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Old 04-11-2011, 11:16 PM   #21
DemonMonger
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Always hope for the best, but make sure you try to look into your possible futures.

I see CC's skills as obsolete in the future due to anti cc warmaster skills.

We all have seen the result of multiple mana pylons and mages.

EVERYONE can get the immunity to cc skill not just mages.



Imagine right before you kick in a fort door anti cc + defensive banner + offensive banner are cast.

Imagine that all at center save place teleport balls to enemy forts or friendly forts as soon as they get warning that a fort is being attacked.

The realm with the most players has total advantage.
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Old 04-11-2011, 11:33 PM   #22
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Quote:
Originally Posted by DemonMonger View Post
I see CC's skills as obsolete in the future due to anti cc warmaster skills.

The realm with the most players has total advantage.
Is this supposed to be fun?
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Fix the Marksman subclass: Suggestion
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Old 04-12-2011, 03:47 AM   #23
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Originally Posted by _Enio_ View Post
Is this supposed to be fun?
No I don't think so.

We have to wait and see how many people will get warmaster ability and how soon.

Only this will decide how they modify our skills.

As of now.. and like always, when I say something - it is just chatter...

It's one of many of my "predictions"
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Old 04-12-2011, 09:10 AM   #24
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Quote:
Originally Posted by DemonMonger View Post
No I don't think so.

We have to wait and see how many people will get warmaster ability and how soon.
at least 30-40 per realm before march (RA)
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Old 04-12-2011, 12:17 PM   #25
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Originally Posted by Latan View Post
btw archers' and warriors' damage can be boosted with bless weapon/embes/dex-str+15 and so on.
archers can put points into dex, damage and range passive, points in maneuveur and many skill to raise their dps. in a similar way a warrior can boost his damage output.
Indeed 60-90 dmg archers's normals are so OP...pffff......also lock forgot they will be immune at dizzy too.....an they have dots too....atm archers use dots too,because normals are sucks for all archers untill they have ubergears dragon amulet +damn good bow...
Anyway will be some kind of rand mess around...lots of spells will be so useless from all classes...anyway wee will see
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Old 04-12-2011, 04:20 PM   #26
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I wait for limitations of warmaster abilities in one place.
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Old 04-28-2011, 11:57 AM   #27
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Once we have two WM´s, we don´t need horses anymore. Look at this spell:

Horn of the Wind
The Warmaster inspires his allies, whom earns movement speed.

Duration of the beacon: 30 seconds
Area: 10
Type: Constant
Cost: 100 mana
Cooldown: 60 seconds
Global Cooldown: Very Short
Casting Time: Instant
Movement speed: +30%

Unbelievable!!! Taxi Spell is back!!! Better than any other speed spell. Two WM`s can taxi a group. No one without those spell can catch them.

Only 100 mana, Duration 30 seconds, only 60 seconds cooldown, no casting time, 10 Area, +30% speed with affect to the caster himself.

Look at

Onslaught
The allies that hear the call win movement speed until their first attack. This attack receives a damage bonus by charge.
Type: Constant
Duration: 14
Cost: 150, 190, 230, 270, 310
Casting: Instant
Cooldown: 60
GCD: Very Short
Area: 6
Movement Speed: +10%, +15%, +20%, +25%, +30%
Blunt damage bonus: +50, +75, +100, +125, +150

I think, there is a big disbalance. All WM`s can have this Horn of the Wind and run faster than a non WM. Raise the cooldown, lower the duration and make the spell only casting, if there are x-players near the caster (e.g. 10).
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