|
|
General discussion Topics related to various aspects of Champions of Regnum |
|
Thread Tools | Display Modes |
10-15-2007, 11:13 AM | #81 | |
Banned
Join Date: Feb 2007
Location: Under your skin Posts: 1337
Posts: 2,490
|
Quote:
A hunter stalks which is defensive, and takes the target when it's most vulnerable, that's defensive, a hunter runs away if it's about to lose, that's defensive. If you play a hunter offensively you will be a scout running around with glasses and a heavy backpack |
|
10-15-2007, 12:57 PM | #82 |
Master
Join Date: Jul 2007
Posts: 344
|
Yeha I've always mentally associated hunters more with the "Ranger" AD&D/general RP concept. A guardian of the woods and plains that looks after animals, has some natural affinity, has a familiar and knows a bit about fighting... but generally a jack of all trades, not a great fighter, an OK one though.
I think you're associating more with a "bounty hunter" kind of idea. Much more power, more of an assassin type thing. But I dont think this kind of char would have a pet, or nearly the range of defensive spells a hunter has. Anyway, a hunter plus any offensive char, esp marksman is a great combination. I never see you hunting with any less than 8 people though so I guess it's not too important anyway |
10-15-2007, 06:25 PM | #83 | ||||||||
Banned
Join Date: Jul 2007
Posts: 1,994
|
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Knights are useful in a variety of roles in a fort battle, and so are hunters. |
||||||||
10-15-2007, 07:34 PM | #84 | ||||||||
Pledge
Join Date: Jun 2007
Location: England
Posts: 22
|
Originally Posted by firstly:
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. Quote:
Quarry for a hunter is not a fort war, hunting in Regnum Online, is about tracking enemies (yes, in their homeland sometimes) and hitting, running, hitting, running etc. not going to fort wars and standing in front of all the other Syrtians trying to be a marksman. Quote:
Quote:
Quote:
Quote:
Quote:
Knights really do need a barb, marksman or warlock (one of the offensive subclasses in essence) in support to be able to do anything more than draw enemy fire, that's quite correct, but often in the heat of battle, it is difficult to find a use for my knight other than being a sitting duck in order to allow my realm mates to get a few extra hits (I may look suicidal, but unless I'm extremely bored, it's usually for a reason ) Quote:
Quote:
(melee characters includes barbs, as knights are not the only warriors) This is of course, only from my own personal experience. Isn't part of the fun of playing learning from others and tweaking your own character (or starting new ones) in order to best suit not only your own playing style, but your realm's? I can only speak from my own experience in fort wars of course and not hearsay. |
||||||||
10-15-2007, 08:33 PM | #85 | |
Master
Join Date: Jul 2007
Posts: 251
|
Quote:
Energy Barrior *** 260 mana - 2.0 sec Double-speed spell: arcane devotion *** 175 mana + infuriate *** 160 mana + ele expos *** 200 mana + lightning damage = 240 x 5 *** 185 mana + ice blast 110 x 10 *** 185 mana + meteor duh... *** 220 mana + golem fist 1400 *** 500 mana + fireball 744 *** 185 mana + energy borrow 0 *** 0 mana If above evaded: + ambitious sacrifice *** 0 mana + soul keeper 1000 *** 400 mana + Stalagmite 600 *** 160 mana + vampire drain 600 *** 200 mana 2830 mana, about 1000 more than a level 50 mage is going to have. You're going to have to add in an Energy Borrow in there, and hope it isn't evaded, and you'll need to do an Ambitious Sacrifice. I come up with 12 to 13 seconds, assuming 50% reduction on all spells after arcane devotion. But add in some reality to this equation, like at least 1 second lag between each spell and it'll take you at least 30 seconds to get those spells off. If it is a bad lag day, 5 seconds between each spell. What will the enemy be doing while you're casting these spells? And in 15 seconds if someone casts Tremor or some other dizzy on you, or maybe 30 seconds for Darkness. How many of your spells will be evaded? How much damage will armor or other defenses soak? There is no way a warlock is going to do 8000 damage in 7-10 seconds. Maybe 4000 damage in 30 seconds on a good lag day and if nobody opposes him, but I doubt that happens very often. |
|
|
|