EDIT for clarity - these are not all the proposed changes. Please go read them on the forum. This is also not complaining about the changes, besides the ridiculous warg ones.
See all the stickies that were added.
Some of the highlights:
-Reavers getting a 3s stun from Charge
-Reavers also getting a stackable bleed on Thrash, with cooldown reduced to 15s
-Reavers getting another cooldown reset for Devastating Strikes
-Wargs getting an AoE fear that doesn't break stealth (!)
-Wargs getting an incoming healing debuff when Maul crits
-Wargs getting trait for Disappear to remove all DoTs (like the burg moors set bonus on HIPS) at r9...oh, with only a 5 min cd, too
-Wargs getting zero inductions on howls and can use them while moving
-Spiders getting Lie in Wait induction cut in 1/4
-Spiders getting a ranged pet and buffs to the melee version
-WL - a new trait at r3 where, to quote, "Whenever you crit with a “Tactical Skill” your next heal has 0 inductions/power cost"
-Defiler HoTs stack
-BA hindering shot cd reduced to 1.8s
-BA Puncture Target no induction, 5s cd
-BA Enhanced Hindering Shot increases slow to 20s along with the root
Withholding judgment till all the freep changes with the increase in level cap come out, but some of these are ridiculous.
Last edited by GOBiasIndustries; May 06 2011 at 05:06 PM.
Reason: clarity
A 3 second stun while I'm in charge? Don't mind if i do hehe. After looking over some of the PROPOSED changes(none of these are set in stone remember, just some ideas they are throwing around to balance gameplay with the upgrades/ levelcap freeps will also be getting), as a reaver id rather be given one or two slows to balance the equation against top level RKs, LMs, and hunters who have the kiting mechanic down. i hope that they give a slight upgrade to the DPS output on the WL and perhaps adding some tact dmg skills to defiliers(not EC-esq) to make them perhaps a more attractive class to new players.
As for the proposed warg changes, the AoE fear without breaking stealth is a little rediculous. I hope some of the changes would not boost a class too much that imo there are too many of. But seeing as the cap being pushed 10 levels, even more gear upgrades for freeps, substantial upgrades will be necessary.
Most of that stuff just changes creep skills to match freep skills.
-Reavers getting a 3s stun from Charge
Charge is the reavers money maker, similar freep skills have stun chances or garunteed stuns...piercing cry, light of the rising dawn, rk lightning bolt, warden ambush, and the multitude of other freep cc.
-Reavers also getting a stackable bleed on Thrash, with cooldown reduced to 15s
Thrash is a rank 12 skill. Something like three quarters of a million infamy. I think its ok to give a reaver that spent that much time working on his toon something new.
-Reavers getting another cooldown reset for Devastating Strikes
The first CD reset is rank 9 and considering merciful shot can crit for the same if not more than dev (as well as several other freep dps skills) on a much shorter cd for a tenth of the power cost (dev sets you back 400ish power) i think it is gonna be ok.
-Wargs getting an AoE fear that doesn't break stealth (!)
Freeps have several abilities that allow them to fear, they chose 90% of the time not to use it. Yeah this is a bit over the line I admit but I doubt it will make it past all the freep whining anyway.
-Wargs getting an incoming healing debuff when Maul crits
One debuff to shorten the gap between the multitude of short cd freep debuffs and the shortage of short cd debuffs on creep side.
-Wargs getting trait for Disappear to remove all DoTs (like the burg moors set bonus on HIPS) at r9...oh, with only a 5 min cd, too
Burgs can reset hips, wargs cannot. Ive been saying for awhile they either need to decrease the warg cd or increase the burg cd. As far as the dot removal i think its trash for both sides but If they cant remove it from burgs then wargs need it.
-Wargs getting zero inductions on howls and can use them while moving
Every freep class has an easy to use self heal of some sort.
-Spiders getting Lie in Wait induction cut in 1/4
Not really that big of a deal. I personally on my spider had plenty of time to burrow witht he longer burrow and shortening it wouldent make much difference. (Im not much of a spider though, might be a bit easier, i dunno)
-Spiders getting a ranged pet and buffs to the melee version
Cappy archers and bog lurkers....nuff said.
