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View Poll Results: Poor conjurers
I like playing Conju All changes are positive ! 37 36.27%
The Update isn't good neither it is bad Conjurers still are playable ! 30 29.41%
I don't like it, Playing conju is very slobby now, It made conjurers useless and stupid to play ! 19 18.63%
HEY NGD CAN YOU HEAR ME? THANKS FOR THIS CONJU-RUBBISH! 16 15.69%
Voters: 102. You may not vote on this poll

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Old 09-24-2010, 08:00 PM   #21
HidraA
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Quote:
Originally Posted by time-to-die View Post
I didnt vote. But i most say there are not any more much conjs who play in war. Ok there are many (boss conjs) But they are never in a war. Maybe they need somethings special. And maybe than more ppl will make a conj?

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Always was like this ...maybe more warjourers ,a few conj and moust of them parked at dragons...and there will not be any changes on this...all like to kill nobody to heal.
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Old 09-24-2010, 11:49 PM   #22
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Bye bye conjs
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Old 09-25-2010, 12:12 AM   #23
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I dont understand whats so apocalyptic about the changes to conjus. Their power at bosses was nerfed (prolly a good thing), and GH was turned into a buff. Heal ally is a %, but it can still be quite effective because of the low cd. Its fine.
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Old 09-25-2010, 01:34 AM   #24
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Originally Posted by Need_More_Invasions View Post
I dont understand whats so apocalyptic about the changes to conjus. Their power at bosses was nerfed (prolly a good thing), and GH was turned into a buff. Heal ally is a %, but it can still be quite effective because of the low cd. Its fine.
The main attraction of playing a support conjurer is saving lives. This is what makes the role fun. The current changes make support more of a maintenance job.

It used to be that a conjurer could potentially save someone's life every 10 seconds with heal ally. Now this spell doesn't heal quickly enough to do the same job. Life saviour could have helped, but the casting time (3 seconds) is far too slow and the cooldown is 60 seconds.

GH was replaced by two less-effective healing areas. These spells aren't bad except for the casting times -- 3 or 4 seconds is far too long to hit moving allies most of the time.

Where we once had 3 very strong ally-healing spells, we now have 5 weak ones. Having all 5 is less effective than before, yet this costs more points.

Before the update, support was hard due to the lack of mana. The update fixed this, but the other changes made the healer role a lot less fun.
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Old 09-25-2010, 04:26 AM   #25
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Originally Posted by Seher View Post
Having to cast it more often means more fun.
Agreed. I like Heal Ally's reduced CD; 10s CD was a bit frustrating when I wanted to heal people and all my heal skills were CD.
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Old 09-25-2010, 06:12 AM   #26
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i am currently having two problems -

the usual selection madness (is it really so hard to make select the person who "owns" the pixel under my cursor?)

running out of mana, which probably can be solved with changing setup, though i have only 2 points which can be considered for moving, if i don't want to completly change setup.

Last edited by w_larsen; 09-25-2010 at 06:12 AM. Reason: more readable
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Old 09-25-2010, 06:17 AM   #27
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for me it is more micromanagement with a weaker lower cd skill, as if it wasnt tedious enough. thats my biggest gripe about the new heal ally and area heals, they require more clicking, more watching, and basically the conj solely deciding on when and where to cast a heal area. before with the auras, it allowed the other classes to interact with the conj and help move to the radius of support, keeping him out of danger zones more often.

todays healing spells require him to not only risk getting into rough spots and marks range, wait till the wounded all get in range as best as possible, then wait for a slow as heck ct while praying he isnt knocked before it goes off, or allies disperse before effect connects.

its just not intuative to me, to have a heal skill that costs the same but split into 2 weaker spelll casts, where 5 seconds can basically cost the whole heal if an enemy gets in a decent hit. I find myself using regen mainly, and just augmenting with heal ally 4, because its pretty weak and unreliable at a glance how much you MAY heal an ally. I like to depend on skills and know reliably it will be effective and what the amount will be, however this spell requires babysitting to see if you need multiple casts to get the effect you expected of a heal.

sorry but 300 or so for mages, and 500 for knights isnt a value i can base my guesses on whether someone lives or dies, because of gear/items, levels, classes, are so varied in WZ and Inner, so telling someone sorry he died because i thought itd heal more sorta sucks.

