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Old 08-29-2009, 06:30 PM   #11
veluchami
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Quote:
Originally Posted by Umaril View Post
I was perfectly happy with my Barb, I had spent 100's of hours grinding it and was happy to have done so because I enjoyed the end product, now however I have lost my 2 imob spells (Ribs/Balestra) And a large chunck of my speed (onsl) and at the same time archer have become neigh impossible to catch if they play even half decently.

If the "team role" of a Barb is now breaking gates and launching area attacks (mostly at gates...) or otherwise standing around for 90% of the fight because even trying to get in range to hit something is near certain death, then I feal cheated, as that is not the class I leveled.
Ideally speaking, If things go as NGD envisioned, you dont have to chase the archer. Your archer/lock team mates would do that for you. Besides the place of the warrior is at the gate.. defending it or breaking it. I dont see where the chasing part comes. except when trying to help a clanmate kill a hunter who camps his grinding place, in which case, another high lvl hunter is supposed to help him. Barbs used to fill the role of hunter killer, now NGD put a full stop to that.
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Old 08-29-2009, 06:38 PM   #12
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Originally Posted by woden View Post
I maybe been miss understud in some point!

Imo 2 hand mastery is useless as it is... and i tell you why...

Thirst for blood is THE best skill for a Barbarian. <--- Agree, although i use it at lvl 1 cause i dont skill this tree to max

Deafening Roar, stunn another army for up to 15 sec. <---- so does Howl for just more 50 of mana, u dont use points in another skill tree

No, Howl is dizzy, Deafening is stunn.
With a Deafening Roar you can stunn your enemies (stars above their heads) and pick one target to attack and maybe succeed killing him before the others can do anything again.

Since it's only 0.5 sec casting time it can also be used to catch enemies on range ~6.

Expansive Wave, cause past 1.5k damage with low casting time in an arc area. <--- useless due to time of cast and mana wasted, and only got that kind of damage at (5)

This is where Deafening Roar comes into place again.
Surprise your enemies, cast Deafening Roar on them.
If it is succesfull you start casting Expansive Wave and you will hit everyone.

Rage of the earth, knock down a group of people for up to 10 seconds. <--- so does lightning strike, u dont use points in another skill tree

Lightning Strike does not provide knockdown anymore, you'll have to level Slashing to lvl 19 in order to do that now (Typhoon).

Whirlwind, the best DoT in the game, also AoE. <--- i recon thats a good DoT, but to much casting time, can easely be canceled, or worst, in a fort war, you can die before you get it active!

When enemy aproach you, stand behind a tree, cast whirlwind and wait until they go around the tree.
When they do they will affected by the DoT, you can stunn them with Deafening Roar and optimally launch an Expansive Wave in their faces.
That will be a total of 3k damage over time on all targets assuming they are unbuffed, and then we don't even consider normal hits or other skills.

You can also start casting it at a fort gate, exit the fort (yes it will not cancel whirlwind), cast Deafening Roar or Rage of the earth and follow up with normal hits and Expansive Wave.
You will kill many.

Destabilize, cause 100% weapon damage instantly with only 65 mana cost.
Spirtual Blow...
<--- Agree with this spells, but the casting time (again), by my experience, when i active the power, the enemie is far away from me, no effect on enemies, unless i knock him down, that means that i must skill tactics to max to!

In 1.0.7 Spirtual Blow changed to being instant cast.
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Old 08-29-2009, 06:38 PM   #13
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Quote:
Originally Posted by niclam View Post
We usually read and answer from time to time (it only takes a couple of searches to prove that).
...we are paying attention and I can't answer right now what the solution might be because we are working on it (last update had a big improvement towards that) but yes, we want to improve on our warriors take in Regnum Online. This of course means that the idea is to have fun with each and every class. This might take a while but we will get there.
Tks for the answer niclam... i dont expect you guys to do what i want, neither to do it tomorrow. I just was claiming some attencion for a game issue, that you could pay some attencion as well...

Your answer, said all i "demanded" as i underlined it. If you are aware of the "problem", and you are trying to resolve it, then, i can only wait for the day

Tks again for your answer!
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Old 08-29-2009, 06:54 PM   #14
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Znurre... i totally understand what you say. I only wish you could join alsius in horus. Its a completly diferent game from what you play in ra... wanna see something strange... One of these nights, while fighting a fort war, one of our "conjurers" was screaming for heal!!! This is something never seen!
Some of our conjurers play as "warjurers". Thats fine by me, but warriors get out of suport!

By what niclam said, NGD have an eye on warriors, so, things will be made. Lets wait for it!

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Old 08-29-2009, 09:01 PM   #15
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Just went and played Faith at Herb a bit, MY GOD ... Its so frustrating that I ended up just hanging around CS rather than die over and over and over...

For every hit I could land Id take about 10,

Just ended up in realm with the rest of the Syrtis warrior population talking about how hard the class blows now... then arguing with some others about just how hard the class blows...

Restore 100% damage to Ribs/Balestra on all levels,
Restore Caution to Dur = CD and add 10% at all levels
Restore Onsl to 30 seconds (10 seconds on 5 gets you half way over pp)
Increase the duration of Spring to 30 seconds
Slow strafe speed,
Decrease ranged class attack arc

The problem with the "Spells should have points to be usefull" rule is that warriors DO NOT have enough points to get all the spells we need to be usefull, and if we make a setup specially to get the spells we need to live long enough to get near anyone then we dont have the damage to kill them once we are there.

