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Thread: Savages

  1. #1

    Savages

    On every Pserver I've been on, Savages were on of the popular early builds. They are excellent at PvE: good PvE damage, and it doesn't need buffs 24/7 like a Dark Elf... but that's it. All they can really do is kill mobs. You never saw them on the battlefield, and Snatching builds do NOT count. They are underpowered, they can't really kill people in PvP, or defend themselves. They can't effectively enemies, and don't enough to offer to a party that would make them be choosed over, say, a Str Guardian. Their skills need to be buffed:

    Brutality:
    5: 10% Boost to Str and Vit
    6: 12% Boost to Str and Vit
    7: 15% Boost to Str and Vit

    These values are too low, it's almost nothing at all until it's level 7. Make them higher:

    5: 18% Boost to Str and Vit
    6: 21% Boost to Str and Vit
    7: 25% Boost to Str and Vit

    Dual Sword Mastery:
    Instead of being 15%, 20%, and 30%, make it 25%, 30%, and 35%.

    Totems:

    The only good ones are the the Attack Speed Totem, and the one that takes away status effects. Look at them:

    Gail's Wash-

    5: Removes 1 status effect from you and all party members in its range every 3 seconds. Lasts 60s, cd= 60s
    6: Same effect, lasts 120s
    7: Same again, but it lasts 180s.

    This totem is somewhat good. It's like you're in TSB, you and your party are defending a tower, the enemy is approaching and you know it. You put down the totem, so that when the barrage of White Curse , Strike Bash, Eternal Darkness, Extinction, etc. hits you, you'll be able to defend yourself and your party. It just suffers from the one BIG flaw that all Totems and Traps have, no pdef and crappy health. What I've always thought of, was to make Totems and Traps based on the owner's Health and Defense. 100% of your defense, but with around 70% of your Max HP.

    5: For 30s, the totem restores 400 HP every 3s, lasts 30s, cd= 60s.
    6: Lasts 30s, restores 450 HP, cd=60s.
    7: Lasts 30s, restores 500 HP, cd= 60s.

    Once again, FIXED values, that SUCKS. This skill is good at around 6x-7x, but becomes forgettable at later levels. Look at Predator's Healing Trap. At level 5 it restores 5% HP, at level 6 it's 6%, and at level 7 it's 10%. At level 100 the average person is going to have at least 15k HP. Compare what Healing Trap and Gail's Bless will do for you:

    5: 5% of your health is 1500, vs 450 HP from the trap... you know what, I don't even have to keep going. It's just going to get worse for the Totem, The Trap lasts longer, and has the same cd as the totem.

    What should you do? IMO, it should be made to do something else. If you leave it as it is, then it will be useless, if you make it as good as Healing Trap, the two healing effects combined could be OP, + it's kinda stupid to have two skills in the game have the exact same effect. Make it do something different. Why not make it give a Block % to people around it, or a % boost to your highest stat, like Arcane Mastery?

    Gail's Cry:

    5: For 30s, boosts Attack Speed of all party members near the totem by 25%, cd= 60s.
    6: Same as above, but with a 5% boost in Attack Speed.
    7: For 90s, boosts Attack Speed of all party member near the totem by 35%, cd= 60s.

    This skill is good, but make it lasts 45s at lvl 6, and it needs a boost in Defense and HP.

    Gail's Shock:

    This totem drops the accuracy of all enemies near the totem by 15%, 18%, and 20%: Utterly useless.



    Barbaric Cry:

    5: Vacuums 7 targets for 17s, cd= 180
    6: 8 targets, 20s, 180s cd.
    7: 9 targets, 25s, 180s cd.

    This skill is good, but it's use is too sparse for it to be a good group pvp skill. It lasts long, but has a horrible cd. It should be something like:
    1: Vacuums 2 targets for 2s, cd= 120s
    2: Vacuums 3 targets for 2s.
    3: Vacuums 3 targets for 3s.
    4: Vacuums 4 targets for 3s.
    5: Vacuums 4 targets for 4s
    6: Vacuums 5 targets for 5s
    7: Vacuums 5 targets for 5s, cd= 90s.

