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Old 01-30-2008, 01:54 AM   #51
Ethelinde
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I dunno where u got the idea of clerics having more def than fighters, perhaps you should create one of each class and level them to 20 both going full END to see the difference lol. My noob cleric has roughly 180 def with buff and scroll today in a mara kq and a level 24 fighter had 260~ defense. In addition to that a shield is a must for us clerics as we have no such thing as 2h weapons. If you think axe/2hers should have way higher def than a cleric you might as well recommend for Outspark to take out shields for clerics across all levels. I'm not an END build, but the end doesn't really make a difference significant enough to be worth the mentioning (+12 def for l20 if I invest all 25 points into it).

One thing I've also realized is that clerics aren't as tough as I originally thought them to be. As a matter of fact in guild wars they are rather weak and useless. For example my friend called our guild in to help fight a guild trampling a new players' guild, we had 3 mages taking on 2 clerics. The mages were level 44, 36, and 33, and the clerics are level 47 and 48. We took their hp down so fast they didn't even have the time to rebuff themselves after our numerous mana burns and purges, and it takes roughly 8 seconds to kill either of them (HPCandy & Liwen). The l44 mage hit on average 250 and 500-700 on criticals depending on skills using a level 40 regular ggk unenhanced and all white equipments while I hit from 120-250 at level 33. Both HPCandy & Liwen uses +9 ggk hammers and they only hit around 200 on me (I have about 1400 hp with vitality t1/green armors/ and cleric buff, so time was plenty for me to recover and continue kiting). Shortly after the war I saw Liwen selling off his +9 ggk for only 400s (I suppose he gave up doing any damage lol), but at any rate, based on this and the 2 hit ko I spotted today I think clerics need more hp and at least a slight boost to firepower at the very least instead of toning down. As for those complaining about 1v1'ing clerics.... sorry about any offense, but if you are stingy about pots why are you even stupid enough to take on a cleric knowing they can heal in the first place? P.s. up till now the system is still for group fights and not for 1v1s.
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Old 01-30-2008, 01:57 AM   #52
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I was doing comparisons with full end clerics and fighters.

Full end clerics and full end fighters under the same condition stock equipment with a fighter using a shield - the fighter has less defense than the cleric despite the fact that the defense from the armour adds up to a greater sum...

I dont know exactly how outspark achieved this, but it appears as if fighters just "lost" some of the defense points from the armour into some void.

The clerics defense stat sums properly. The fighters does not.

The clerics will have more defense than a fighter if the fighter is using a 2-handed weapon no doubt. And it should remain that way.

However, when a fighter is using a shield it shouldn't be possible that a cleric has more defense.... (stock equipments same build.)

Its not anything to do with the cleric class. No the cleric class is fine. The fighters have some serious stat issues since the raise of the level cap which is still unresolved. The defense just doesn't sum properly...

For instance as a 1-handed fighter :

My armour (non stock) and everything adds up to 789 defense.

My stat reads 666. (I know, this just so happens to be my defense stat with my shield at the tender level of 66)

Somewhere I lost 123 points in defense.

Last edited by AngellicDiety; 01-30-2008 at 01:59 AM..
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Old 01-30-2008, 01:58 AM   #53
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Originally Posted by Ethelinde View Post
As for those complaining about 1v1'ing clerics.... sorry about any offense, but if you are stingy about pots why are you even stupid enough to take on a cleric knowing they can heal in the first place? P.s. up till now the system is still for group fights and not for 1v1s.
Exactly why I don't fight clerics.

After numerous spectating Fighter/Clerics fights, it's a just no.

Also one conviently took place where I afk so I watched as the fighter shroomed to regain hp and just took the hits.
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Old 01-30-2008, 02:00 AM   #54
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Originally Posted by AngellicDiety View Post
I was doing comparisons with full end clerics and fighters.

Full end clerics and full end fighters under the same condition stock equipment with a fighter using a shield - the fighter has less defense than the cleric despite the fact that the defense from the armour adds up to a greater sum...

I dont know exactly how outspark achieved this, but it appears as if fighters just "lost" some of the defense points from the armour into some void.

The clerics defense stat sums perfectly. The fighters does not.

The clerics will have more defense than a fighter if the fighter is using a 2-handed weapon no doubt. And it should remain that way.

However, when a fighter is using a shield it shouldn't be possible that a cleric has more defense.... (stock equipments same build.)

