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Search results 1-20 of 24.
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Quote from kURZ: “[we need longer aggro range so you can group few pack of mob couse they bugging a lot, they returning to default position FIX IT Group dungeons static dungeons world boss same shit] ” Can agree with Group Dungeons, but how do you imagine PvP group fighting in static? PvP will not be able to skip mobs, and if other group will engage, they will not be able to deagro. It will make that Statics won't be PvP content and it will become RAT+PvE content Quote from kURZ: “Transporting f…
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Quote from Kanra.zip: “Quote from Retroman: “Arcane Staffs Time Freeze (Great Arcane) - Is now limited to affect maximum 5 enemy players and 5 ally players at once (mob target is still unlimited) ” sizeable nerf there are more important changes for outnumbered balancing imo (put cc res into resilience) ” pls read post before replying on it
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Quote from Kanise: “if the game didnt have defensive weapons like these, the game would be boring as a knight helmet engage on a tank with dps follow up is almost impossible to survive without these key weapons, the great arcane will get nerfed in the next few updates only limiting to 5 players being affected by GA, for bedrock mace you shouldnt engage anyways if there is a bedrock mace in your backline, and you can pressure them out by using your Q and W spells on them ” I think you dont get wh…
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I suggest you to rollback GA to the point when it weren't working on players because it's: 1. killing outnumbered fights 2. giving opportunity to group to not use other defensives 3. this weapon is skill independent for whole group because they can rely only on GA 4. GA destroying work of 10 people to do a clump and DPS by just dropping a single ability Nowadays, you don't have to be good to win if you have more numbers, and it's really not fun to play like this As a really good group, you can't…
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Quote from Asheraxia: “Great changes in the Arcane tree tbh... it brought the tree to life, and though there is merit in some of the annoyance value expressed here in regards GA, it isn't hard to manage... a mace with demon helm simply keeps much of this nonsense in order, and as it has been mentioned in passing, the CC mace assigned to deal with the backline mage and healer set can powerfully gather with air compressor, stun and silence aoe, and that's before even targeting the GA with a demon …
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Sorry, but i think you don't know what are you talking about. GA can easily cleric sandals out of compress It can purge silence from themselves, unless it's AOE silence What you need to understand, that GA makes outnumbered fights not winnable. When you can't play too agressive and all-in on backline silencing GA. You have to engage on front-line and then go back, using silence as a stopper. If you will go deep on GA on stop tank while you are outnumbered, stop-tank won't be able to instantly ki…
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Quote from The_Support_God: “its not just about the E of great arcane the rework to W and Q skills also made the whole tree viable as Dps/ utility skill tree if we look at Even song, enigmatic, locus those are some very strong E skills that were standalone in moderate 10-20 to large ZvZ fights the presense of one or 2 arcane would create a greater impact than another healer/ tank or dps with a rework to W and Q it became a strong dps class to top off with utility of E and this push arcane as one…
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Quote from DummyRobert: “When the change of GA firstly revealed in test server, I suggest that it is too powerful. And I am amazing that it has not been changed in new patch. 0.5s affecting time is a great buff for GA. It can be used to stop enemies engage. Now it is more like a group cleric cowls and take effect in the air. Our guild is one of the earliest team to use GA in small-scale fight. We also find some solutions to encounter enemies with GA. Solution 1: mark the GA, try to kill him firs…