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#16 (permalink) |
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Daeva
Join Date: Apr 2009
Race: Elyos
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Well atm it seems like we are useless versus ranged. I dueled an archer with my templar lvl 15 and all he did was slow me then run around and kite me. He had a bad weapon so he didn't really hurt me. But he kited me for the whole duel(5 min I think is the timelimit) and I got to hit him maybe 2-3 times. And there is a small delay when we stand near our enemies before we can use our skills so we cant run and use skills at the same time which makes it hard to chase -> use skill.
We have no range whatsoever. |
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#17 (permalink) |
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Officer
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i think atm its because the game is balanced on a group level. Sure 1 vs 1 a glad might get pwnt by a ranger/caster... but you smack a healer with the gladiator removing snares and keeping his health up.. and he becomes a machine, getting casters to half health in 1-2 hits.
:| __________________
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#20 (permalink) | |
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Officer
Join Date: Nov 2006
Race: The Chosen
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Quote:
I think the better suggestion for this thread would be to have ArenaNet take care of the PVP system rather than the KRNCsoft who made the pvp system in Lineage 2. Also, Using extendable weapons as a way to close the gap between yourself and the target doesn't make you a melee class anymore, you're just a range class with a whip like weapon. Totally contradicts the purpose of the class. |
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#21 (permalink) | |
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Daeva
Join Date: Apr 2009
Location: Florida
Character: VersusXIII
Class: Assassin
Legion: ViRuS
Race: Asmodians
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Quote:
It's an instant cast skill that shoots you right to the target and has a chance of stun. Even if it fails to stun it helps to close the gap instantly so that you atleast have a fighting chance. I think it's a great idea for this game. *Even better if they made it an option as a combo starter* __________________
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#22 (permalink) | |
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Officer
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Quote:
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#23 (permalink) |
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Daeva
Join Date: Sep 2007
Location: Florida, USA
Character: Kurushii
Class: Assassin
Legion: Ancient Berserkers
Race: Asmodians
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Um, No? Crippling Cut is a attack stigma that hurts fallen down enemies. So you have to get either to the 3rd part of the first combo for knockdown chance or hope one of your other single skills does knockdown. I've never seen a slowdown debuff of it. Also, charge is nice but the cooldown is too high at a value of 4 minutes.
__________________ ![]() Ancient Berserkers - Centurion (Legion Site/Vent Admin) |
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#24 (permalink) |
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Great General
Join Date: Apr 2009
Character: Don't stalk me >.>
Class: Assassin
Legion: Elysium
Race: Elyos
Server: Siel
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Pretty sure the game devs didn't really intend to balance the game for 1v1 duels. If you give Warriors too many tools, they'd be overpowered in groups. I mean, if every warrior had the ability to close the gap instantly against ranged classes, then there really wouldn't be any need to run ranged classes in group PvP would there? Everyone would just run a gladiator or templar.
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#27 (permalink) |
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Great General
Join Date: Apr 2009
Character: Don't stalk me >.>
Class: Assassin
Legion: Elysium
Race: Elyos
Server: Siel
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I dunno, Rangers have so little hp that you can probably just kill them with your initial snare when you gank them. If they kite you and you can't catch up, just run away and wait for them to resume leveling, then gank them again.
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#28 (permalink) |
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Officer
Join Date: May 2009
Location: Oregon
Character: Moranion
Class: Spiritmaster
Legion: Sword of the Dragon
Race: Elyos
Server: Yustiel
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I think going the route of WAR would do alot more for the Warrior class then going for a charge type ability.
Make shield wielding warriors have a skill where they move forward at regular pace, but their ability to absorb spells and dodge ranged attacks are increased by 50% for any attack towards the shield wielders front cone. To make it worthwhile for groups, reverse of what WAR did, have everyone behind the tank get a much higher certain percent of that bonus as well, possibly 75%, say 50 feet reverse cone or something along those lines. The tanks are the armored carriers of the rest of the team. Glads moving behind Templars, as the Templars give them a dodge and spell evasion bonus. Once the Templars get the Glads to the front lines, the glads would be in charge of keeping those enemies within arms reach. This would make Templars a threat, and give a reason to focus fire the tank instead of going for those behind them. Also would give Warriors, in a group based battle, have a much greater chance to get to the enemy without being rooted, snared, stunned, ect. Of course make it non-stacking so you don't get Templars stacking buffs with Templars whose already stacking buff with other Templars. As for a cool down, maybe a 5 minute cooldown or something along those lines, with a 30 second duration. Just random thoughts though. |
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#29 (permalink) |
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Officer
Join Date: May 2009
Location: Sweden but am Turkish
Character: Oguzhan
Class: Sorcerer
Legion: The Betrayed
Race: Asmodians
Server: Spatalos
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Wouldnt charge make the warriors overpowered since they deal a lot of damage?
The only way i can agree with that is if the cool-down of that skill would be like 1 min or so. |
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#30 (permalink) |
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Officer
Join Date: Jun 2009
Race: Elyos
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I don't know how gladiators will do it but on my templar I had +2 green gear.
The archer that I duelled was on the same level with a green bow, he just couldn't get me lower then 75% hp. The regen was higher then the damage he inflicted on me. Though I was constant trying to reach him so he couldn't go full out in damage. Templars have a shield bash skill that stuns them for around 1-2 seconds, and with counter attack it is also possible to stun them. I was getting a lot of counter attack pop ups, but i couldn't execute them because the archer was out of range XD. |
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