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General discussion Topics related to various aspects of Champions of Regnum |
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#81 | |
Pledge
Join Date: Mar 2011
Posts: 35
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i think conjus could stand a small buff to their healing spells (because of the warmaster update). also a change to the nuke-area heal, the cooldown is too long imo. EDIT: after a rethink of this suggestion, i think that heal ally should be changed back to a percentage of health but should be comparable to how it is now (perhaps more). 500 HP might do a lot for a lower level mage, but for a knight its basically pointless. im thinking maybe 15%. Last edited by harrrr; 09-30-2011 at 05:45 PM. |
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#82 | ||
Count
![]() ![]() ![]() ![]() ![]() Join Date: Feb 2009
Posts: 1,445
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Those overrated spells are unbalanced and nasty. Summons tree is broken, some low level summons are pretty but stupid, low damage, limited time and they have to run after the enemy... You need DI if you want to use them, but the duration of 2 of the summons is lower than the cooldown of DI, if a warlock steals your summon it lasts until killed. Resistances are very low, they die with one or two hits in a fort war and you need a lot of time to do some damage, so still no use in a war (like pets of hunters but at least those have skin of the beast). You can not cast summons under the effects of darkness (not sure 100%). Quote:
Greater healing is low area, 6m fails due to position errors, you want to maximize it with number of allies because the amount of heal is very limited and a lot of times you only heal 2-3 guys (now with 25% more speed is worse). Good for door fights, where I expend less than 1% of my time, so this spell is out of mi configuration. Greater regeneration is ok, the only problem I see is when you don't have it with rank 5. Problems to use them with sanctuary. Mass resurrection is broken. I prefer the old skill that required your life. |
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