Making warriors "more dynamic" with less cast time, then in the same update making archers un-catchable, even when they are shooting at you at the same time... Is there not a balance team ment to be checking this crap, if so how the hell did they miss that one?

Everything that needs saying on warriors has been said in 100 threads and people have quit the class or even the game over the state of warriors, If theres not a real overhaul of the warrior class soon then I cant see there being any left (Hell Ive seen about 3 leveling warriors over 30 since I started my marks...)

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Old 08-29-2009, 09:04 PM   #16
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I dont deal with chances if i can avoid it. I love deafening roar, beast attack, TFB, Expansive wave. 2H is a must have tree, but as i said, i dont like chances, 70% at level 5 is ok (RoTE), but the damage is a bit rough. Personal preference i suppose.

As far as whirlwind goes, 65 is my top damage for an UNBUFFED warrior (650 damage), throw in buffs and such and its half of that or less. Its nice for ticking down Mana Pylon and Energy Barrier and stuff, but as a whole, i find it is too specialized to be a skill i use all the time.

Thanks Niclam for the response, it is nice to know directly, 'in person', at least from time to time that you are keeping an eye on things and listening now and then (not meant as insult at all). It is very reassuring to us when you post here and let us know that you hear our concerns.
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Old 08-29-2009, 09:13 PM   #17
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Quote:
Originally Posted by Umaril View Post
Earlier when you had all our forts and we had just taken back the castle (after ignis kicked you out ) i thought, well ill park my lock at imp and go to Aggers on my barb so i can have a good character at imp on short notice.....I died about 6 times and i think made one hit. Ragequit.

As for your skill suggestions, yes to all of them. Strafe should = backpedal speed, MAYBE slightly more, but certainly NOT run speed. Firing arc being lowered would at least let us gain a little bit when they have to pause to fire since they would have to turn a bit more.

I have seen (since starting a hunter :/) 4 pt warriors, 6 pr archers, 4 pt mages) going to birka (level 18-24 or so) i have seen 1 warrior and the rest archers or mages (sorry, didnt get a full count as i didnt spend a lot of time there as im only L16).

The thing about barb grinding is that its deceptive. Grinding players on a lock is not a ton more difficult than grinding mobs, on a barb, its 100% different; you dont always face them, they move even a little and you are out of range, [archers] tend to dance around a lot more throwing off your facing and sometimes canceling spells (better now with less casting times on warrior spells). Its frustrating. I think a lot of the time, players go to the wz on a warrior, see how shitty it is, and either leave or start a new class. Fewer and fewer new warriors do i see in the WZ, its almost all archers or mages.
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Old 08-30-2009, 02:30 AM   #18
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Originally Posted by ArchmagusArcana View Post
I have seen (since starting a hunter :/) 4 pt warriors, 6 pr archers, 4 pt mages) going to birka (level 18-24 or so) i have seen 1 warrior and the rest archers or mages (sorry, didnt get a full count as i didnt spend a lot of time there as im only L16).

The thing about barb grinding is that its deceptive. Grinding players on a lock is not a ton more difficult than grinding mobs, on a barb, its 100% different; you dont always face them, they move even a little and you are out of range, [archers] tend to dance around a lot more throwing off your facing and sometimes canceling spells (better now with less casting times on warrior spells). Its frustrating. I think a lot of the time, players go to the wz on a warrior, see how shitty it is, and either leave or start a new class. Fewer and fewer new warriors do i see in the WZ, its almost all archers or mages.
I completely agree with the purpose of this thread, and with your post as well. I've noticed the exact same thing, warriors are disappearing from wz, and as i see it it will only get worse if nothing changes.

Just another day I went to "noob island" to do do some delayed quests and all i saw was mages and archers. Now, if I walk around inner realm for a bit I'll find mostly hunters, locks, and a few conjus... if i get lucky i'll see maybe 1 or 2 barbs, and I can't recall seeing knights at all... and why would I?
No one would be stupid enough to make a knight, after all knights are barbs with very low dmg and most times block as much as any other player or mob...
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Old 08-30-2009, 05:16 AM   #19
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Quote:
Originally Posted by niclam View Post
...we want to improve on our warriors take in Regnum Online....
I'm sorry Niclam, but as far as this is concerned, I have a hard time believing you considering your previous statements about the role of warriors and NGD's subsequent "fixes" to the warrior class.

As far as the Two-Handed skilltree is concerned, I have to agree with Znurre, as there are many skills that are extremely useful at the moment.
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Old 08-31-2009, 06:12 AM   #20
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Originally Posted by backe View Post
I'm sorry Niclam, but as far as this is concerned, I have a hard time believing you considering your previous statements about the role of warriors and NGD's subsequent "fixes" to the warrior class.

As far as the Two-Handed skilltree is concerned, I have to agree with Znurre, as there are many skills that are extremely useful at the moment.
Since I'm playing a barbarian, this tree always had good skills in it (TfB, spiritual blow, beast attack and deafening roar). And now it has even been improved, if there are problems with barbs it's not coming from that tree.
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