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Old 10-13-2007, 08:56 PM   #71
daresbalat
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Quote:
Originally Posted by DemonMonger
the average mage has 5000+ life points... heres why...
Dunno if you've noticed but conjurers don't vampirism and SK And one of the main reasons warlocks pwn PvP is Master of Doom, which is a debate in itself.

And saying who conjus can and cant' beat in PvP is moot. If a conjurer is set up for PvP, they ain't a conjurer.

Warlocks are an offensive class and as such are expected to do a lot of dmg. I'd say marksmen can do just as much damage though, and at much bigger range.

Hunters, as it is REPEATEDLY pointed out are the DEFENSIVE archer class. You simply can't have a class that can run away from anything, know where everyone is, has the best spell evasion in the game, can go invisible AND have badass killing skills. It'd just be unbalanced.

I think you're making gross category errors, in short.
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Old 10-14-2007, 09:56 AM   #72
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Quote:
Originally Posted by DemonMonger
no... read my first 2 spells... this negates all armor... for 60 seconds...
missed those sorry, but this is only for a single target... if there are two a warlock is as good as dead. While all his spells are at cooldown a marks can burst of wind him and pwn him. Marksman makes me shit my pants cause most of em' have 39 range and 40 range dizzy spell, not good for any warlock.

Quote:
Originally Posted by daresbalat
Dunno if you've noticed but conjurers don't vampirism and SK
they have more with their healing spells
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Old 10-14-2007, 11:30 AM   #73
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Not only hunters have the best evasion spells. Evasion is a general archer tab.
The pet tab is only good for one thing, the pet, and you only use about 3-5 spells from it. When you aren't reviving or taming a pet, it's useless, but it costs a lot of points. The only specific hunter evasion spells are invisibility and the run passive. Four spells in tracking are for tracking only, and most of the time only one is useful. The remaining spell that does some damage is ensnaring arrow.
I sometimes got the feeling that we are a conj, who traded his healing skills for running a little bit faster and invisibility.
Especially since ghosts can't be tamed anymore pets are quite useless. Most of the time they are running between the targets, and being killed.
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Old 10-14-2007, 12:38 PM   #74
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Hunters arent just conjurers without healing spells. And you are wrong if yout hink that pets are weak. Hunters got a huge dmg spell; the pet. We are a hit dizzy kill and run class. Maybe we aren't good in fort-fights but that is because w are like snipers, we take out one person and kill it. After that we escape. I play a barb and knight too and I discovered that hunters are very good in escaping.
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Old 10-14-2007, 01:09 PM   #75
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Please don't. That would be useless! There can be other things added for lvl 50 to do.
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Old 10-14-2007, 11:58 PM   #76
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Quote:
Originally Posted by Angelwinged_Devil
omg...



that's why I say it's a defensive character.
A hunter is someone who actively seeks out game for the purpose of killing it. In this case, the game is two legged.

A hunter actively seeks out, closes with, and kills the enemy. That is about as offensive a role as you can get...regardless of what the manual may say.

BTW, hunters are anything but weak in fort fights, if properly supported. Anyone who has ever fought against Legolas I has seen what an aggressive, offensive minded and properly supported hunter can do in a fort battle. Legolas I can dominate a battle- i've seen him do it. And he is not the only one.

Valorius has most of the 'defensive' skills maxed, yet still maintains lvl 5 shieldpierce, lvl 5 projectile rain, lvl 5 break apart, lvl 5 ensnare arrow, and lvl 3 stunfist. As for defensive skills, son of the wind, the lvl 19 evasion skill, is everybit as much an offensive spell as a defensive one. Most of the time when i cast it, it is to close with the enemy and deliver a battery of lvl 5 attacks, as opposed to being used to aid in fleeing from a pursuer. What's more, lvl 5 acrobat, another evasion skill, adds +30% dmg resistance for 2 full minutes, for only 110 mana. Spell elude can deliver 30% magic resistance for 2 minutes as well. So while these may be 'defensive' spells, what they allow is offensive persistance. A knight has the best defensive armor in the game, but is by no means a defensive class...nor is the hunter.

Last edited by Valorius; 10-15-2007 at 12:13 AM.
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Old 10-15-2007, 05:17 AM   #77
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Quote:
Originally Posted by DemonMonger
i will record the damage done.. to prove to you its true...
or listen

cast the spell to incrase casting time...
that does casting speed +50%. I'll be gracious and calculate it as casting time divided by 2 (actually its 66,6666... %):

Quote:
Originally Posted by DemonMonger
infuriate
+1.5 sec casting time (1.5)
+ 2 secs between casts (with a fast staff) (3.5)
Quote:
Originally Posted by DemonMonger
+ ele expos
+0.25 secs (3.75)
+2 secs (5.75) your 5 seconds are up. you didn't even do 1 dmg. but lets continue:
Quote:
Originally Posted by DemonMonger
+ lightning damage = 240 x 5
+1 sec (6.75)
+2 secs (8.75)
Quote:
Originally Posted by DemonMonger
+ ice blast 110 x 10
+0.75 secs (9.5)
+2 secs (11.5)
Quote:
Originally Posted by DemonMonger
+ meteor duh...
does 800 damage on lvl 5
+0.75 secs (12.25)
+2 secs (14.25)
Quote:
Originally Posted by DemonMonger
+ golem fist 1400
actually golem fist does only 1200 dmg
+1.5 secs (15.75)
+2 secs (17.75)
Quote:
Originally Posted by DemonMonger
+ fireball 744
744? 650-800 is the right one
+0.75 secs (18.5)
+2 secs (20.5)
Quote:
Originally Posted by DemonMonger
+ soul keeper 1000 (total so far is 6244 damage
+1 sec (21.5)
+2 secs (23.5)
Quote:
Originally Posted by DemonMonger
+ Stalagmite 600
600-800 actually
+1.5 secs (25)
+2 secs (27)
Quote:
Originally Posted by DemonMonger
+ vampire drain 600
+0.5 secs (27.5)