I also dislike the static feel of the area heals, putting all pressure on conj to find the best placement and hope he casts in time. This doesnt really allow allies to interact/react to his cast if things are a bit hectic. A chat message to group can be overlooked, or simply not enough time to let allies know when and where to be, as well as waiting for the cast affects other classes fluid gameplay as well IMO.

not to mention how heal ally is now wasted on lower levels, that isnt fair to me, to have them suffer and be frustrated, because my heals are determined not by my investment into points and levels, but his level and hp..How would marks like their range determined by whether a player has 5000 hp, or whether he has a hammer..it seems that sillly to me, bring it back to a set amount please..as currently even if it was raised % wise it would still favor high Hp and level characters and still be weak towards lower level classes and those with low base hp. I feel stupid when i forget to skill regen because im on a half grind setup, and someone low level asks me to help him grind, and i cant even keep him from losing hp faster than my awesome heal ally 4 can provide.

of course this is my fault for not being able to remain in full support setup though due to the silly cant heal summon feature..im against ALL spells that do not function as they should in both pve and pvp. things like this can someday make grind harder for classes (hey guys we decided south cross will now not affect mobs..ok maybe that wont happen but its the same concept.)
I used to be able to use a level 5 zarkit, and regen+heal ally to keep him alive while i grinded alone, waiting for people to support, so I could heal/bless/mana my party and bind summon to defend so I could earn steady xp along with sporadic xp from buffs because my zarkit would be able to hit mobs at least 1-3 times and help out too, specially barbs using slow weaps or ranged classes, made grinding faster and overall more xp gained by killing more mobs than usual for slightly less xp.
Now i wait and do nothing, because i cant have any type of grinding setup that will kill anything worth xp, because i invested points into support skills/trees, as well as not having points for mental+summon or Sm+summon..so that leaves..basic unbuffed staff hits or if i even TRIED to use a summon, id need to max health passive/protection passive as well as use Blooddrinker to keep it from dying well before its duration is even 1/3 done. This means I have to sit to regain HIS HP because yay I cant heal him with a skill that is labeled heal..

Another big problem to me is the fact that no matter what I do, I cannot simply outdmg my summon, so he takes most aggro regardless (arcane missile every 5 secs+ blaze 10 sec, Ivy 40 sec? i forget. not much to work with, and guess what yellow mobs resist just as bad as they always did, no matter if i max my int/conc, i will average 600+ mana in spell costs to kill a single challenging mob, or more if I get resists. Not counting summon costs..

If i get these chain resists, guess what, aggro beats on my summon while i hit him with 7 dmg staff shots waiting for my cooldown for my only real ranged spam damage skill (AM) or a slow cd and often resisted CC and pray he doesnt die because blood drinker is on CD and i just casted him..

Mob armor is also crazy resistant. I dont expect all of it to pass through, but when a skill thats rated at around 550 dmg, is hitting for 239, and my 410 attack power using staff mastery, is dinging it for 180 max hits, even thats not enough to keep my summon from being aggroed at times, sometimes even dying. It all amounts to if i get a cc effect not resisted really. and it is so weak, that a staff and gear i used before with all lvl menal CCs only, now needs lvl 5 CCs along with blaze since my sm shots are so weak, I hope to CC and gain some hits, and Blaze is needed when hes in melee range if i already used swarm.


Sorry for the rant and offtopic about grind frustration I love this class yet, I love feeling useful and helping people, but I just feel i cant do what I enjoy most and helping people grind, unless I am patient enough to wait sometimes half an hour for a party or even one person to arrive, as like I said..I cant keep myself busy by myself grinding, unless Im not a supporter mode. but then I'll be useless to supportee, and have to run back to reskill..I just want to be able to equally support a character my level or half my level without surprises or different setups because I forgot that Heal Ally sucks for noobs..

i dont usually agree with anything ernest says, but i do like the ally regen to be more dynamic, to be able to at least support 2 players with regens. itd let me mix up spells a but more anyways..and thats always a good thing.

