View Full Version : Is this NCSoft's nuker nerf?
The Doctor
04-27-2006, 05:32 AM
Following changes have been made to effects of base statistics:
Various abnormal condition effects of other magic skills: wit -> men
AFAIK most mages have +4 WIT +4 INT and -8 MEN as tats. Add to that the -2 MEN from DC Robes and you are walking around with -10 MEN. Even with Mental Aegis mages are gonna be rooted/slept easily. To counter this mages need to either get Nightmare Robes (+70% sleep/hold resistance) which is the only robe set without cast speed increase or change their tats.
Could this be the way NCSoft tries to make mages less overpowered? Give them the choice to either reduce dmg/speed or get slept/rooted more? Any mages out there who are going to change their setup?
i dunno but i guess i can take off my +4wit-4int tat and get that extra +1 str i wanted..
Thats a pretty small nerf. But I'm not worrying too much yet, there will be other changes that have not been detailed yet. A couple of the changes in hellrose translation of the PVP changes are very generic, like skill/spell speed and MP cost changes with no details given. Could be major nerfs hidden in there...
GlobalzerO
04-27-2006, 05:47 AM
nerf acumen...buf ,armor bonus,weapon sa and everything it's fine..
i dont see where the nerf is?
fighters have tooooo low men and still can not be slept with mental aegis.
Firlian
04-27-2006, 05:49 AM
I dont really care... Only spellsingers and sometimes sorc sleep me. Cancel, sleep, nuke, sleep, nuke, sleep, nuke, incorrect target.
Doubt it will make that much of a difference... and remember even with -10MEN mages have plenty MEN left compared to fighters...
Careryn
04-27-2006, 05:52 AM
I dont really care... Only spellsingers and sometimes sorc sleep me. Cancel, sleep, nuke, sleep, nuke, sleep, nuke, incorrect target.
Doubt it will make that much of a difference... and remember even with -10MEN mages have plenty MEN left compared to fighters...
Assuming the new tank skills work in pvp, im sure you'll have plenty of melee's attempting to root you. Though it will be interesting to see how this plays out... since mages have a far higher base men stat than melees...
Sheera
04-27-2006, 06:02 AM
This sounds great :of_mad: :of_mad:
Warrior classes can't affect their Men so they're screwed even more vs mages. At least now I could do the -4 int +4 wit to be a bit more resistant to sleep/hold. Now its just a waste of 1.74 mil AA and 625k A ty NC-Soft.:of_mad: :of_mad:
Sofar i've seen nothing in the list that tries to take the inbalance between melee <-> nuker away.
Sylvart
04-27-2006, 07:14 AM
Sofar i've seen nothing in the list that tries to take the inbalance between melee <-> nuker away.
No, not much in there (except that tanks can root now, which might help them to actually hit the nuker and not just run behind them without ever attacking).
And where are the necro nerfs? So far I have only seen necro LOVE (aoe gloom etc.).
Unholyspirit
04-27-2006, 07:32 AM
as they said, fighter classes are not supposed to kill the nukers, the support magic classes are supposed to kill them so theres no need for them to help fighters killing nukers
Dakota
04-27-2006, 07:36 AM
Sometimes to nerf a class you boost all the classes around it.... I think this is what's happening....
daggers are going to pwn mages
healers are going to disable mages
paladins will be necro killers yeah?
all tanks will have a chance of rooting archers and this is very bad for archers because without full buffs they will probably run out of mp trying to kill a tank.
warriors have resist sleep / stun and some other stuff especially destroyer
now I can't remember what else but I think this is a nerf for ranged classes.
Tilluss
04-27-2006, 07:36 AM
as they said, fighter classes are not supposed to kill the nukers, the support magic classes are supposed to kill them so theres no need for them to help fighters killing nukers
and now it's confirmed that mana burn actually rocks there is some combat against nukers, just take a healer with you at all times :P
if you havn't allready read, Mana burn has a high chance of landing and bruns away ALL mana :D
Zagarth
04-27-2006, 07:44 AM
No, not much in there (except that tanks can root now, which might help them to actually hit the nuker and not just run behind them without ever attacking).