-WL - a new trait at r3 where, to quote, "Whenever you crit with a “Tactical Skill” your next heal has 0 inductions/power cost"
War-speach chance in heal mode on minnys. Besides the fact that minnys have a surplus of extremely short or no cd at all heals.
-Defiler HoTs stack
Rk hots stack.
-BA hindering shot cd reduced to 1.8s
Hunter's have no CD on quick shot slow.
-BA Puncture Target no induction, 5s cd
Piercing shot has no induction. Similar CD.
-BA Enhanced Hindering Shot increases slow to 20s along with the root
The BAs slow is the only ranged CC they have until like rank 15, not only does this match BA slows with freep ranged slows (LM, Hunter, Warden, Minny) but it also balences the amount of CC a hunter has with what a BA has a little.
Known as Cuba, Aces, Acez, Card, Quartermain, Ha, Get, and Disorder.
It's taken me about 2 months to get R6. If you want to say that the only dedicated WL on the server can't have a nice upgrade (which hasn't happened in ever to my knowledge), then I guess freeps shouldn't get any upgrade and have to stay at 65 while we get a boost to 75. to even it out.
That's not all the changes, was just highlighting a few, not complaining about them. And who said the creep skills SHOULD mimic all the freep skills? Charge is fun. It also doesn't have a comparable freep skill (no, it doesn't. Combos of freep skills and using brands aren't the same). Would you want to just play a hunter in an uruk skin or a champ/OP guard in an orc skin?
There are others involving Wrath just for reavers, too, for example. Besides, why do you need a stun while in Charge? It's not like the target's going to be running away effectively. Based on what I've heard/seen, what reavers really need is some CC when Charge is over to let them fight kiters, and more slow skills. Over on the thread in the creep forum there are a number of suggestions for Blade Toss to also have a root. That sounds fine to me and sounds like it addresses a weakness of the class to boot.
The new dev cooldown reset is going to be at r7, btw. Improved Gut Punch.
Seriously though, creep blinders on the warg fear. "A bit over the line"? "Freep whining" about what is clearly an incredibly, ridiculously OP skill? It's not even close to comparable to anything else. Oh, did I forget to mention that it also debuffs BPE on all the targets?
And from what's on the post, the warg HIPS isn't going to be the same as burg's.
"Adds a cleanse to Disappear (removals all harmful effects)"
ALL harmful effects. Not pottable ones. If it ends up in the expack hopefully they mean only pottable effects. I sincerely hope wargs have to grind out what, 8-9 brilliant stones for that single trait, too. Oh, and don't forget that the burg version is tied to a set that will be 10 levels below the cap then AND the burg HIPS has a 2 minute longer cooldown minimum. If this goes through a r9 warg will never die again.
This isn't wearing freep blinders. I recognize that some classes need buffing. Adding a new stance or two for BAs along with changes to help them in small groups is totally needed. The WL stuff is needed too. However, a lot of this stuff is going to areas that are totally fine. Wargs don't need one of the most OP skills in the game, reavers don't need a stun while in Charge, etc. Who knows which of these will end up in the final version and what new skills freeps will get at this point, anyhow.
It's taken me about 2 months to get R6. If you want to say that the only dedicated WL on the server can't have a nice upgrade (which hasn't happened in ever to my knowledge), then I guess freeps shouldn't get any upgrade and have to stay at 65 while we get a boost to 75. to even it out.
WarLeaders need more love than that! That's all they get? Playing a WL can put you to sleep, they have so few attacks.
Wargs howling on the run is what they should have done in the LAST update. Being rooted to heal yourself 300HP is kinda outrageous, 2 hits from a NPC would equal 300hp(or so).
- Spider changes seem fair.
- WL changes are not enough. Bearing in mind what they're giving defilers, WLs need something to make them a class people will play. I would say something that gives them more effective healing and makes inductions only interrupted by actual interrupt skills(not just auto-attack NPC pew pew), and maybe to get that a decrease in survivability.
