Warriors do not need DEX. We're talking about one DEX point giving 3 HP, 0.025% critical and 0.075% dodge; the HP trade off for the current tarlok rage gem considering the gem price difference is overall a bad decision. Even if STR-INT gems are introduced, I don't see them getting too popular (~800 MP are enough for PvE and for PvP, veng is all you need).
Hypothetically, rage gems are the best for PvP users. But, the upgrade is so minor that it is insignificant damage wise. Yes, you only lose 15 HP but you only gain around 5 DPS tops (I don't know exact figures. May be less, may be more).
Wisdom gems give mages +450 HP with all perfects and Wind gems give rogues +450 Mana with all perfects. Those are significant, not the piddly upgrade we get. Leave tarlok gems to the twinks.
So what u guys will prefer? Lvl 41 mythic shield or lvl 31 maul?
Maul is seriously very overpowered, ill be using maul... Whts your thoughts about it?
I think shield will be good for elites but maul will own pvp
Last edited by Taejo; 05-24-2014 at 02:03 PM.
Geunin / Cheonje
Proud Member of <Elite Runners>
Maul is good mainly for clashes especially CTF (because of the close quarter fighting). If you are involved in alot of organized clashes then 2 or 3 warriors with arcane maul can be a game changer because of the PROC. However, if you are a more casual PVP player where you join random maps and teams, play more TDM, or play more 1vs1 then glaive or magmatic claymore is best weapon. When new mythic bow comes out for rogue and you jump in there willy nilly with your "supposedly" OP maul you will get rocked by the rogues (especially with new client update when skill switching during cool-downs no longer is allowed)
Last edited by Midievalmodel; 05-24-2014 at 02:36 PM.
Wait what? Heal over time is an aggro pulling machine.. Great way to "grace" a team member after he protected him lol.
Only the heal over time effect of "life giver" does that. Also, lifegiver is a party wide effect. Therefore, if recieveing over time heal was the trigger all party members in range would be pulling that aggro, not just the mage who cast it. Furthermore, if you were right that all over time heals caused players to gain massive aggro, no warrior would use HoR.
The reason the caster of any skill with heal over time effect is getting aggro is because in every Legends game, heal is based on damage and actually considered as dealing all the heals as hits. A one time heal like a lifegiver with no upgrades would be like a one time hit AoE spell which probably wouldn't cause much problems for the sorcerer since the whole party would be hitting that mob. Adding the ten-second heal over time though is deadly and works like a DoT, aggravating everything close on the ignorant smurf. Likewise, the caster of HoR gets immediate aggro over anything in the party perimeter when he casts it. On the other hand, if anyone grabs a charged medic pack that a rogue has thrown, then the player that picked it up gets the aggro and not the caster.
It's true that both of the above effects (Lifegiver, HoR) are turning the caster to the center of mob attention but a healing guardian? Assuming we're not going to see a situation like when our pets were holding aggro at the past, I think we're looking at something closer to the second type of aggro-grabbing heal over time effect (Medic).
Geunin / Cheonje
Proud Member of <Elite Runners>
Geunin / Cheonje
Proud Member of <Elite Runners>
Remember guys,bulwark can cleave so it does x3 damage output.
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