    Desperate Assault:
    It's basically Extinction with a larger radius, and shorter duration, the problem is that it has the same resistance problem as Shoulder Charge. Fix it...

    Pillage:
    I don't like how this skill works. The damage boost it has is negligible, and the Snatching is overrated. People say that Int Savages or OP, or Str Savages with all the Crit buffs are OP. That IS true... if you're 1v1ing them, or if it's SZ PvP. In actual group PvP, you're going to be a prime target. You might get 3-4 quick kills at the most, but you'll quickly be debuffed, rooted, stunned, and destroyed. You're now just about useless for at least 10-20 minutes. Just take away the snatching effect, and make Pillage a powerful single target skill.

    1: 80% of Str and Vit, 6s --> 220% of Str and Vit, 30s cd.
    2: 90% of Str and Vit, 6s --> 240% of Str and Vit, 30s cd.
    3: 100% of Str and Vit, 6s --> 260% of Str and Vit, 30s cd.
    4: 110% of Str and Vit, 6s --> 280% of Str and Vit, 30s cd.
    5: 120% of Str and Vit, 6s --> 300% of Str and Vit, 30s cd.
    6: 130% of Str and Vit, 6s --> 350% of Str and Vit, 30s cd
    7: 150% of Str and Vit, 6s --> 400% of Str and Vit, 25s cd.

  2. #2
    I agree with you about these changes. However, even the changes as you wish can be implemented, Savages cant kill other classes in PVE. Templars, dhan, vit DK can kill savages in only 2 shots.

  3. #3
    You don't understand... you must have started playing Rohan around 1 and a half years ago. There's two reasons why people hit so hard: Heroic Power, and Pure Attack.

    You know the white number that you see on a Sword? That's Pure Melee. The points of melee that you get from Str? That's inflated. Pure Melee/Ranged/Magic Attack is stronger than inflated. The reason why people are 2-shotting each other is because of this. Let me tell you what people had that gave Pure Melee on Jin. :

    Gold Trophy: 50 Attack
    Token of Foresee: 40 Attack
    Walter's Medal: I'll say +6: That's + 164 Attack
    A Full Verdict Set, with +200 Attack on each part, with the +200 bonus that you get from wearing all 4 at the same time: +1000 Attack

    That's 1254 pure Melee. Now, 1 point of Pure Attack is about as strong as 3 Inflated points. This means that wearing this gear is like having around 3700 points of Strength. That's a LOT. This is already at least doubling the damage that people deal, except if you play a stat point class, of course (Agi Dhans, Dex Guard, Psy Wizard). If you're a Templar, then your damage is going to be more than quadroupled, easily.

    This is without boss drops that give Pure Attack, Bezemut's Eyes, Wraths of Ancient Darkness, Flame Diamonds, Feathers, and then... what if you reinforced them? Now Str Guards, Str Dhans, Rangers, etc. are hitting 3x as hard. For Templars, they are hitting over 7x as hard. Do you see now? And then you have Heroic Power, giving at least a 15% boost . At this point, pvp is complete and utter lunacy.

    Pure Attack should NOT be in the game on anything except for weapons.

  4. #4
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    Scrolls screw it up even harder. It would be so much better if they only had alm and hp scrolls...at least they benefit all classes more evenly, instead of currently certain classes being able to effectively make use of more scrolls stacking in a multiplicative way then others.

    Even the pure attack on upgraded boss drops people bitch about...if they stripped pure attack off future costumes and gave them a defensive twist instead of offensive, like the 500 vit costume, people's pure attack would end up pretty much the same as it was with verdicts and non-upgraded boss drops...only people would have a ton more hp and the vit would soak up a little of that extra damage. They'd still make their costume money...it would just be shifting costumes from paying for offense to paying for defense, which would probably be preferable to most people in terms of which would make the game more fun.

    But...that don't really matter...seems like the people in charge can't even get rid of the stupid 50% scrolls lol.

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