08-19-2010, 12:24 AM | #81 |
Apprentice
Join Date: Oct 2008
Location: the land downunder
Posts: 68
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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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08-19-2010, 12:31 AM | #82 |
Count
Join Date: Jun 2009
Location: France
Posts: 1,024
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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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Annavilya / War-Luck (Haven)
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08-19-2010, 12:34 AM | #83 |
Baron
Join Date: Aug 2009
Location: por ahi....
Posts: 825
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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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Tira 60 Barba 60 Conju 60 Caba 60 Caza 60 Brujo 60 Los Exiliados de Syrtis! |
08-19-2010, 12:49 AM | #84 |
Master
Join Date: Mar 2009
Location: Peterborough ON
Posts: 597
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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. |
08-19-2010, 12:52 AM | #85 |
Banned
Join Date: Mar 2009
Location: Cheshire, England
Posts: 219
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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 |
08-19-2010, 12:54 AM | #86 | |
Master
Join Date: Mar 2009
Posts: 450
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Quote:
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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08-19-2010, 01:51 AM | #87 | |
Initiate
Join Date: Mar 2009
Location: San Francisco
Posts: 117
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Quote:
+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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08-19-2010, 02:04 AM | #88 |
Count
Join Date: Jun 2007
Location: Jippy's Mom's House
Posts: 1,286
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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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Compost (60 Hunter) Alsius Compoundious (Dead and gone...) |
08-19-2010, 02:20 AM | #89 |
Pledge
Join Date: Mar 2009
Posts: 19
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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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Kryhavok : Barbarian - Horus
Aistorm : Warlock - Horus Snowdancer : Marksman - Horus |
08-19-2010, 02:22 AM | #90 | |
Baron
Join Date: Apr 2007
Location: Svea Rike
Posts: 814
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Quote:
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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Eagles may soar, but weasels don't get sucked into jet engines...
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