Im understanding I am backward too..im so used to babying mages and archers, so i expect a heal to do most on them and low levels, so its confusing though i know why..and I still think this way some times with knight, because my heals always sucked on knights i sometimes still hesitate.

id rather just have a standard fixed number if i could ask them to grant me anything..


(took my ambien sleepy pills while writing this..so i dont know if i made sense..sorry if not)
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Old 09-25-2010, 07:30 AM   #28
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For me what I don't like about the heal ally is that if you are watching an archer or mage on the wall and they get hit with an ivy i could throw 600 hp to then and they would stay alive till they hit the ground. Now you are only casting 300 hp to them and they are dead before you get a chance to recast.

It used to be that it only took 3 power points to get to 600 now it takes 5 power points to give them 300 hp. What good does it do to get extra power points if you have to waste them on a next to useless spell?

I am happy with the variations that you can get now. I like the moves in the spell trees that were done. It is just the healing spells that I think need changed. I have to admit I love life saver. When a knight comes in you can fill up his HP tank pretty quick now and get him back in the field.
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Old 09-25-2010, 08:48 AM   #29
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Yes main drawback is loss in electiveness. I do not play support conju to support at doors, this is most boring part of all. Auras was always been secondary tool to help me leave more attention to targets who need more healing. Problem in them is in usability - cast time is too big. Actually this is main problem in all support spells right now.

Conju have to react fast and to be capable to save lives, this job now is nearly impossible to do so. You have to get your crystal ball and to ask - do my target will die before i cast "Life Saver". Most of times it dies ofc. This turns this spell not to primary support tool, but mostly to heal someone who managed to return back with 100hp.

I think life saver is spell to help your allies to survive longer in their rushes. Actually now this function is like rolling a beans and most of times your target dies before you manage to cast it.

Actually i start to like new Heal Ally. New cooldown is great. Only problem is low hp on some classes. It maybe need some fixed part.

Biggest enraging things on conju is to:
- see your ally dies and you can not help him (spells slow and unnefective, devotion...)
- to see your ally cremated while you try to ress him (sanct removes your devotion...)
- slowness, confuse, MS removed your buffs (devotion devotion devotion...)
- combat mode (uber unnoying)
- no mana (nearly no problem now)
- your allies left you to die, they do not see hunter, knight killing you (ehhh...)

Actually people who choose to play conjurer want to help. And thing that annoys most is when they can not help.

Conjurer pre 1.0 is what i want to see again. This was the state when it was uber fun in support. Spells was same, but gameplay was alot more fun.

Making us dependent of devotion is not a good decision for me. As i see it now most of my problems are actually related to Devotion and slow cast times.
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Last edited by ieti; 09-25-2010 at 08:59 AM.
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Old 09-25-2010, 09:42 AM   #30
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Well after some more detailed tests and heavy setup changes I must say.
Conjurer is not that bad. Saying RIP Conjus is exaggerated.
It looks like all mages classes are based on Arcane Devotion now. Considering that the cast times are almost fine. Life Saviour and greater healing could be reduced to 2 seconds though because people will still easily run out of it.
Usually in a conjurer setup there are no points left to have devotion on 5. You either have to sacrifice Defense or Support.
A setup where you have perfect support AND defense is not possible anymore. You have to rely on other conjureres so that your setups complete each other.
The completing setups could be implemented better. For example one conjurer focuses his setup on giving very heavy heal support and the other one giving very heavy mana and buffing support. But therefor the buff system needs a drastical change. Because you only get rewarded for one kill.
That makes a lot of conjurers stay away from using enchantments in war.

About heal ally...
I still cannot be a friend with it. Yes, it is possible to use it and it seems to have some use but because of the short cooldown I feel overstrained sometimes.

And for gods sake. People stop crying for heals. Life Saviour has high cooldown and won't possibly be used in quite safe situations. Heal Ally heals too less though.
Crying for heals increased a lot since last update. If people are thankful for heals it's just for life saviour...

All in all Conjurer class is not dead. No. But still some tweaks urgently needed.
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