- Defiler changes seem fair.
- BAs mostly seem fair. Hindering Shot change is questionable, seems like it'd make tab slowing too easy if it had a 1s CD and 20s duration. If Isen brings a no keeps approach I think it's a good change, if it's sitting at 40m pew pew and slowing in NPCs meh(and before anyone whines bias I'd say the same for comparable Hunter slows, CC from safety is silly in general).
- Reaver changes seem okay for RvR scenarios. It makes them more overpowered solo, they're already the highest DPS output creep class so getting Dev every 10-15s won't quite balance that for the other creeps. To be honest if they're going to make Reavers comparable to (well-played) Champions, they need to make them deal with a system like Fervour where not every attack is available and there's more to think about than clicking the heaviest attack which is off CD(and I say this as someone who plays a Reaver as my main creep).
- Wargs, if they're trying to match up with Burgs, it's reasonably fair. However there will generally be at least 3 wargs for every burg out there, so outside direct comparison it could imbalance group play. The HIPS thing isn't terrible because it comes at Rank 9.
Waiting for the part where Warden taunts become AOE debuffs, or hell, increased melee range so that the problem of getting attacks off isn't exacerbated by having to get 6 off with all of one slow. I'd be satisfied with enough fight altering potential to make myself the first target in a similar way that WLs are generally freep first targets(it's not because they're healers it's because of AOE rez and bubble), a sort of pseudo-tanking where my being around is a danger to the creeps.
I'd be satisfied with enough fight altering potential to make myself the first target in a similar way that WLs are generally freep first targets(it's not because they're healers it's because of AOE rez and bubble), a sort of pseudo-tanking where my being around is a danger to the creeps.
So is that why I'm always the first target always? because, trust me, I blow my rez on single targets all the time. and bubble is usually put half a second too slow... so yeah... jerks.
Charge is fun. It also doesn't have a comparable freep skill (no, it doesn't. Combos of freep skills and using brands aren't the same).
Maybe not precisely the same but there are several freep classes that can increase their run speed in combat on relatively short cds(something only a warg can do on creep side...on a 5 minute cd if traited), charge is checked by being only usable out of combat and it only has a 8 second duration as opposed to 10-20 second in combat run speed buff usable by champions and guardians. Both of which are melee classes with the ability to stun.
No I do not think creeps and freeps should be the same, but I do think there needs to be a counter for every skill by either side. Otherwise you are just making one side more powerful due to no similar, if different, return.
The warg fear is overrated, I read the actual proposed change to the dread skill, which i might add is completely useless at the moment. Its a 25% chance for 3-5 seconds with only one shot at it. Wardens have a skill that ticks 4 or 5 times with a 25% chance to fear on every pulse(and its an AOE). The can also trait for War-Cry so it has a chance to fear as well, which is spam-able. I play a warden, neither of these skills, while cool when the work, are very useful. The fears break easily it is really short and there is only a chance for it to work. Its really nothing to get worked up over.
5 minutes is a long time, besides hips and sprint wargs do not have escape skills like T&G and FF. They also do not have the base BPE that burgs are coming out to the moors with. As far as the dot removal, you saw what I wrote, I dont think either side should get it, but If burgs get it then wargs should to as they are the creep burg. The same applies to the new safe-fall skill and falling guard sprint, no creep can catch a burg or a smart guard when they jump off a bridge while any freep can catch any creep that does. For both issues one of two things needs to happen, they need to be removed from the moors or both sides need classes that can do something similar warg or other.
I might also add that alot of this stuff requires traiting something new, which means we have to remove something else... for example on my reaver I have 5 class traits that in my eyes are not replacable, it would severly diminish my ability to fight. That leaves one spot for adjustment. Other creep classes are similar. We dont get bonus' for having sets of traits while the traits themselves tend to have base buffs that freeps get off of LI's (such as damage type). I'm not saying creeps should get this but don't over state those changes.
To be honest though, this game is run by devs who make 90% of their money off freeps, and freeps want to win. If there is organized disapproval of these changes in any form I do not doubt half if not all of these changes will get scrubbed. I don't play a creep because its easy though.
