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Old 08-11-2014, 04:35 PM   #141
rossi
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They made game faster with this update, reducing ccs, making some spells instant and deleting freezes that 'stop' game. They dont want some long shit that you can use to run away or think on what to do, skilled people will make the difference now.

Seems you want an stalker that you can use to move from cs to fort, battles are at forts or bridges, which 15 secs its enough to make an surprise attack appearing in the middle of their group and casting areas. Or open field battles, that if youre far away from enemies you could use stalker to choose from which side you want to attack them without them know.

As skit said, you are just a coward or a faggot who wants an escape spell or one with gate-noble hide uses. Learn to play sir.
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Old 08-11-2014, 04:36 PM   #142
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Originally Posted by Irsh View Post
Yes, it's very possible and a cool thing is you can camo out and go into instant stalker (due to instant cast). This means, when you find your allies take a beating, you run to them in camo and just cast instant stalker and they will literally be taken out of heat.

But you are right, all people do is judge this one spell with concept of that one thing, noble. Everything about this spell is just about passing gate and going and sitting at noble.

People have cried for years hunters are useless in fort wars, now NGD has suddenly turned the tide with this one amazing spell and quite effectively it can make or break a battle and they still seem to fail to see how much of a blast it is going to be, in all kinds of situations and not just fort wars, and loads of fun. (Not even going to comment how people fear dying/suicide in a game)
not real because me and my clan use it alot in fight and ambush on bridges and even in fort wars .... and about nobles ... well I am WM so don't know why I wold need it for noble only because I real don't need one ........ but fact still stay 15 s duration is still to low 30 s is minimum that need to be

Last edited by Doom-Elf; 08-11-2014 at 04:57 PM.
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Old 08-11-2014, 04:41 PM   #143
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Is it really hard to make an idea of you can use it?

'Hey guyz buff up stalker in 10 secs lets kill their conj on their back gogogo' (being next to fort with enemies at door and your allies on a corner that they dont see). Thats just the common example.

And yea, it is kinda op, you can even use it as a savior skill, for example casting stalker next to ally whos being attacked by barb.
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Old 08-11-2014, 04:46 PM   #144
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Lets see, past enough weeks afterer the release so ppl can have a better judgement about the subject, how many times and how many people will skill stalker. If it is so stunningly decisive and useful, naturally it will be used alot. I dont think any1 here actualy knows how this is gonna be,

best,
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Old 08-11-2014, 04:52 PM   #145
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Originally Posted by errei View Post
Lets see, past enough weeks afterer the release so ppl can have a better judgement about the subject, how many times and how many people will skill stalker. If it is so stunningly decisive and useful, naturally it will be used alot. I dont think any1 here actualy knows how this is gonna be,

best,
Well, yea i might have made it sound easier than it is. Coordinating such things will probably require mumble/ts3, but that's not really a bad thing imo. In most MMOs it is already a must have, to be really good.
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Old 08-11-2014, 04:59 PM   #146
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Well, yea i might have made it sound easier than it is. Coordinating such things will probably require mumble/ts3, but that's not really a bad thing imo. In most MMOs it is already a must have, to be really good.
I don't think even that is needed (though it's not bad if you could manage that level of co-ordination). All it needs is getting used to, similar to dispel, whenever people are low on hp, knocked, immobilized, stunned etc etc, they should (expect and) get used to seeing a stalker icon in their buff lineup and then the natural instinct will kick in to know what just happened with visual clues of stalker.
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Old 08-11-2014, 05:07 PM   #147
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Question

Currently, locks have little chance to escape & survive in RvR if a set of Sprint-ing &/or Onslaught-ing &/or HotW-ing enemy UM-ing & DI-ed barbs/warriors charges them from around 20m or less.

This 'update' ubernerfs the %-effects of both Mind push & Slow, but does not nerf Sprint or Onslaught or HotW in any way at all. Most likely result? Well...

If these specific spells go live as is, then locks have little chance to escape & survive in RvR if a set of Sprint-ing &/or Onslaught-ing &/or HotW-ing enemy UM-ing barbs/warriors charges them from around 20m or less, even if these warriors have NOT been buffed with DI.

Has anyone seriously tested this hypothesis several times on Amun yet? What are the usual results of these tests if so? I'm both curious & concerned. Am I entirely correct, somewhat correct, or just dead-wrong here? Opinions?

<---(One of those poor warlocks? Or not?)
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Old 08-11-2014, 05:10 PM   #148
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Originally Posted by Lebeau View Post
Currently, locks have little chance to escape & survive in RvR if a set of Sprint-ing &/or Onslaught-ing &/or HotW-ing enemy UM-ing & DI-ed barbs/warriors charges them from around 20m or less.

This 'update' ubernerfs the %-effects of both Mind push & Slow, but does not nerf Sprint or Onslaught or HotW in any way at all. Most likely result? Well...

If these specific spells go live as is, then locks have little chance to escape & survive in RvR if a set of Sprint-ing &/or Onslaught-ing &/or HotW-ing enemy UM-ing barbs/warriors charges them from around 20m or less, even if these warriors have NOT been buffed with DI.

Has anyone seriously tested this hypothesis several times on Amun yet? What are the usual results of these tests if so? I'm both curious & concerned. Am I entirely correct, somewhat correct, or just dead-wrong here? Opinions?

<---(One of those poor warlocks? Or not?)
You talk about RvR situation, why is only one side allowed to have HotW and Ons makes me wonder. You set teamwork as a requirement to catch locks, yet you don't consider teamwork for the locks to survive.
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Old 08-11-2014, 05:23 PM   #149
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Quote:
Originally Posted by Hayir View Post
You talk about RvR situation, why is only one side allowed to have HotW and Ons makes me wonder. You set teamwork as a requirement to catch locks, yet you don't consider teamwork for the locks to survive.
Well, it actually is a likely enough & common scenario. Those locks' warrior-allies will be trying to do the exact same thing to the enemy's mages, so therefore, they often won't be close enough to cast Sprint or Onslaught buffs of their own on those locks in time to help the various mid-range classes (mages & sb archers) that are hanging as far back as they can, yet still staying in range of the front lines (around 20m).

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Old 08-11-2014, 05:30 PM   #150
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Quote:
Originally Posted by Lebeau View Post
Well, it actually is a likely enough & common scenario. Those locks' warrior-allies will be trying to do the exact same thing to the enemy's mages, so therefore, they often won't be close enough to cast Sprint or Onslaught buffs of their own in time to help these mid-range classes (mages/sb hunters) that are hanging as far back as they can, yet still staying in range of the front lines (around 20m).

In all those years of playing i have yet to see that a war group is literally splitted into ranged and melee like you say with no option at all to give the ranged onslaught. Also Hunters are ranged and by your scenario mages will still get HotW which is enough to kite from that distance.
You act like 2 war groups run into each other, all warriors passing and ignoring each other rushing straight for the locks, don't think i ever saw that happening.

A good Knight afterall should realize early enough if the mages especially conjus are in danger and support them. That's called teamwork instead of mindless rushing.

I don't know what you as a knight do, but i for sure tried to support the mages as much as possible and give them onslaught and cc the enemy whenever possible.
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