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Soul Hunter/Defiler/Dominator skills that need improvement


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#1 Leash

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Posted 13 January 2013 - 11:38 AM

What reasonable changes you think the Gravity Overlords could make to improve certain skills of our beloved kruxena mage classes?

What comes to my mind is:

Defiler:
- Lithifying Terror should be increased in range again to make it more usefull (or reduce casttime)

- Curse Mastery currently only gives a fixed amount of curse dmg (like +10 at lvl 10 or something) instead of a % stat like it used to.

Soul Hunter:
- Soul Shield (our crappy def buff should) should give a decent amount of def (and also increase LR Def)

Edited by Leash, 13 January 2013 - 11:38 AM.

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#2 Fudd

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Posted 13 January 2013 - 11:42 AM

low level kazara's shouldn't be able to slow down a level 85 character.
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#3 Leash

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Posted 13 January 2013 - 11:45 AM

low level kazara's shouldn't be able to slow down a level 85 character.

yeh Dominators too op.
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#4 Fudd

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Posted 13 January 2013 - 11:49 AM

ye and dominators should be easier to target, so it would be nice when i target the dominator when pressing tab and not 1 of it's pets
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#5 exilehunter

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Posted 13 January 2013 - 06:19 PM

What reasonable changes you think the Gravity Overlords could make to improve certain skills of our beloved kruxena mage classes?

What comes to my mind is:

Defiler:
- Lithifying Terror should be increased in range again to make it more usefull (or reduce casttime)

- Curse Mastery currently only gives a fixed amount of curse dmg (like +10 at lvl 10 or something) instead of a % stat like it used to.

Soul Hunter:
- Soul Shield (our crappy def buff should) should give a decent amount of def (and also increase LR Def)


i swear that its a typo. i know that the last rebalance saw all passive buffs go down to 10 from 15%. but whether its been changed to just +10 points, i havent checked or havent heard of. if so, i dont see why im spending points in it o.O


soul shield is crapass. given the squishy nature of the class it should definitely do more
curse of restoration still makes no sense to me. either make it work on bosses or change the skill completely.
blessing of wind or watevr, make that into a party buff or sumtin idk.
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#6 ThreeTimes6

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Posted 14 January 2013 - 05:10 AM

there is not much difference between Curse mastery skilled or not, dont waste the 10 pts... Blessing of Wind, well since still alot of ppl say Evasion is useless/worthless, why make it pt-buff (only the few ppl who really tried Eva know what it means to have it ^^)?

Soul Shield : really useless atm

now a bit for domis : since Relapse Wound is multi-trarget, why not make Binding Weapon multi-target too ? WL's have AoE-Hush, we want multi-target debuff
Pet Heal : make it party-pet heal (the few that mb use it have to target each pet to heal it, its annoying like the pet-buff was back in the past)
Ennon : make Ennon 80+ lvl atleast, let it heal a bit more (981 hp isnt really much)
Lithifying Fog : I tried several paralysis states and it only works vs. Terms of Service so far (no Chaos Totem, Fear or Sleep states) so its really useless imo

Edited by ThreeTimes6, 14 January 2013 - 05:11 AM.

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#7 Fudd

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Posted 14 January 2013 - 01:17 PM

Lithifying Fog : I tried several paralysis states and it only works vs. Terms of Service so far (no Chaos Totem, Fear or Sleep states) so its really useless imo

skilled it for my domi cuz of the blue cloud:)
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#8 INeedANewName

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Posted 15 January 2013 - 10:38 PM

yes, make dominators easier to target, they are so -_-ing OP and kill everyone
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#9 ebilbebie

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Posted 01 February 2013 - 04:23 PM

- Curse Mastery currently only gives a fixed amount of curse dmg (like +10 at lvl 10 or something) instead of a % stat like it used to.

I've ran a simple test in Kurt killing lv 1 Toadtaurus (assuming these have negligible resistance to curse) and found the following:

Condition: most items are equipped except wand (no damage range)

Currently invested level of Magic Mastery (Curse): 4

Total INT on character: 363

Actual damage to Toadtaurus: 362

Theoretical damage to Toadtaurus:

Skill(Rake Nail lv 4 = 160) + Accessories (81) + [INT*0.3] = 349

[349 * 1.04] = 362

I've done two more sampling (with variable INT and accessories, and lv 5 Magic Mastery (Curse)) and they confirm my calculations that:

1) The skill description is NOT correct, it is percentage-wise, not additive-wise

2) The numbers are correct, so at lv 10 it will give you 10% dmg increase to overall curse property damage.