Last edited by kabarman555; May 06 2011 at 10:57 PM.
Known as Cuba, Aces, Acez, Card, Quartermain, Ha, Get, and Disorder.
Word to the champs and guards out there that might disagree with me on the statment of you get stuns reavers should too because of greater dps on the reavers side. You can do the same amount of dps, it just requires you to use your sprint offencivly like a reaver uses charge, and you will die a lot. Reaver die a lot. If a champ complains to me about not doing as much damage as me at the same rank I will simply look at their death count. If its lower than mine I will say your a melee class and your not getting in melee. If its the same I will say work on your gear and your skill, the class has the ability. If its more I will say re-roll to a more pvp friendly class because you are no good at playing a champ in the moors. As for guards... you can tank anything in pvp land, and I have seen guards that put rks and burgs to shame as far as OPness. No complaints ty.
Oh yeah and wardens. Not everyone is cut out for it. Prolly the second best 1v1 class in the moors (behind defilers) but you lack escape skills that nearly every other class has on both sides. Its just tuff. Some love would be nice but IMO wardens are what pvp should be, difficult to kill, limited cc, limited range, and up in your face melee. I love it.
Last edited by kabarman555; May 06 2011 at 11:12 PM.
Known as Cuba, Aces, Acez, Card, Quartermain, Ha, Get, and Disorder.
If a champ complains to me about not doing as much damage as me at the same rank
They won't. Damage is not what champs complain about in the moors. Maybe they'll complain about not having 9k unbuffed, or zero BPE without either blowing cooldowns or gimping damage, or that our "BoF" is either on a 10 min cooldown or requires a defeat response in a gimped damage stance, or that our anti-CC has a 3600 morale/min cost. This is why it's silly to directly compare what classes get. How about you get our Sprint (in-combat) and our terrible panic buttons, and I'll take all your survivability, and then we'll be boring because the classes aren't different enough. You have an armour debuff that subtracts what, over 2k armour? Ours (when legacied) subtracts about 600. There's a direct comparison for you. Clearly Rend needs buffed (sarcasm). How about instead of a stun in Charge, you get a root with Blade Toss? It actually addresses what seems to be a weakness and isn't just copying skills from champs/guards/wardens.
They also do not have the base BPE that burgs are coming out to the moors with.
Don't pretend that 5 min is a really long time out there, either. Wargs would get, as a trait, what burgs have to grind for and wear a specific armour set for...except with a much shorter cooldown...and maybe even more powerful effect removals. I don't think burgs should have this either, actually, but it's not like they're even the same.
besides hips and sprint wargs do not have escape skills like T&G and FF.
So besides two of the best escape skills in the game, I guess they don't have more escape skills.
The problem isn't not enough CC in the moors, it's the opposite. Giving silly CC to a reaver isn't solving the problem. Removing/nerfing CC across the board is.
Wargs would get, as a trait, what burgs have to grind for and wear a specific armour set for...except with a much shorter cooldown...and maybe even more powerful effect removals. I don't think burgs should have this either, actually, but it's not like they're even the same.
I'm gonna ignore the rest of what you said that was wrong and focus on you assuming Rank nine is just given. I spent almost a year on windfola, a much more active server, to get rank 8 on a defiler that I solo'd on quite a bit. To say that rank nine on DD is an easy feat is a joke and shows how little you understand about ranking. Sure, you have to grind to get your stuff. We have to grind too, save, our grinding involves a little issue of freeps having to be out, aka, not grinding their items. So our problem is is that in order for us to get better, we have to wait for you to get better first. Or, you can just come out ungeared. I'd love that too.
Before you say wargs are being given something (at rank 9), think a little first about what GETTING to rank 9 entails. And hips is on a 5 minute cool down (or at least legacied). At least when I had a burg on windy it was. Nother fact wrong.
