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Old 04-19-2010, 08:34 AM   #51
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Quote:
Originally Posted by veluchami View Post
What made the mana problem even worse was the mana comm nerf, after which the conjus stopped using it.

+1

You are right. I am quickly out of mana when I enter a battle.
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Old 04-19-2010, 08:51 AM   #52
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Originally Posted by Mikan View Post
This is honestly not an extreme case. He must've made some errors in his decisions when building his character because this is standard run of the mill damage from any level 50 Marksman on RA who has a half-decent Slow/30 bow.
No. Normal of 400-450 at range 30 with medium speed are an extreme case and on ra only few lucky possessors of dragon amulet or similar drops can do it.

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Originally Posted by Mikan View Post
The rare uber-geared Marx on RA can do 700-800 on the right targets, without DS.
if with uber geared marks you mean a marksman with dragon amulet an magnanite long bow the normal hit you should expect from him is around 500-550 on unarmored characters.

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Originally Posted by Mikan View Post
Fluffy Muffin, one of our old Hunters with Very good to Piercing armor (Beast Master), took a normal hit for 800 the other day. Keep in mind that is on a very piercing-resistant class...
the marks that hitted for 800 Fluffy had dragon amulet + daen rha ring + daen rha bow + onslaught (don't remember if other buffs like owth were on him)
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Last edited by -Drv-; 04-19-2010 at 09:22 AM. Reason: typos
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Old 04-19-2010, 06:27 PM   #53
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Originally Posted by Revolverxxx View Post
i use lighting strike on lvl1 at the moment simply for the -25% speed reduction. i dont understand this skill. the way i see it, its damage should be on par with a warlocks sultar. at lvl5 its damage is really low and with the high mana cost and cast time i dont see any point in investing anymore. being the penultimate skill of a full on damage dealing tree, its a bit dissapointing
Lightning arrow (not lightning strike!) had 30 seconds slow down effect on lvl 1. Because you did not have to invest power points into it it was changed to a lower duration at higher levels. Problem with lightning arrow in comparisan with sultars terror is secondary target reduction. You don't have it with sultars, but you have it realy much with lightning arrow. Also the damage is just lightning damage.
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Old 04-19-2010, 07:39 PM   #54
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I see most ppl in regnum agree that marks are hitting to low, but what could be made to solve this problems.
Incresing base damage will only make hunters even more powerful. Just increasing powers that multiply base damage (RA) will make marks with ubergears GOD LIKE.
The only solution that i see is to reduce mana cost and CD.
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Old 04-20-2010, 11:15 AM   #55
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Its realy hard to a Mark compete with hunters doing 600-800 ensnaring from 39 range with 180 mana cost and 8s cooldown.
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Old 04-20-2010, 11:58 AM   #56
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Quote:
Originally Posted by thunderboad View Post
Its realy hard to a Mark compete with hunters doing 600-800 ensnaring from 39 range with 180 mana cost and 8s cooldown.
you forgot to mention the troll hitting 400s at the same time...

a fairy average hunter can out-dps the best marksman easily. strategic position and very clever tactics might be the deciding factor in a 1on1 fight... even tho marksman are meant to be the offensive archer subclass.
anyway thats just the way the way the cookie crumbles, no point trying to fight it, guess ill start playing on my hunter again. hopefully some sort of advantage is given to marksmen in the future
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Old 04-20-2010, 02:04 PM   #57
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Marks are no longer the offensive class, hunters can beat the crap out of people, the only thing marx can do is tank a little bit or ranged damage, but a lock can still end his life in a few spells. An extreme case of tanking I saw today at sam fort, forget the name right now, from Syrtis though, cast a lvl 5 meteor, 136 dmg. I think the name was Tarek marks or something? I have no clue how he tanked so well, but can he share it? But yes, ngd has definetly made marks into a defense class, not even a support class, with no ally buffs. Either marks need to be made their former offensive self, or actually become the support class, better cc, better range, and ally buffs.
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Old 04-20-2010, 03:06 PM   #58
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Quote:
Originally Posted by Need_More_Invasions View Post
Marks are no longer the offensive class, hunters can beat the crap out of people, the only thing marx can do is tank a little bit or ranged damage, but a lock can still end his life in a few spells. An extreme case of tanking I saw today at sam fort, forget the name right now, from Syrtis though, cast a lvl 5 meteor, 136 dmg. I think the name was Tarek marks or something? I have no clue how he tanked so well, but can he share it? But yes, ngd has definetly made marks into a defense class, not even a support class, with no ally buffs. Either marks need to be made their former offensive self, or actually become the support class, better cc, better range, and ally buffs.
he probably used acrobatic5 and strategic positioning5

acro decreases damage by 20% IIRC

and strategic reduces ranged dmg by 30% IIRC

(both at lvl 5)
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Old 04-20-2010, 03:36 PM   #59
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Quote:
Originally Posted by Need_More_Invasions View Post
An extreme case of tanking I saw today at sam fort, forget the name right now, from Syrtis though, cast a lvl 5 meteor, 136 dmg. I think the name was Tarek marks or something? I have no clue how he tanked so well, but can he share it?
In fort wars, or any other group fight situations for that matter, you should keep in mind that there are other factors that might lower the damage taken by a character. Heroic presence can reduce damage a lot and mana pylon can make it go right to 0.
Quote:
Originally Posted by thunderboad View Post
I see most ppl in regnum agree that marks are hitting to low, but what could be made to solve this problems.
Incresing base damage will only make hunters even more powerful.
Increasing base damage for marksmen will not increase base damage for hunters, they are depending on subclass. In numbers in the wiki entry are outdated, but it explains the basic concept.

One other thing I didn't see mentioned: marksmen have a damage bonus (recharged arrows), but so do hunters (head of the pack). They are quite different, recharged works on a percentage while head of the pack is a fixed amount. So when the damage was lowered in the combat system change, hunters didn't get hurt as bad as marksmen.

Now, before you go screaming "but head of the pack only works with allies around!", well, I don't know about Horus, but on Ra packs of 3+ hunters, often with chars of other other classes, seem to become the norm. And if balance is really supposed to be based on RvR, it's safe enough to assume there are others around, so this is something that should be looked into.
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Old 04-20-2010, 03:56 PM   #60
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Quote:
Originally Posted by Hamster_of_sorrow View Post
he probably used acrobatic5 and strategic positioning5

acro decreases damage by 20% IIRC

and strategic reduces ranged dmg by 30% IIRC

(both at lvl 5)
Acrobatics = 10 15 20 25 30% damage resist
Stratpos = 15 20 25 30 35% ranged dmg resist.
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