Icebreaker
Fledgling Freddie
- Joined
- Dec 23, 2003
- Messages
- 1,294
Raven said:wrong, if you build to solo, a heavy tank is a lot of fun and can be very effective
ye ye but my Tank isn't built to solo. And i was talking about MY Tank and not your Tank.
Raven said:wrong, if you build to solo, a heavy tank is a lot of fun and can be very effective
Steveh said:i like this patch notes to but i dont think armsmens got more spot in groups with this stuffs
sorc theurg 2 cleric friar paladin merc armsmen maybe , but 2 merc still better i think.
well lets see the next notes to
Steveh said:i like this patch notes to but i dont think armsmens got more spot in groups with this stuffs
sorc theurg 2 cleric friar paladin merc armsmen maybe , but 2 merc still better i think.
well lets see the next notes to
Raven said:wrong, if you build to solo, a heavy tank is a lot of fun and can be very effective
Pera said:Hmm not so sure about the 15% magic resists. So your average tank will be running at 50-60% Magic resists on a given night of RvR. Considering they are getting 10% hp increase which is about (200-300) more HPs and casters can only get up to 30% melee resists, its a little bit over the top...
Let's see now... My nukes on average hit about 460-510 (Depending on relics) to a target that has 26% magic resists. Add that to 15% more from the patch and 10% from the CL, plus racials and resist buffs = 50+ more resists. So my nukes (229 delve) will hit a heavy tank for about 338 (-338)
A Heavy tank has anywhere between 2500-3000k hps. So it would take me anywhere between 7-10 DDs to kill a tank whereas in return they can 2-3 shot me. Something seems not right here...
Adoctor said:- Level 35 Spell/Ability - Climbing Spikes: Self castable buff which lasts for 30 seconds that grants Climb Walls. The player will have the ability to climb walls for a short duration of time. While climbing a wall, any hit that does more than 31 damage will knock the player off the wall. Furthermore, any hit which knocks the player off the wall will hit for double damage. If the buff runs out while the player is on the wall and he/she does not reach an area where they can walk again, they will be knocked off the wall. Re-useable every 60 seconds. (Note: Currently this spell does not have an icon which makes it unable to be used. This will be addressed in a future version of Pendragon.)
Bubble said:I'd rather have a Det5 Armsman bodyguard than a Paladin tbh.
As Paladins are normaly Bodyguarding, there end chant doesn't always reach the mercs anyway(most i know carry end pots for when this happens).
face it, your gunna rock![]()
Basic_X said:hahaha![]()
can imagne it at a keep siege, every warrior in the bg goes up on the wall, grappling the caster or healer/whatever on the wall, while the casters outside kicks their arse (or arms/hero for that matter)![]()
(funny..i rolled a warrior a few weeks ago..maybe i should use him for more then a farmbot)![]()
Steveh said:i like this patch notes to but i dont think armsmens got more spot in groups with this stuffs
Hawkwind said:Can you imagine all the archers/npc archers/casters on walls and towers that will make it kind of hard. 1 quickshot arrow will cause him to fall with a fair amount of damage. Can't see it being used that much tbh.
Twinky said:Weehootime to make myself a template
![]()
Blizard said:Say you have got 30% in most of ya magic resists... that then could possibly be: 30% =Normal resists with ToA and SC items,
15%='New' Passive resists from new patch,
28%=AoM5
All in all, you could have 73% magic resists![]()
Blizard said:Say you have got 30% in most of ya magic resists... that then could possibly be: 30% =Normal resists with ToA and SC items,
15%='New' Passive resists from new patch,
28%=AoM5
All in all, you could have 73% magic resists![]()
Fefner said:Spike climb: i would of liked to see anyone wearing plate armour climb onto a horse let alone a frigging wall.
Blizard said:Say you have got 30% in most of ya magic resists... that then could possibly be: 30% =Normal resists with ToA and SC items,
15%='New' Passive resists from new patch,
28%=AoM5
All in all, you could have 73% magic resists![]()
Chimaira said:Lol nerf. that aoe cure grp CC is over the top tbh =P and +15% magic resists :S
Ctuchik said:its only damage reduction tho. u wont get a better chance of a full resist, just 15% less damage taken from dd's and such...
Vilje said:If the new 15% passive magic dmg resist is second tier, then, with resist buffs:
AoM5(28%)+15% passive magic dmg resist= 43% secondary resist
You got 50% primary resist w/resist buffs. If someone dealt 100 dmg to you, you take 50 dmg away and get the following:
=> (43%*50dmg)/100%= 21.5 dmg taken away
That leaves 50dmg-21.5dmg= 28.5 dmg
Which also means that is if the new passive resist is in second tier, you will have a total magic dmg resist of (with resist buffs) 100-28.5= 71.5%