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Old 08-19-2010, 12:24 AM   #81
SlackerLinux2
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the new army of one is great no more knights popping out for whatever the old duration is losing about 1/8th hp with like 20 barbs hitting him then getting back into fort and waiting for cd while im on my hunter and not my mace barb seeing not 1 ms being cast. i do have a level 42 knight and he does use AoO and in fine with the update although the manacost should be reduced and maybe the duration increased by 5-10 seconds(not too much)
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Old 08-19-2010, 12:31 AM   #82
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Reveal is breaking Stun effect, it shouldn't be the case.

It is possible to stalker in a fort and go out all camoed, this has to be tested in RvR with new Reveal and Dispels...
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Old 08-19-2010, 12:34 AM   #83
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Hello everyone, i recentle have an idea for Ao1.

duration: 25 seconds (or more)
coolddown: same as duration
cast: instant or 0,5 sec
mana cost per lvl: 100-120-140-160-200

You can't abuse of the power or you wont have mana, thats more tactic, and casting twice you will have 50 sec duration loosing 400 mana same as Horus/Ra.

what do you think?
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Old 08-19-2010, 12:49 AM   #84
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NGD wants to discourage Knarbs, so they effectively make both knight trees useless bar 1 spell in vanguard and 2 in shields. Neither of them are worth the wasted points.

NGD wants to encourage warriors in general, so they nerf warriors while buffing/leaving the OP ranged classes.

Wow.
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Old 08-19-2010, 12:52 AM   #85
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Ok i can accept the Ao1 change now i've played in a fort war and Ao1 is useless the ammount of times i cc'd a knight using it and laughed must have been in the high twentys for the time i was there.

The reason i can accept it is because i just wont skill it, In war as long as you have good support you shouldn't have a problem taking the damage.

Gawyns setup:

13 blunt 3 MS 1 rib breaker

15 slash 4 acurate swings 4 disable limb

7 pierce 1 balestra

19 tactics 5 kick 5 feint 5 caution 5 defensive stance 5 spring

19 sheild 5 deflect projectiles 5 steadiness 5 sheild wall 1 sheild bash 1 deflect projectiles

15 vanguard 4 stone temple 4 troll skin

--------------------------------------------

Hp: 4784 (without troll skin)

mana: 1585
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Old 08-19-2010, 12:54 AM   #86
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Quote:
Originally Posted by Need_More_Invasions View Post
NGD wants to discourage Knarbs, so they effectively make both knight trees useless bar 1 spell in vanguard and 2 in shields. Neither of them are worth the wasted points.

NGD wants to encourage warriors in general, so they nerf warriors while buffing/leaving the OP ranged classes.

Wow.
After playing amun the shield tree itself is pretty nice, especially because of the now great deflecting barrier. However, Vanguard tree now is pretty much only good for the passive 15 constitution at lv 5. Perhaps some changes will occur in that tree to make it more attractive soon.

Also, I don't know if devs mentioned somewhere else but it is awesome how people now slide across the ground when you knock them while moving lol.
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Old 08-19-2010, 01:51 AM   #87
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Quote:
Originally Posted by chilko View Post
  • Force armor: duration increased to 60 seconds Cooldown increased to 70s. Protection reduced to 10-30%
  • Precise block: Same duration for all levels (30s). Block chance adjusted 10%-30% from level 1 to 5.
  • Dead Eye: speed penalty reduced to 5%- 15% from level 1 to 5.
  • Steel Skin: Resistance Bonus reduced to 50%-70% from level 1 to 5
  • Heroic Presence: Cooldown reduced to 120 seconds. Cast time reduced to 1.5 seconds. Protection reduced 40% - 80% from level 1 to 5. Mana reduced to 320 – 400 from level 1 to 5.
  • Army of One: changed for a more tactical use. Duration Reduced to 10 seconds in all levels. Cooldown reduced to 30 seconds. Casting time reduced to 0.5 seconds. Mana reduced in all levels to 320 to 400 from levels 1 to 5. (try using a combination of awareness and rigorous preparation for better tanking)
  • Natural Armor: Protection reduced to 10% to 30%.
  • New Spell for hunters: Reveal Enemy. Allows a Hunter to interrupt the effect of camouflage, Stalker Surroundings , and camouflage corps. Duration 15-50 seconds. Cooldown 20 seconds. Mana 200-300.
  • Enhanced Stalker Surroundings: Now caster and his allies can move with a reduced speed of 40%. Allies loose the effect if they get 10 meters away from caser for a period of 5 seconds.
  • BUG fix: a bug with Recharged Arrows when running out of mana has been fixed.

+234234324 to the change to stalker surroundings, just make it not work with Pet so hunters dont use it for solo hunting ( Encourages petless hunters to level this skill)
This would be the single most tactical feature of Regum if it is done correctly.
By implemented correctly, I mean having it not cancel other stalkers and please increase the number of players in stalker to 8 (one party) And only the party members are stalkered when this skill is used.

Dead Eye still costs mana. Maybe I will use it as a counter to loss of LS. But basic marksman mana problems remain.
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Old 08-19-2010, 02:04 AM   #88
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Problem with Resist Rate

Ok, I got around to have a few fights on Amun. Mostly I've been focusing on making sure spells work, etc. So I start a fight and I'm amazed at the pure number of resists that occur (evades aren't bad). I had 10 different fights and the resist rate for spells cast were approximately 55% (never below 50% and once about 62%). This needs to be toned down significantly.
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Old 08-19-2010, 02:20 AM   #89
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Dead Eye still hasn't been brought up to the level of a useful spell.

Bringing the attack speed adjustment down to +15% at level 5 helped, but not enough.
The DPS of Normal attacks + DE lvl 5 tests out to only be at 105-110% of the Normal attacks alone. And unfortunately the DPS of Recharged Arrows + DE appears to be the same as the DPS of Recharged Arrows alone. So basically if you use Recharged Arrows, using DE is just burning mana for no reason.
I thought that maybe DE would be a good boost for Lethal Strike since it's damage is one of the +% types, but I saw absolutely no difference in damage with or without DE. (didn't see it affect any of the Marks tree spells that I tried)

I was thinking that Dead Eye was going to be something like a caster only version of the old Death Sentence, but right now it's just a spell used to make mana disappear. One more tweak please.
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Old 08-19-2010, 02:22 AM   #90
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Quote:
Originally Posted by chilko View Post
Hello everyone

[*]Enhanced Stalker Surroundings: Now caster and his allies can move with a reduced speed of 40%. Allies loose the effect if they get 10 meters away from caser for a period of 5 seconds.[/LIST]
While I'm really looking forward to this, there is one huge problem with it: Under the new mobile stalker, a gem carrier should not be affected by stalker.

Reveal is nice but it is insufficient to reveal a stalkered gem carrier; Every single hunter would have to stay close to the gate and shoot off overlapping reveals (which presents a minor issue with mana aswell), but the biggest problem comes when a reorganized attack force appears outside the gate, causing chaos and confusion, a stalkered gem carrier could easily sneak out that way. And a gem should never ever be that easy to get out.

It can easily be justified from a roleplaying aspect too, the gems being far too radiant and shiny thus being seen even if they tried to hide it.

Every defending realm should have the opportunity to retrieve their gems and I think if stalker affected gem carriers there would be feelings of utter hopelessness, that they didn't even get the chance to hit the gem carrier if he or she snuck out in that manner.
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