lets say you cast arcane acceleration before as well.
then you would have a 25% increased attack speed resulting in 20 % less waiting time between shots. so 27.5 - 20% * 9 * 2 + 0,5 (casting time of arcane acceleration)= 24,4

btw:
- infuriate just decreases the protection by 50% not 100% so it doesn't ignore armor. or resistance
- with this setup you have really few powerpoints left. way to few for a decent setup imho. what about energy barrier, mana pool, energy borrow for example?
- your target may resist one or more spells
- you most probably don't have enough mana to cast all that. esp. without mana pool and dragons blood and energy borrow and ambitious sacrifice in your setup
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Old 10-15-2007, 07:11 AM   #78
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I like the idea that there is lvl 60. I'll give the respect to ppl who really can reach ">15 000 000" xp. Even now ppl with lvl 50 are hardcore playeres but it would be nice to see people who has reach beyond that ..and i have nothing against "super über ultimate god like players"

After the server reseting (beta), there was couple players who reached lvl 50 so much faster than others, i really liked that, and didnt see any problems for that.

Someone mentioned that after lvl 40 leveling will get so much harder. But its kind of nice idea that there is levels witch are "too hard to have"

Ofcourse there can be some "hook" that its not just leveling. Like u have to have like "50000 rps" or u have to done some "ultimate quests" that u can have levels beyond 50.
I made once a joke that it would be have ability to do fusion by 2 characters. Like Barbarian + Warlock = Warlarian :P ..but if u want to connect this "lvl 60 subject" to that, maybe the hook could be that, U have to play two characters to lvl 50 and then u make "fusion" or whatever it is. Then u can have one character that can go beyond lvl 50.

crazy ideas from mad player :P
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Old 10-15-2007, 08:30 AM   #79
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Quote:
Originally Posted by DemonMonger
I wonder who will be the first lvl 60...
I wonder what new powers we will get!



NO!!!! FALSE
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Old 10-15-2007, 10:51 AM   #80
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Quote:
Originally Posted by Valorius
A hunter is someone who actively seeks out game for the purpose of killing it. In this case, the game is two legged.

A hunter actively seeks out, closes with, and kills the enemy. That is about as offensive a role as you can get...regardless of what the manual may say.
You're taking the word out of its context here: within the context of Regnum Online, a hunter is the defensive subclass of the archer class, it is a subclass which is built for tracking and scouting enemies; archers are built for ranged attack.

When you talk about hunters, you should confine it to the context of the game in question, it's pointless to talk about what hunters are outside of this context as it just isn't relevant.

Quote:
Originally Posted by Valorius
BTW, hunters are anything but weak in fort fights, if properly supported. Anyone who has ever fought against Legolas I has seen what an aggressive, offensive minded and properly supported hunter can do in a fort battle. Legolas I can dominate a battle- i've seen him do it. And he is not the only one.
You're right that hunters with the right setup can be useful in fort fights if properly supported, but that support takes the needed conjurers from the melee characters who guard the gate and the conjurers, and from the marksmen and warlocks who are built to be dealing big damage to keep back the enemy.

This makes a fort fight with Valorius a bit of a nightmare to be honest, while the enemy start to push forward, we should be moving back, letting the offensive characters do their bit to try and push them back, but mostly, characters have to stay out away from the fort to support Valorius. A little unfair really when they ask you to step back to give the support classes some breathing space to be able to prepare for the wave of enemies about to push forward, but you don't, and usually suck up all the support and still die. Yes, very useful. A good use of a hunter's unique skills for the defending side. There are better ways of being effective in fort wars for hunters

Quote:
Originally Posted by Valorius
Valorius has most of the 'defensive' skills maxed, yet still maintains lvl 5 shieldpierce, lvl 5 projectile rain, lvl 5 break apart, lvl 5 ensnare arrow, and lvl 3 stunfist. As for defensive skills, son of the wind, the lvl 19 evasion skill, is everybit as much an offensive spell as a defensive one. Most of the time when i cast it, it is to close with the enemy and deliver a battery of lvl 5 attacks, as opposed to being used to aid in fleeing from a pursuer. What's more, lvl 5 acrobat, another evasion skill, adds +30% dmg resistance for 2 full minutes, for only 110 mana. Spell elude can deliver 30% magic resistance for 2 minutes as well. So while these may be 'defensive' spells, what they allow is offensive persistance. A knight has the best defensive armor in the game, but is by no means a defensive class...nor is the hunter.
The knight is a moot point right now until their skills get sorted, yes, they're good for taking damage, but it takes an age for them to kill anything, they're really not an offensive subclass at all - have you tried playing one in a fort war? Really all a non level 50 knight can do in a fort war is keep popping over the front line to get the warlocks and archers to direct damage at them to allow for the marksmen and warlocks to push forward a little without being targetted so heavily, or to try and reach a single target with the barbs so they can take the hits (if they enemy will then target the non damaging character) - a meat shield is all knights are right now.
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