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| | #2251 (permalink) |
| Registered User Join Date: Sep 2006
Posts: 1,631
+24 Internets | Demonologists seems to be the most underpowered to me, but might be just a matter of perception, I perfect them all the time in PvP, and in PvE they don't seem to be very strong. Assassin doesn't seem very good in higher levels either, but might have been bad speced people. Everything else looked fine or OP. |
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| | #2252 (permalink) | |
| Registered User Join Date: Jan 2003 Location: Washington
Posts: 518
| Quote:
According to the official polls, the least played class is the Necromancer. Whether that means weakest or not is up for debate. | |
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| | #2253 (permalink) |
| Better than You Join Date: Nov 2002 Location: NOLA
Posts: 1,504
| The Conqueror group rez is insane in pvp. Last night our group fought a group 6 levels higher. We had a conqueror, one of each healer, and a couple of dps, and we never died. Every time the healers would get taken down the conqueror would res them. Every time they'd focus fire the conqueror he'd mitigate it all with 3 healers healing him. It was probably a 15 minute battle, which eventually drew to a close because we couldn't kill them (6 level difference) and they couldn't kill us. |
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| | #2254 (permalink) | |
| Registered User Join Date: Jan 2003 Location: Washington
Posts: 518
| Quote:
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| | #2256 (permalink) |
| Insert Quarter Join Date: May 2006
Posts: 9,433
| Uh there are many classes that can easily kill 3 mobs of equal level. Even as a bear shaman I have no problem with 3 mobs 3-4 levels higher. And compared to a ToS or PoM that is weaksauce.
__________________ I got a list of demands written on the palm of my hand. I ball my fists and you gonna know where I stand. |
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| | #2257 (permalink) | |
| Registered User Join Date: Sep 2006
Posts: 1,631
+24 Internets | Quote:
Either way, they looked very weak in pvp. One trick pony with their root thing, the kb isn't enough for their low single target dps to kill anything. They're like one of the class I'm sure of beating in 1vs1 as a HoX. | |
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| | #2258 (permalink) |
| Registered User Join Date: Mar 2007
Posts: 1,488
| endgame ideal group, easily, no way around it. All three soldiers AE Rez. Group Life taps. AE Damage Reduction. Stun procs. Casted Stuns. Casted Snares. Knockdowns. Necro, PoM, ToS Massive AE Damage, Casted Stuns, AE knockdowns, stacking healing, invuln. "Oh Shit" buttons. Necro is hard to level but their AE at the end is ridiculous. Also, if you're even in the ballpark with these combos either side is unkillable. There is absolutely no real strategy to the game except mashing abilities. Unlimited stamina across the group, etc. AE rezzes are sorta gross. They should make dark templars auras cancel the ability to ae rez and cut down on AE heal. in endgame pvp they are caster hunters, group healers and lifetap providers. Shruggles. A properly feated dark templar will 1 shot any non-healing caster ~80% of the time due to resists and diceroll procs. Last edited by Horse : 05-30-2008 at 01:41 PM. |
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| | #2259 (permalink) |
| Has a 2 inch dysfunctional penis Join Date: Mar 2002
Posts: 759
| A level 80 Ranger can solo groups of 5-6 level 80 with ease with a bow spec which is what you should be using for leveling. Start the fight by laying down your trap and then mezzing one. If there are any ranged attackers in the group, target them first. Pop your Focus Fire, Critical Aim and Mark Target on the one you are killing, then use a Heartseeker. 90% of the time that one combo will kill the mob, not even necessary to snare it. Now the mobs come running at you, and 1-2 get caught in the trap. Heck right there if it is a 4 mob pull, everything is CC'ed. 1 mob = dead, 2 = trapped, 1 = mezzed. Pick your next target, use Salvo 5 which should kill them and now you are down to 2. When they get to you, line them up and use immolation which is an AE fear if they are next to each other. Both of them get feared for 10 seconds, burn one down during fear, target the 2nd one, pin down and kill him as he runs back to you snared the whole way. If there are 5-6 mobs it doesn't work any differently. By the time all the CC's are done most of the group will be dead anyway and you can just tank it while finishing off the rest. At level 80 in bows you would also have your knockdown to add to the CC. Seriously if you have a mez, a root trap, an AE fear, a knockdown, a one combo kill in Salvo, and focus fire/critical aim which will burn down just about anything right away and you can't kill 4 mobs at once you need to just reroll anyway. |
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| | #2260 (permalink) |
| Registered User Join Date: Aug 2004 Location: Kure, Japan
Posts: 267
