I think worrier is good the way it is coz ive played eden eternal and othere games and tanks are preety same as tank in AL so i say no changes special to damage worrier needs damage coz they get beaten up the most and if they have no high damage then clearing mobs is hard
only thing i will say is make rouge long range with bow. And keep damage same or almost same as other classes trust ME WORRIERS need good damage since dodge and crit is low for them
Do you understand what a tank is supposed to do? They are not meant to kill stuff, they are meant to take all of the damage from and attention of the enemy while others kill them. That's why people are saying they need a DAMAGE nerf, not ARMOR. As it stands, yes, warriors are over powered in the damage department and need a nerf.
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This post has +5 to topic derailment
Yup damage is quite high.Originally Posted by Deathpunch:859770
Credits to Iady
My lvl 6 warrior is OP.
My level 16 rogue dies in 2 hits with elixir and full Pink gear.
Seems ok to me.
NOT!!!
PL-ItsNiNNY-76 PL-Uglybearlolz-76
AL-NiNNY-21 Rogue
AL-NiN-21 Warrior
Nah it's fine.
They also attack slower than the other classes. Don't know if y'all noticed that. It's like in PL with bears. They have high damage, but the other classes win in DPS.
PL: Seucheky
SL: McBain
DL: ArethaFanglin
AL: McBain, Seucheky
I think an everything-but-Warrior improvement would be better than a Warrior class nerf.
Give mages a bit more crit (intelligent = smart = know where weaknesses are, right?) and buff up Rogues some more. I don't see as many Rogues and they just don't seem as useful at this point (maybe because people don't give them a chance and don't know how to play them the best way yet, who knows).
Last edited by Nightarcher; 11-20-2012 at 05:47 PM.
Gandalf—Level 21 Arcane Legends Sorcerer
Redeemed—Level 12 Sorcerer twink
Nighttrooper - Level 40 Commando [retired]
Nightarcher - Level 60 Avian Archer [retired]
ur gandalf? I think i played with u beforeOriginally Posted by Nightarcher:859799
Credits to Iady
If your rogue is dying in two hits, you aren't playing your class like you should.Originally Posted by NiN:859787
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I agree to disagree. It's normal for rogue to die in two hits if it is high dmg rogue. He should be behind a tank or kill faster than take those lethal 2 hits. (And btw Elite Mother can 1hit even 2000hp 500armor Warrior, so death for Rogues is normal, but one should minimize death rate and maximiZe his team value - dps/heal)
I have a lvl 16 warrior and yes they are very powerful but very boring. Their dmg is op, if played right they can plow through a group of mobs. Started a mage and am in love with the mage. Idk about the rogue so i have no suggestions about them but i feel the mages should regen mana better. I run through manas like astrocat runs from a fight.. Jk astrocat lol but yeah would love for mage to have something like vengeful blood.
Cry more plox
PL-lvl 76 Duper mage (main)
AL- Hephaestus warrior (main), Duper Sorcerer
Personally I have a str/int build. That way I can use more skills while waiting for vengeful blood to charge. Int adds into mana pool. Vengeful just regenerates it. Say you have a warrior with 100 mana. It just doesn't work
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There are a few things they could do to fix the slight imbalance. Currently all classes gain 2 damage% for each 4 points of their main stat, but it comes in the pattern 0-0-1-1-0-0-1-1 etc
- Lower the rate that warrior gets damage % slightly from STR. Since A warrior has the lowest average spell cost it is easier for them to use a +m/s pet and not need to put any point into anything but STR and let their items give the extra mana needed. If STS lowered their damage% per STR rate slightly to .4 or .45 from the current .5 rate that would help. People that complain about their armor being high is a crazy thought. They are WARRIORS, any game like this will have warriors with high HP/armor. Plus I like them having it for ELITE dungeons
- Rogues gain Dodge/Crit from dex and with the current calculation for those they can get pretty high values, especially with a pet. They also gain dodge at a higher rate than the other classes. The biggest problem is their skill costs are on average 20 mana more than a warrior at level 16 (55 mana avg). I think their skill costs could be re-thought a bit. Maybe add a skill that recovers X% mana on dodge or crit
- Mages skills cost on average 91 mana at level 16. With 1800 mana, that is just unders 20 skills before they go OOM and that isn't hard to do in an ELITE dungeon. 8 m/s pets don't help too much when the spells costs >11x that. The Lifegiving skill even if u put both points into the mana skills , you only recover 9.5% of your mana or about 1/2 that after you factor in the cost to cast the spell. The 6 m/s over 10 seconds recovers another 2/3 a spell cost. So my point in all this is to keep up wight the mana costs and to benefit the most from the 9.5% mana return, a Mage really needs to put most of his points into INT. I dislike the shield spell as the point of a 2s immunity bubble should be like an "oh crap!" Button, but it needs to be charged. So how do you improve Mage survive ability, dodge/Health will be lower because of extreme mana costs and lack of productive mana return???
Thanks for reading and constructive arguments
Last edited by CosmoxKramer; 11-21-2012 at 07:04 AM.
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