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Old 03-18-2008, 06:24 PM   #21
Miraculix
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Proper knights block almost every attack on them. Tiber Septim and Meleager are 2 excellent examples. Supportive knights who just won't die.

This is the reason of course people will not touch them until everyone else is dead. They pose no real threat to anyone. Sure, they can buff everyone up to their ears, but even then it's not really annoying enough to get the knight down.

Knights should be no1 priority to be killed. That's their role, to tank for everyone else, and protect them. Right now we have the exact opposite. NGD needs to design knights from scratch with that role in mind from start to finish.
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Old 03-19-2008, 12:36 AM   #22
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Quote:
Originally Posted by Miraculix
Proper knights block almost every attack on them. Tiber Septim and Meleager are 2 excellent examples. Supportive knights who just won't die.

This is the reason of course people will not touch them until everyone else is dead. They pose no real threat to anyone. Sure, they can buff everyone up to their ears, but even then it's not really annoying enough to get the knight down.

Knights should be no1 priority to be killed. That's their role, to tank for everyone else, and protect them. Right now we have the exact opposite. NGD needs to design knights from scratch with that role in mind from start to finish.
I noticed Knights block almost 1/2 of my attacks but ... still I can hurt them hard
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Old 03-19-2008, 01:24 AM   #23
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Quote:
Originally Posted by ByteMe
To me the problem is a hunter who is supposed to be one of the lightest armoured classes in the game can rush into the middle of 10 warriors cast and area and escape with full health. As a knight who is supposed to be the "tank" on the battlefield I take hits from barbs southcross for 2200 with no death sentence or protection lowering spells (yes, I have screenshots to prove it) and can't even make it to enemy lines from the ivies and mind pushes much less escape unharmed.
This depends alot on setup, a knight can use a setup with 1 maxed aura and still be hard to kill + do ok damage. If a knight spends alot of points in auras then other abilities will suffer a bit. Imo a knight can protect both with auras and stop, dizzy, knock...

Quote:
Originally Posted by Katiechan
It is the same in war... everyone will just ignore the Knight unless he is the last one standing, because he cannot usually do any significant damage, even to one person. Knights get treated similar to guards on the battlefield.
Hmm then someone must think i'm a barbarian because i get targeted quite often.

I guess many who choose warriors (especially knights) give up because mages and hunters are easier to lvl up.

Nothing feels better than a really successful charge
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Last edited by eddius; 03-19-2008 at 03:04 AM.
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Old 03-19-2008, 03:04 AM   #24
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Quote:
Originally Posted by rhianor
we have 4 ranged classes and only 2 melee...
the combat in the warzone, its boring... mages and archers dominate the battle... but they are suport classes...
the problem is this... the melee classes are not using their skills and numbers properly... knights should aoo and rush in useing areas..... barbs should rush in with unstoppable maddness and use areas.. all together... same time...
instead they hide behind the archer and mages... thats your fault not ours...
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Old 03-19-2008, 05:24 AM   #25
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Quote:
Originally Posted by rhianor
What balance... have you seen the battles lately??...
hunter and mages from one side casting spells and throwing arrows to each other... but none warriors in the middle... why??? if they advance they surelly die fast...
i see only 2 solutions:
more melee classes
or more power to the melee classes...

maybe a paladine(fighter healer)
or a assassin (fighter furtive)
I've seen the battles lately.

And in no way are warriors underpowered. It's not ranged classes shooting each other.

If they do find that this is happening, it's their own fault. You say that you're never targetted and that's your job, then you say you're targetted too much with immobilize spells...make up your mind.
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Old 03-19-2008, 06:40 AM   #26
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Quote:
Originally Posted by DemonMonger
the problem is this... the melee classes are not using their skills and numbers properly... knights should aoo and rush in useing areas..... barbs should rush in with unstoppable maddness and use areas.. all together... same time...
instead they hide behind the archer and mages... thats your fault not ours...