Hope this helps some of you guys out there who are wondering.
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#10 Leash

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Posted 07 February 2013 - 03:26 PM

kewl

okay

then lets just say the curse dmg % increase on that could be improved, again, to make it worth it.


Anyway, another thing that bugs me: Attack of Curse.
It deals only 4 dmgpoints on lvl 1, 31 on lvl 10.
For example Bloody Arrow lvl 1 already deals 23 dmg, i know Attack of Curse has a rather short CD, but still the dmg is a joke.
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#11 Lithi

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Posted 07 February 2013 - 03:42 PM

Would be nice if curse magic mastery would work like a debuff that decreases enemys curse resistance.

Soul shield buff needs to be merged with inisibility. So it adds both defense and evasion at the same time.
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#12 VanillaNinja

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Posted 01 March 2013 - 08:57 AM

New animation to attack of curse, this onw we have now is crappy as -_-
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#13 Viole

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Posted 01 March 2013 - 12:27 PM

New animation to attack of curse, this onw we have now is crappy as -_-


Should probably mention the female version is slightly faster than the male version in terms of animation too ^^
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#14 VanillaNinja

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Posted 02 March 2013 - 12:07 AM

i had no idea about that xD got female defi and male sin, anwyays they should change it to how it was before
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#15 Daniels1976

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Posted 04 March 2013 - 09:36 AM

I would disagree with domi being OP I actually think the pets are kinda weak and if you do get targeted on the domi more then likely you well be able to kill it with less effort then most the other classes, I think pet damage should be gear based on the domi own personal stats, and not the pets level as that only seems to affect the length of time you have before you need to respawn the pets again.
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#16 VanillaNinja

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Posted 04 March 2013 - 11:09 AM

Domi is moost failed class in requiem, it has nothing except dumb pets lol they should have some skills atlest or some passive stats

Edited by VanillaNinja, 04 March 2013 - 11:10 AM.

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#17 ThreeTimes6

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Posted 06 March 2013 - 11:44 PM

I would disagree with domi being OP I actually think the pets are kinda weak and if you do get targeted on the domi more then likely you well be able to kill it with less effort then most the other classes, I think pet damage should be gear based on the domi own personal stats, and not the pets level as that only seems to affect the length of time you have before you need to respawn the pets again.


that would lead into OP - the pets dmg is low, sure, but imagine every pet would do the dmg based on the domis gear,... would be nice, sure but causes more imbalance. ppl with high def will always get very low dmg by the pets but an avg-geared player will get enough dmg imo since the pets aren't there to do the whole job for the master but to hlp. Kazara slows, Humbaba stuns/heals itself, Lenatore does ranged attacks, Ennon uses magic attacks/heals the master, Nastech uses magic attacks/heals itself --> imo they're already strong enough (except for Ennon) to assist the domi... If u calculate the dmg they do + ur own dmg its the same like other classes do solo (and more) - I often watch "Sitting Bull Domis" in battlefields, sitting on their Rex, spamming pets only instead of using the ability the domi offers (and its NOT only spamming pets ^^).
If they bring back atleast 2 skills from s1 and 1 change for a debuff would be enough + Ennon needs to be adjusted to the new lvl (77 is a bit low since all other pets are 87+ when ur Domi is 89 or 90 lvl)

1. Magic Counterattack
2. Blood Storm (if im right stage 3 was max for domis)
3. Binding Weapon --> Multi-target


edit : regarding the pets lvl --> they get more def/dmg each time they get lvl up, its not much but it changes and not to forget they all have 80% resi vs. all kinds of properties, only their HP is a bit low but meh...

Edited by ThreeTimes6, 07 March 2013 - 02:19 PM.

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#18 Silent11

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Posted 07 March 2013 - 02:53 AM

New animation to attack of curse, this onw we have now is crappy as -_-


I agree with this one. Animation for skills like Attack of Curse and Vampiric Touch should be changed completely. It's like there is what you call an "animation casting time" for these two skills. It's -_- stupid when a supposed to be "Instant cast" skill can be interrupted (more common on Vampiric Touch and provided you applied 10 dna points to make it instant cast) just because of the animation to release that skill.

Edited by Silent11, 07 March 2013 - 03:01 AM.

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