7 min cooldown if u got the legacy. 20 min cooldown to reset all cooldowns if u got the legacy. TNG is ok but the warg bleeds and several attacks hit right through it , BA dots, spider dots, reaver dots usually stick through it. Hlaf the time I HIPS i bleed out anyways . I'll be rank 9 soon enough to see how good the dot removal is on the armor. Pretty sure it only works on pottable dots tho. But will end up losing morale and damage wearing it all. Not to mention having to grind out over 1,000 tokens of valour for the set lol... Won't be seeing too many freeps with the set any time soon. Unless they want to grind out delving raid bosses.... yay... Rank 9 on a creep is a epic grind. Wargs should be hard to kill I think. If they make it only remove pottable effects like burg seems fair enough. This is all speculation tho, still a ways to go for Isenguard.
I'm gonna ignore the rest of what you said that was wrong and focus on you assuming Rank nine is just given. I spent almost a year on windfola, a much more active server, to get rank 8 on a defiler that I solo'd on quite a bit. To say that rank nine on DD is an easy feat is a joke and shows how little you understand about ranking. Sure, you have to grind to get your stuff. We have to grind too, save, our grinding involves a little issue of freeps having to be out, aka, not grinding their items. So our problem is is that in order for us to get better, we have to wait for you to get better first. Or, you can just come out ungeared. I'd love that too.
Before you say wargs are being given something (at rank 9), think a little first about what GETTING to rank 9 entails. And hips is on a 5 minute cool down (or at least legacied). At least when I had a burg on windy it was. Nother fact wrong.
Having already established that you're wrong about the only fact you assert, and ignoring the strawman saying that r9 is easy, all this stuff about getting to r9 is irrelevant because burgs have to also for their version. Wargs would be getting a significantly better version of the skill with the same rank but, unless you have to grind out 8 brilliant stones, much less pve grind. And the warg version would be a trait, not a set bonus.
The problem isn't not enough CC in the moors, it's the opposite. Giving silly CC to a reaver isn't solving the problem. Removing/nerfing CC across the board is.
I agree with this. But as far as I can tell it will never happen...does that make it fair to give all freeps CC and not all creeps? If this was IRL I would respond to my own post "the world isn't fair" but its a game, and if you want to be able to profess skill at it you have to put both sides on an equal playing field. You cant play poker while only dealing aces to one player either.
Champs on this server are afraid to die, I do not see champs charging in and dying for one kill (knowing very well they will die) like I see reavers doing. I have 2,100 deaths atm, if I did not I guarantee you I would not be getting as many kills and freeps would not run from me every time I charge at them. Be more aggressive. I have seen it done, its possible. Stop making excuses until you show me the tactics reavers are using. You will die, you will get more renown anyway.
Known as Cuba, Aces, Acez, Card, Quartermain, Ha, Get, and Disorder.
7 min cooldown if u got the legacy. 20 min cooldown to reset all cooldowns if u got the legacy. TNG is ok but the warg bleeds and several attacks hit right through it , BA dots, spider dots, reaver dots usually stick through it. Hlaf the time I HIPS i bleed out anyways . I'll be rank 9 soon enough to see how good the dot removal is on the armor. Pretty sure it only works on pottable dots tho. But will end up losing morale and damage wearing it all. Not to mention having to grind out over 1,000 tokens of valour for the set lol... Won't be seeing too many freeps with the set any time soon. Unless they want to grind out delving raid bosses.... yay... Rank 9 on a creep is a epic grind. Wargs should be hard to kill I think. If they make it only remove pottable effects like burg seems fair enough. This is all speculation tho, still a ways to go for Isenguard.
On the point of burg armor: Turbine has to cater to the larger game, on this server it is not an issue, but on the older servers where you have 10+ burgs that play regularly that are 9 or above and have the set (had the set before it even came out because they went to the delv and got it like anyone would have to get DN or Watcher or Rift) It sucks for the new servers, but the issue still stands on the old servers. Also for perhaps the third or fourth time, I think it should be removed totally. Issue resolved, burgs have lived without it till recently and wargs are still living without it.
