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Old 08-14-2010, 01:06 AM   #61
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Quote:
Originally Posted by Gideon_Slack View Post
I can't see how Death Sentence is any better or different than Sudden Strike (except with a different way of increasing damage).

Can anyone answer that question?

(And if it is basically a second Sudden Strike, with a lower duration, it would seem then to be taking up a spot in the Scouting tree that could be used by something else).
Gideon_Slack



Increasing damage % dont and decreasing protection are different. Sudden Strike is a shared skill; whereas the new death sentence is specific to the hunter.

With SS my damage goes from 190 to 195 on a werewolf
With DS my damage goes from 190 to 245 on a werewolf
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Old 08-14-2010, 01:09 AM   #62
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Originally Posted by Seher View Post
Yeah, cutting down to 2 spells / minute (which is more than comparable to the damage boost of recharged arrows, in fact recharged arrows are far better)
Have you actually actively played marks, hunter and barb in war? it should be obvious what difference i am referring to if so..
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Old 08-14-2010, 01:10 AM   #63
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Yeah, I know what you're referring to...

Quote:
Originally Posted by TheMessenger View Post
Well I play a lvl 45 barb with 1.2k mana I can say that managing mana is much easier on barb than on marks. And thats with using buffs and spells
Of course, as you can easily "switch your mana consuming spells off", use less spells, while recharged arrows aren't that flexible. (oh, and marksmen have not very cheap spells additionally, but let's assume the marksman doesn't use them to save mana)
But the effect of recharged arrows is great, giving it as a "passive" would be quite imbalanced. The effect of this spell justifies the mana consumption. Less mana cost would just make it overpowered. (mana regeneration just for marks counts as less mana cost :P)

Anyway... Cold blood, dirty fight + death sentence = 900 dual shot again, feels nice, but I don't think I'll level cold blood.
The crit chance system is really great, the change in hit chance isn't that revolutionary, though. It feels like you just cut it down a bit in general, and in some matters a bit more, like normal mobs and players without finesse & co.

But extremely low hit chance still has got almost the same effect on amun and any other server...
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Old 08-14-2010, 01:25 AM   #64
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Quote:
Originally Posted by chilko View Post
Objection overruled. you would still get the effect of both spring and onslaught by yourself.
Then why not increase Spring5 to 35% movement speed or reduce Onslaught to 25% (max spring5) so a barb can use spring to keep up with the charge? Or better yet, meet in the middle. Both at +30% at level 5...

That's all we want, is to be able to charge along with those we buff.
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Old 08-14-2010, 01:33 AM   #65
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Quote:
Originally Posted by Compost View Post
Gideon_Slack



Increasing damage % dont and decreasing protection are different. Sudden Strike is a shared skill; whereas the new death sentence is specific to the hunter.

With SS my damage goes from 190 to 195 on a werewolf
With DS my damage goes from 190 to 245 on a werewolf
My experience of SS has always been a damage bonus in the neighbourhood of +50 or more, depending on the mob or equipment. (Though if DS is that much better, I should get a much higher bonus from it). Hopefully a warrior can test out the differences between SS and DS on Anum.

I also don't know if Hunters need a subclass specific spell that does roughly the same thing as one in a shared tree. The duration of DS is 30 seconds at all levels. Even at level 1 the duration of SS is 20 seconds with the same -50% protection (while the DS buff scales from 5% to 20%). The SS debuff can also be used by any class, and is useful against targets on fort walls.

Another objection I have is that the Scouting tree seems to be filling up with damage buffs which are more of the territory of Marksmen. (Death Sentence for example, was moved directly from the Aiming Mastery tree into Scouting). It just seems the Hunter is going further down the road into Marx-lite instead of a class based on stealth.
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Last edited by Gideon_Slack; 08-14-2010 at 01:50 AM. Reason: corrected duartion of DS
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Old 08-14-2010, 01:53 AM   #66
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I had 21% crit chance and shot low lvl mobs, I got 5 our of 60 crits so it was less than 10% :P and without pointshot I got more crits, so it feels funny.

hit chance seems to be way better than on horus against mobs, didn't see any players so I could not test how it works against them.

I test crit stuff more tomorrow.
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Old 08-14-2010, 02:14 AM   #67
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There might be another problem with SS or maybe with all -%protection spells:

IIRC when i tested it on the new knights defstance it dod NOT remove 50% of the knights full Armor points. It only removed 50% of the knights basic Armor points (without the bonus from additional +%ap spells).


I dont think this is intended, so might be a bug. (IIRC it worked normally with evasive tactics before as removing 50% of the total AP including those from Armor point boost spells)
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Old 08-14-2010, 02:14 AM   #68
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This is how I would list the classes in order of "mana issues":
1) Conjuror
2) Marksman
3) Barbarian
4) Warlock
5) Knight
6) Hunter

The Conjuror clearly has the worst mana costs due to having to heal and synergy people. The Marksman is a close second since their only spammable attack costs 225 mana (as well as their normal hits). Although with Shield piercing being useful again after the update, that may change a bit.

Kind regards.
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Old 08-14-2010, 02:19 AM   #69
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Quote:
Originally Posted by Mikan View Post
.. since their only spammable attack costs 250 mana (as well as their normal hits). Although with Shield piercing being useful again after the update, that may change a bit.
(fixed)

Arcana is really nice but so expensive.. to remove 4k hp (on regular armor) with it you would need ~1500 mana..
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Old 08-14-2010, 02:22 AM   #70
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Quote:
Originally Posted by _Enio_ View Post
(fixed)
Sorry, I am used to having it on level 4, so I forget the costs over time.
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