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#31 | |
Master
![]() ![]() ![]() Join Date: Mar 2012
Location: Zagreb / Croatia
Posts: 578
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-- Slartibartfast / Exorcist |
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#32 | |
Master
![]() ![]() ![]() Join Date: Mar 2012
Location: Zagreb / Croatia
Posts: 578
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-- Slartibartfast / Exorcist Last edited by edenkirin; 10-25-2012 at 11:17 AM. |
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#33 | |
Baron
![]() ![]() ![]() ![]() Join Date: Oct 2009
Location: Somewhere where grinding does NOT exist
Posts: 822
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__________________
EX - Dutch Wannabe OP/Tank / Wannado Bash marks/knight/barb 60 Chuck Norris hunter 52 One Bite Snack, 60 barb / Wang King, 60 knight |
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#34 | |
Initiate
![]() ![]() Join Date: Feb 2012
Posts: 196
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For me this is a Barb (I play Knight, Conj, Lock, Hunter, Barb and Marks):
So I think this would be nice: Decrease Damage slightly (50-100 dmg) Decrease attack speed significally Decrease Fulminiating damage (not too much) Give Frenzy to Knights as well (Barbs keep it) but nerf it. |
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#35 |
Banned
![]() ![]() ![]() Join Date: Apr 2008
Location: Brasil
Posts: 536
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This open field-weakness is BS
horned barb on open field can beat any ranged. horned ranged on (fort) war can do...? pfff. not mentioning that once the barb/knight find a tree/rock to hide (and even the most "clear" areas of WZ have good plenty of trees or rocks), the ranged cant do shit. neigther mentioning that melee's resistence is fucking high (resist the same than a SOTWed archer), in a "perfect" open field, if a barb resists the ambush/ DS/ will domain / slow / ivy or whaterver he uses to try to escape, the archer/mage is suposed to die. |
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#36 |
Banned
![]() ![]() ![]() Join Date: Nov 2008
Location: France
Posts: 496
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Yes fulmi should be removed, but then give us back a longer duration of Unstoppable Madness.
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#37 |
Initiate
![]() ![]() Join Date: Feb 2012
Posts: 196
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#38 |
Banned
![]() ![]() ![]() Join Date: Nov 2008
Location: France
Posts: 496
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Damages are ok without fulminating.
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#39 |
Initiate
![]() ![]() Join Date: Feb 2012
Posts: 196
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#40 |
Banned
![]() ![]() ![]() Join Date: Mar 2007
Location: New York City
Posts: 569
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Damage isn't the problem, with or without fulminating. The problem is how fast a barbarian can hit now with the introduction of Duel Wield.
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