Its not anything to do with the cleric class. No the cleric class is fine. The fighters have some serious stat issues since the raise of the level cap which is still unresolved. The defense just doesn't sum properly...

For instance as a 1-handed fighter :

My armour (non stock) and everything adds up to 789 defense.

My stat reads 666. (I know, this just so happens to be my defense stat with my shield at the tender level of 66)

Somewhere I lost 123 points in defense.
Perhaps Outspark still hasn't solved the bug occuring over more than a month ago?
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Old 01-30-2008, 02:01 AM   #55
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Originally Posted by Ethelinde View Post
Perhaps Outspark still hasn't solved the bug occuring over more than a month ago?
Hence the reason why we are calling "boost!"

But it is absolutely rediculous. The announce a fix to class balance when they havent even began fixing what they did before christmas....
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Old 01-30-2008, 02:10 AM   #56
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Originally Posted by AngellicDiety View Post
Hence the reason why we are calling "boost!"

But it is absolutely rediculous. The announce a fix to class balance when they havent even began fixing what they did before christmas....
I'm not sure but perhaps the bug isn't limited to only fighters. My friend (l50 cleric) experienced a sharp decline in his defense as well. He was able to tank a large number of mobs in Scaffold for AoE before and now the number sharply decreased, he also experienced bugs where instead of receiving bonus for his defensive stats with more party members he get a decrease instead. I don't know if the issue is already addressed for him or not but he mentioned about contacting Outspark. Sometimes I wonder if it's really "bugs" that pops out of nowhere or Outspark playing their "balances" in secrecy.
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Old 01-30-2008, 02:19 AM   #57
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Originally Posted by AngellicDiety View Post
Hence the reason why we are calling "boost!"

But it is absolutely rediculous. The announce a fix to class balance when they havent even began fixing what they did before christmas....
ah ok so if they fixed the bug the fighter SHOULD hv more Def...

we should be calling for a "FIX!" rather than a "boost!" kekeke

i guess there's no point in me trying to compare my def to the fighter...

With that Mage v Cleric thing... if the clerics just stood there and heal themselves.. u guys shouldnt be able to take them down.. (or will take a while)

but as soon as they try to bash or run... they hv left themselves open...

and yeah.. +9 or not.. we're still weak HAHA
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Old 01-30-2008, 03:58 AM   #58
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Originally Posted by hyperswoss View Post
The "stun" in BK had a duration of about 2-3 seconds.

Hardly a stun.
Still I would like it.... Suppose it could be empowered to say 4 or 5 seconds, trip, change to mace before stun runs out, bleed, thats long enough. besides, i think 3 seconds should be more then enough to run away...

of course i understand fighters have better stuns, but they ARE fighters after all...

edit: of course, if they change any skills, they should reset all skill points for free...
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Old 01-30-2008, 04:03 AM   #59
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In an earlier post I kinda revisited that.

The stun duration is about 1.5-2 seconds, maybe a little less. You can run about two steps before it unfreezes. Fully empowered might be 3 seconds, total.
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Old 01-30-2008, 05:20 AM   #60
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Okay, in regards to the stun for classes other than Fighters.

Archers can stun using Fury Impact and Spirit Thorn (Entangle). For Fury you can empower it to a maximum of 5 seconds while Spirit Thorn at max adds 3+ seconds (and if you have the max level of the skill) to 7 seconds which is a total of 15 seconds of stun duration. Then most will empower cool time for Fury so you can cast it almost immediately after ST wears off which equals to 20 seconds of total stun time. This is of course if all skills land.

As for Lightning Bolt you can empower it max to stun for a total of 5 seconds. Which I find is more than enough to kill off (or close to) the enemy. Then when you get Fear your enemy will be running around not being able to attack you as well. Also, if you max it's recast to 5 seconds then you can virtually chain it (hence Chain Lightning later on I suppose) with luck. You could possibly have an all Mage party and you just chain cast Lightning... then nobody would get hurt as well as it'll be pretty darn fast exp.

Now the Cleric's Trip should have a stun duration of 3 seconds and be able to max it to 6 seconds total. If and when they get their other skills and/or power up they'll be able to fair pretty well during PvP as well. This and if they are very efficient with weapon switching as well, they can cast Bleed as well. Then switch back... and unless the other person has something to cure it or another Cleric they'd be in trouble.

Just thought I'd put that into perspective.

Last edited by Loveless; 01-30-2008 at 05:25 AM..
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