And where are the necro nerfs? So far I have only seen necro LOVE (aoe gloom etc.).
AOE gloom is centered on summon, so the necro must:
1) bring the pet with him during pvp, instead of leaving it in town.
2) send the pet in a crowded area and do mass gloom.
This means there are higher chance than before to kill/remove/betray the zombie, destroying necro's hp battery. It's a little nerf on their survivability, at least.
Unholyspirit
04-27-2006, 07:52 AM
and now it's confirmed that mana burn actually rocks there is some combat against nukers, just take a healer with you at all times :P
if you havn't allready read, Mana burn has a high chance of landing and bruns away ALL mana :D
im going to buy a fighter weapon then lol :dwm_happy
Isabel2002
04-27-2006, 07:54 AM
They added debuffs on every single stat.
I want a debuff the "reduces critical attack power for a period of time" existing in the game.
Btw.. if i understood it clearly... windshackle now should cancel haste...
The guys who made this topic seemingly doesn't realize that nuker with -10 men will have his men very close to a melee class. So with mental aegis it won't matter. Oh, and all the other debuffs (like gloom, slow, etc.) are almost 100% anyway so it won't matter as well.
TemplarZ
04-27-2006, 08:25 AM
Im sure MEN will have no real effect as WIT didnt for 5 chronicles.
Viperkiller
04-27-2006, 08:32 AM
bye bye +5 WIT T_T
bye bye orcher
SulaMoon
04-27-2006, 09:35 AM
if you havn't allready read, Mana burn has a high chance of landing and bruns away ALL mana :D
@.@ is this true? oh em gee
WIT has next to no effect on your root resistance, so why do you expect it to have a big effect when it becomes MEN?
Also fighters' root resistance through MEN will be about twice as much as their root resistance through WIT if the modifiers are used at all in the formula. Nukers' root resistance will be pretty much unchanged.
if you havn't allready read, Mana burn has a high chance of landing and bruns away ALL mana :D
Read from where o.o?
SilentRob
04-27-2006, 12:35 PM
i think if they made men effect the re-use delay that would atleast even out the tattoos, right now mages can pretty much set up an awesome tattoo setup, con wit and int, all they need. if they made men re-use delay they would nuke really fast, but not very often.
/endofopinion
maian
04-27-2006, 12:45 PM
Fail rate, IMHO. -10 MEN should make you fail the way -10DEX would make you miss, and I'd be a happy critter. :D
Wizhk
04-27-2006, 06:22 PM
AOE gloom is centered on summon, so the necro must:
1) bring the pet with him during pvp, instead of leaving it in town.
2) send the pet in a crowded area and do mass gloom.
This means there are higher chance than before to kill/remove/betray the zombie, destroying necro's hp battery. It's a little nerf on their survivability, at least.
And dont forget..
The amount of damage relegated through Necromancer's Transfer Pain has been decreased by 1/2
Necro looks like its got love with the new Gloom.. but has it really??
Im still looking for atleast 1 new Spellsinger skill though..
Careryn
04-27-2006, 07:00 PM
And dont forget..
Necro looks like its got love with the new Gloom.. but has it really??
Im still looking for atleast 1 new Spellsinger skill though..
That transfer pain thing was simply a rumor and so far I've yet to see anything that proves it true.
As for new mage spells... they don't need any imo... mages should be happy that so far there hasn't been any direct nerfs to their current skills... NC is simply adding new tools for others to combat mages with.
Galaxya
04-27-2006, 08:25 PM
Yes, but i want to know this:
MP Cost/Re-Use delay/casting speed of some skills has been changed
Hope that there aren't any mage skills in this list.... hellrose help <3
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