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Old 09-15-2011, 07:45 AM   #51
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Quote:
Originally Posted by Sobison View Post
Will Domain isnt the only ranged CC used against a knight by a mage or an archer.
He right. 50% of my CCs casted on knight gets blocked or resisted those that got through just getting ignored due to steadiness and def support.
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Old 09-15-2011, 07:47 AM   #52
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Originally Posted by Truvor View Post
I will laugh on sultar 5 chimpanzees

Nerfing of knocks will provide another strike to broke knight subclass:
- no speed
- no damage
- not enough defense to tank something
- and now no ability to keep enemy out of combat

I see decision in adding some immobilize spell in Vanguard tree and moving Roar from Barb's war cries to tactics.
Lolz Aren't shared tree immobilizes are enough :O? And if u don't use ur possibility to tank ask Dutch how to do it.... believe knight is real tank.... It takes like 5-10 players with few barbs to take him down.....
About sultard..... NGD defenitly don't playing locks Coz sultard in rvr sucks and in pvp is OP damage on non knights.
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Old 09-15-2011, 07:49 AM   #53
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Originally Posted by Torcida View Post
It looks like Locks will get their asses kicked this update think Ill need a new setup XD
Erm? Don't see any nerf directly to locks Altho i agree that CCs is the only thing which keeps lock at least not in state of confused support conju without any damaging spells.
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Old 09-15-2011, 09:11 AM   #54
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Originally Posted by Nekudotayim View Post
High constitution does protect you from cc spells. That is, why knights resist them often enough.
Not anymore....const does not contribut from long time at resist at knocks,knight have passive skill for resist at knocks,thats all.
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Old 09-15-2011, 09:16 AM   #55
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Originally Posted by HidraA View Post
Not anymore....const does not contribut from long time at resist at knocks,knight have passive skill for resist at knocks,thats all.
This passive skill ignored knock effect not makes u resist SPELLS with knock down effect more often but from my expirience knights does have decent resist rate.
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Old 09-15-2011, 09:21 AM   #56
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Originally Posted by NSer View Post
This passive skill ignored knock effect not makes u resist SPELLS with knock down effect more often but from my expirience knights does have decent resist rate.
With 109 const I can say I don't notice a difference to my resist rate.
Perhaps there is some confusion caused over this due to the passive knock resist and the fact we cast defensive support often (Resist freeze, stun, dizzy, knock 65% at level 5).
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Old 09-15-2011, 09:25 AM   #57
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Originally Posted by isaacrulzrs2 View Post
With 109 const I can say I don't notice a difference to my resist rate.
Perhaps there is some confusion caused over this due to the passive knock resist and the fact we cast defensive support often (Resist freeze, stun, dizzy, knock 65% at level 5).
This is other kind of resist/ And i as lock can approve that knights resist more often than even archers under SoTW. i don't take resist CC effects in account tho.
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Old 09-15-2011, 09:29 AM   #58
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Quote:
Originally Posted by Seher View Post
Interesting move. It however still doesn't address the core problems of confuse: The combination of camo (enemies taken by surprise) and confuse is too strong causing hunters to be either horribly underpowered when balanced so that confuse + camo isn't overpowered (like it is now), and horribly overpowered when balanced so that they can fight without confuse. For the sake of hunters - confuse needs a nerf, and a drastic one!
And it's horribly annoying to conjurers. You want to eliminate frustration caused by long effects? This is the longest and most frustrating effect ever!
I totally agree on that one.

But what I don't agree on is that the game has become so much faster.
You people think a fight is over in 8 sec anyway?
My main class is a hunter and a 1on1 fight against... hmm... ANY class takes forever. (obviously because hunters don't do damage)
Barbs are the only class which got a sick DPS increase. (Marks too but not that much)
There is nothing wrong with that as long as there are ways to counteract somehow. Thats where CC's come into the game.
Why only CC's? Well when you see a Barb in your army 3 hit killing everyone and you do 50 normals max on them you might get my point.
Don't get me wrong. I'm not saying barbs are op because its usually the knights auras which cause that but nerving CC duration will favor this kind of play even more.

Enough nonconstuctive critics from my part.
What I'd like to see is a reduced range on winterstroke to 25-30m.
30m is propably fine but I'm biased so 25m would be better
The reason for it is that if a marks is focused on you in a battle you cannot do anything to him without getting into that range (for every class besides other marks). So it is always possible for him to freeze you. And i suppose everyone knows what a well placed freeze will do to you.

Switching confuse with sentinel only effects marks IMO. Those will have a harder time against conjus and knights this way (no confuse during a knock means the opponent can cast somthing when getting up and is faster than burst of wind).
So its a nice change though I'd like to see more changes to confuse like Seher stated.
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Old 09-15-2011, 09:33 AM   #59
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Quote:
Originally Posted by Caroline_Noir View Post
My main class is a hunter and a 1on1 fight against... hmm... ANY class takes forever. (obviously because hunters don't do damage)
Ehm...... why it takes to any hunter to kill my lock only 20 seconds ? from those 12 is tear apart and stun and other 8 are ambush 5?
P. S. i agree that fighting any archer/melee can be long.
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Old 09-15-2011, 09:45 AM   #60
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Quote:
Originally Posted by NSer View Post
Ehm...... why it takes to any hunter to kill my lock only 20 seconds ? from those 12 is tear apart and stun and other 8 are ambush 5?
P. S. i agree that fighting any archer/melee can be long.
Ever seen a treehugging mage? I have.
When you stand up than freeze him. (Frozen Storm if you are confused)
Than run to the next tree and act like an elf ;P
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