date: Dec 2007
Location: Poland
Posts: 489
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But we are talking about SK being castable on mobs or not. Locks need it, without it they will be highly nerfed grinding wise. But, maybe is it something that NGD wants, i can only ask then, to make sure that we will be able to cast SK on pets. |
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#8 | |
Marquis
![]() Join Date: Sep 2007
Location: Australia
Posts: 2,439
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But back to the topic, I agree, SK should be castable on hunter pets, otherwise there truly will be no way to counter SotW other than hide behind obstacles. |
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#9 |
Apprentice
![]() Join Date: Dec 2009
Location: Алсиус
Posts: 85
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Why this change is bad:
100 per tick is easily overhealed by enemy conju, 100 per tick will NOT save your life and shift some minor battles to your favor just by providing those 2-3 extra seconds you need to cast defensive buffs or kill the enemy that is endangering you the most. Having 100 per tick renders soulkeeper useless in wars imo, because friendly conju can heal you after 2-3 ticks and spell is lost. What, are you going to say "DONT HEAL GOT SK TICKIN KTXBYE"? What Soulkeeper is/was, if you haven't understood from the paragraph above, it's a LIFE SAVER, atm it's just wasted points. Don't expect to get that extra few seconds from SK when you'll need 'em, it's more of a chance that you will die by trying to hide/idle somewhere until sk ticks at least 7-8 times. |
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#10 |
Count
![]() ![]() ![]() ![]() ![]() Join Date: Jun 2007
Location: Philippines
Posts: 1,244
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Not to mention that it will be Dispelled on sight! Most support conjurers will be left will likely have 2 Dispels on high level after this update. Expect to see more Dispels.
A change to DOT isn't needed IMO. I do not see this spell causing trouble in the live servers.
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