Known as Cuba, Aces, Acez, Card, Quartermain, Ha, Get, and Disorder.
where not every attack is available and there's more to think about than clicking the heaviest attack which is off CD(and I say this as someone who plays a Reaver as my main creep).
This is why there are good reavers, and there are bad reavers. The good ones think about their rotation, the bad ones just faceroll. Same with champs. And pretty much every other class in the game.
Known as Cuba, Aces, Acez, Card, Quartermain, Ha, Get, and Disorder.
Having already established that you're wrong about the only fact you assert, and ignoring the strawman saying that r9 is easy, all this stuff about getting to r9 is irrelevant because burgs have to also for their version. Wargs would be getting a significantly better version of the skill with the same rank but, unless you have to grind out 8 brilliant stones, much less pve grind. And the warg version would be a trait, not a set bonus.
If creeps could PvE to get skills I would agree with this. (also I might add, besides having to PvP for skills it takes massive amounts of DP to buy them and race traits cost massive amounts of stones) add them together and I do not feel bad for freeps having to farm a bit. Creeps have to pve in the moors which opens up the ability for freeps to gank them while creeps are simply trying to pve. The sets as a rule are the only reason freeps would be pve'ing in the moors and I think its why the devs made em that way.
P.S. Sorry for the multiple posts, I just posted as I read threw the thread.
Last edited by kabarman555; May 08 2011 at 03:42 PM.
Known as Cuba, Aces, Acez, Card, Quartermain, Ha, Get, and Disorder.
It doesn't matter. Turbine always posts stuff this way. They throw the creep stuff out and people freak. Then the freep stuff comes out and as always, the freeps come out on top. Does anyone honestly think that the new freep skills won't be way more over the top?
Remember the last creep buff patch, you know, where creeps were signatures at the start and the other changes. They played it up big as a creep patch. No one seemed to pay attention to all the buffs on freepside which more than compensated for it. The only thing being red out of the gate means is a 40 can't kill you. You are still a greenie.
It doesn't matter. Turbine always posts stuff this way. They throw the creep stuff out and people freak. Then the freep stuff comes out and as always, the freeps come out on top. Does anyone honestly think that the new freep skills won't be way more over the top?
Remember the last creep buff patch, you know, where creeps were signatures at the start and the other changes. They played it up big as a creep patch. No one seemed to pay attention to all the buffs on freepside which more than compensated for it. The only thing being red out of the gate means is a 40 can't kill you. You are still a greenie.
I agree with everything here cept that no one, noticed the freep changes. The ranked creeps that got toys (blade toss is nice but i mean comon) with the update noticed when the freeps all started getting exponentially harder to kill and easier to die to. Turbine went nuts on freep li's and easy jewelry. Yeah I do expect freeps to always have the upper hand. They are made for grouping, and they have always been stronger in the past due to customization and twice the skills. But I think this stuff is needed, if freeps get even stronger I will take what I can get.
Known as Cuba, Aces, Acez, Card, Quartermain, Ha, Get, and Disorder.
Yeah I meant prior to it going live. I think everyone saw what happened after the patch. Most of the pvmp forums were ablaze with freep QQing about creeps.
Oh yeah and wardens. Not everyone is cut out for it. Prolly the second best 1v1 class in the moors (behind defilers) but you lack escape skills that nearly every other class has on both sides. Its just tuff. Some love would be nice but IMO wardens are what pvp should be, difficult to kill, limited cc, limited range, and up in your face melee. I love it.
There's no doubt it's a fun and difficult class to play out there, it's like night and day between my Reaver/Warden in terms of rotations and things. And yes, it is probably the second hardest freep class to beat 1v1 if the Warden is traited properly.
But there's no real room for an endurance class in the moors, unless the fight is an arranged 1v1(or even 2/3v1 in some cases) people aren't just going to fight you until you wear them down, they'll run or call friends. I'd gladly give up some of that survivability(and I usually do by traiting spear) for more viable burst DPS and fellowship utility roles(other than a stun every 30s out of combat and a slow every 30s). A ranged DPS stance(something like Controlled Burn is for champs) and some taunts turned debuffs(Fist line only, or w/e) would go a long way while still forcing a tradeoff.