our skills and numbers? maybe its just my time zone but i quit fort wars because there were never more than say 6 warriors in fort wars


more on topic now: i say bring back the original thirst for blood, that did real good damage and it gives barbarians more of a reason to use the now near completely useless 2h mastery discipline
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Old 03-19-2008, 06:49 AM   #27
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Quote:
Originally Posted by -Paradox-
our skills and numbers? maybe its just my time zone but i quit fort wars because there were never more than say 6 warriors in fort wars


more on topic now: i say bring back the original thirst for blood, that did real good damage and it gives barbarians more of a reason to use the now near completely useless 2h mastery discipline
I'd tend to agree with this...but would the new thirst for blood buff up area spells? i got hit for 1311 from typhoon normal :S
And the only spell i see used in 2hM discipline is spirit blow for the range....

But NGD is still working hard, cause people complain if they die "ohh that class is WAY to overpowerd"...not all people....but a lot
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Old 03-19-2008, 07:35 AM   #28
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You might not agree but the new thirst for blood is better than the old.

Anyway, when you're fighting alsius they have plenty of warriors who can do a lot
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Old 03-19-2008, 07:42 AM   #29
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I love RO melee classes.

Tuned barbarians are nuke bombs, with the right support they are weapons of mass destruction like no other.

Knights are freaking awesome too, I was pumping adrenaline a couple of days ago while rushing with DF and Red by my side; as far as my understanding goes in my current knowledge about them they are, along with conjurers, the epic battle masters... and they do it by not trying to play "armored barbarians" imho.

And my first RP with my knight some days ago was... a hunter! You know how it goes: "There is no knowledge that is no power" (of course that shortly after Compoundius and his orc kicked my butt with ease... I hate when they evade trip!... but hey, I was 12 lvls bellow him and 13 bellow his orc!).
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Old 03-19-2008, 10:53 AM   #30
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Quote:
Originally Posted by -Paradox-

more on topic now: i say bring back the original thirst for blood, that did real good damage and it gives barbarians more of a reason to use the now near completely useless 2h mastery discipline

I have not that much knowledge about barbs, but everybody who says 2h mastery is useless is totally wrong and should realy try to use the spells in this discipline tree.

Thirst for blood is awesome, use it with a very slow weapon and you will do huge damage quite fast, you will ignore defensives like Ao1 or steel skin, actually it is better than the old


also spiritual blow, rend, beast attack, defeaning roar and a few others are very good



but to the topic:

yes Byteme, you are right, Barbs get their rp from what you said. But that doesn't mean it makes them useless in big wars...

And knights, well...I don't ignore them, in fact I often shoot on them because of their awesome auras. An area combo is much more usefull if there is no knight who casted deflecting...that means the knight has to be taken out, priority right after conjus.

Knights can be very usefull, they can protect with auras as well as knock/dizzy other persons for their mates. Knights can charge with barbs, they can protect each other and the barbs with auras, they can dizzy/knock a single person and the barbs just do 2 or 3 hits on this person and it is dead...then they can take the next enemie. Knight areas are not very useful imho, better when knights have good knock/dizzy spells, at least one aura and some decent weapon damage and self protection. Area attacks are much more useful when used by barbs, because their weapon damage is much higher, so the area attack will cause much more damage. When barb uses their area attacks right, just after a terror and a marks lightning arrow the battle is over very fast. When a mage with MoD is running in the terrorated enemies right after the terror is over it is even more usefull

It is all a question of communication on the battlefield...either everybody knows his job and you don't need to talk (as often in alsius ) or you have to talk with each other when you will use which spell.


One sidenote: Byteme said a 2 sec casting time for sotw and a cancel when beeing attacked would be good. No, it would nerf marks as well as hunters and amost nobody would use the spell then. It is considered to be a spell to escape (that is why NGD changed it so that you cannot cast dmg attacks anymore).
What I agree is that it should be changed in a way that you cannot cast any spell on an enemie. The combo sotw, DS, normal hits with recharged arrows lvl 5, ambush when sotw is almost over, serpent bite, then freeze, walk in the back, stunning fist is a bit lame in my opinion. That is why I don't use it.
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Last edited by CumeriTarenes; 03-19-2008 at 11:29 AM.
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