| Class adjustments inc: Hello fellow Age of Conan players! As was mentioned yesterday, I wanted to take the time to inform you all as to what we are currently working on in regard to the Demonologist and Necromancer classes specifically. While we are still actively looking at other class adjustments on a regular basis, these two classes are the ones with the largest number of planned improvements. We are currently aware that both classes are having difficulties at various levels, so this first round of improvements is intended to ease the leveling process in addition to increasing the general fun-factor of normal gameplay. Please note, all these adjustments will be reviewed after testing to determine if additional alterations are needed. So, with that in mind, this list is subject to change. Demonologists * The duration of Protection of Set will be substantially increased. * The maximum damage absorbed before Protection of Set fails will be increased to be more in line with damage dealt in leveling scenarios. Additional survivability increases are also being evaluated. * Players will gain a visible debuff to indicate when Protection of Set has run out of absorbable damage. * The base splash damage dealt by Fires of Gehenna, Hellfire Stream, Shockstrike, and Shock will be substantially increased. * The amount of damage dealt by most damage sources will be reevaluated. * The cooldown of Inferno of Ahmner and Shockblast will be reduced to 2.5 seconds to match the casting time of Fires of Gehenna and Shockstrike. * The Archmage feat will be moved to tier 2 instead of tier 3 in the Mage general tree to make it more easily accessible to varying builds. * All crowd control will have a significantly reduced chance to break from damage dealt by pets. * Fiery Torment (Rank 1) will be introduced at level 30 instead of level 45. * The casting time of certain long-duration buffs will be reduced. * The run speed of pets will be increased significantly. * Various bugfixes and alterations to existing feats and abilities; for example, decreasing the casting time of Detonation. Necromancers * The duration of Runed Flesh will be substantially increased. * The maximum damage absorbed before Runed Flesh fails will be increased to be more in line with damage dealt in leveling scenarios. Additional survivability increases are also being evaluated. * Players will gain a visible debuff to indicate when Runed Flesh has run out of absorbable damage. * The mana cost of all ranks of spells will be significantly reduced. * The damage dealt by Necromancer nukes will be reviewed and the amount inflicted and duration may be increased on specific ranks and spells. * The base splash damage on core Necromancer single-target spells will be added or increased. * The amount of periodic damage affected by absorb shields in PvP will be reviewed. * All crowd control will have a significantly reduced chance to break from damage dealt by pets. * The Archmage feat will be moved to tier 2 instead of tier 3 in the Mage general tree to make it more easily accessible to varying builds. * The casting time of certain long-duration buffs will be reduced. * The run speed of pets will be increased significantly. * Some issues in regard to melee pets having difficulties following moving NPCs will be improved. * Various bugfixes and alterations to existing feats and abilities. In addition to this list of changes, we are looking at the technical issues that currently limit pets from zoning with players. We are actively working on a solution to issue; however, it will be addressed in a future patch beyond the changes listed above. Additional changes in regard to the way periodic damage applies to breakable crowd control are also being evaluated. Hopefully this gives you some insight into some of the many changes we have planned for the near future! We look forward to hearing your feedback on these changes and also the continued state of these and all other classes. As mentioned in my previous post, we regularly read the sticky feedback threads in all class forums and very much appreciate the reports of issues with the various classes. Thanks for reading! |
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| | #2262 (permalink) | |
| Old School ! Join Date: Apr 2002
Posts: 584
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| | #2263 (permalink) | |
| Registered User Join Date: Mar 2008
Posts: 200
| Quote:
Hox has high damage, but very low survivability. They have to stay in melee range to do damage and have long combos, while only having 1 root that breaks on damage. Very much kitable and avoidable. | |
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| | #2264 (permalink) |
| Cause it's better than water Join Date: Oct 2003
Posts: 7,095
+23 Internets | Ether Incenerate is godly with +unholy dmg added to it. Does like 800+ dmg if you land it at level 48 or so. High end I imagine it scales even higher. Not really a one shot though more like a 80% health. |
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| | #2265 (permalink) |
| "Critic" is such a dirty word Join Date: Mar 2006
Posts: 767
| Those demo changes are wonderful. I wasn't having any trouble with the class(besides group instance mana issues), but the buffs are still nice. Especially the extended Protection of Set. FFS I hated renewing that every 5 minutes.
__________________ ![]() "You underestimate the satisfaction I will get from your suffering" -Teal'c |
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