If I were you I would trait spear too. Unfortunately I don't usually run with support on my warden. Where as I honestly cant remember the last time you were out there without a rk minny or cappy close at hand. I prefer to build around sheild and use recklessness to fill in the gaps. I also prefer to be able to take on 3 creeps at once and still win. Without help. I know the class is op if you play it right, so I like to push the limits of it. Different playstyles though, some peps might call me a goldtagger or ganker on occasion, and some people will call you a zurg and npc hugger. There are arguments for and against both styles.
Known as Cuba, Aces, Acez, Card, Quartermain, Ha, Get, and Disorder.
taken from kelsen's page blog archive"
Howl of Unnerving
Current: 1s Induction Howl that applies 2 Dread to 4 players within 10m (1m Cooldown).
Reason for Change: Players dislike this skill because it requires traiting and the effect does not stack. These changes allow this skill to be a combat initiator, while at the same time creating tension for Freeps as they will hear and see the effects before the battle begins.
-Does not break stealth
-Reduces B/P/E ratings of targets
-25% Chance to Fear each target for 3-5s
saying "an aoe stun that doesnt break stealth" sounds way op. but after seeing the details it doesnt seem that bad, especially if it has to be traited. the part about not breakin stealth is kinda weak tho. i would still like to see that removed and replaced with a 100% fear chance for 3-5 seconds and stealth is broken.
to know that you have enabled them is to know that you can disable them
saying "an aoe stun that doesnt break stealth" sounds way op. but after seeing the details it doesnt seem that bad, especially if it has to be traited. the part about not breakin stealth is kinda weak tho. i would still like to see that removed and replaced with a 100% fear chance for 3-5 seconds and stealth is broken.
I agree with you. I think it is supposed to be the warg version of traited trip tho. (burg conj that does not break stealth) the fact that its only a chance is turbines way of balancing out the fact that it is AOE. If it was 100% chance IMO it would be much worse as they are also proposing that all warg howl skill will not lock them down and can be used on the move. It would basically be a stronger version of the defiler fear, more targets at a greater range. That skill is what makes defilers strong.
Known as Cuba, Aces, Acez, Card, Quartermain, Ha, Get, and Disorder.
I also heard that any creeps with 'Zubzub' in their name,,,except for Zubzub the spider will be instantly deleted at that update. So ZZK, Igotzubzub and Zubzubzapper,,,time to re-roll dudes or you'll get left behind. Just helping you guys out.
Also been a lot of action on Candy recently,,not seen you guys there. Bring it!
Zub-Lvl 85 Elf Runekeeper,Rambler-lvl 85 Man Burglar,Bonny-lvl 85 Hobbit Minstrel
I 1v1ed a rank 8 hunter on windy with my rank 3 defiler yesterday. Completely and totally owned him. if that no induction heal stacks it will make you an even more viable solo class. Doesn't matter if your dps is low if you never freakin die.
Known as Cuba, Aces, Acez, Card, Quartermain, Ha, Get, and Disorder.
I 1v1ed a rank 8 hunter on windy with my rank 3 defiler yesterday. Completely and totally owned him. if that no induction heal stacks it will make you an even more viable solo class. Doesn't matter if your dps is low if you never freakin die.
I know but I already run out of power and heal spam already D: I'm mainly just lazy and want my inf handed to me on a burglar shaped platter
Originally Posted by Hiding
It's the same idea as military training. More sweat in training = less blood in battle.
NOW RUN THAT OBSTACLE COURSE MAGGOT!
I have a bit of a problem imagining the things that come off of my Defiler can even constitute as sweat D:
Heh I just go threw this thread and laugh healz, all these post f2p guys trying to argue with us. 6 months (barely if that much) of play time vs. 4 years. Lolz. Its like a new employee trying to argue with the manager about how to run the store. Not saying their opinions are not wanted, but come on, I know just a bit about the game and I spent plenty of time arguing for and against both sides.
Known as Cuba, Aces, Acez, Card, Quartermain, Ha, Get, and Disorder.