That picture seems quite popular today.
Arch Mages were based off of elements too, they seem fine.
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That picture seems quite popular today.
Arch Mages were based off of elements too, they seem fine.
Then, the elements aren't the problem.
The other skills are.
We paladins will have to wait for the thief/pirate revamp to get a mini update.
Advanced Charge: Attack count doubled, increased damage (370% x2)
Blast: Attacks 4 times (260% x4)
source: http://leafre.net/showthread.php?347...-Pirate-Revamp
Paladin:
Weapon Speed: Fast (4)Weapon Speed: Faster (3)Weapon Speed: Fastest (2)Adjusted Mastery:
Weapon Speed: Fast (4)Weapon Speed: Faster (3)Weapon Speed: Fastest (2)Flame Charge
dark knight 3 target 10% def:
8119%/s
pala's 3 targets 10% def:
6660%/s
DrK single target: 40% def:
2956%/s
pala single target: 40% def:
3420%/s
not really happy about that, but meh i guess.
that's the thing, sacrifice is worse than blast, which doesn't cost you any HP to use, only reason i don't throw a tantrum is because any boss you may face will buttpineapple you with it's resistance to everything. but even at 70% def, on neutral targets blast> sacrifice, and in cases where the boss has that much PDR, we can't really use sac.
since when? o.O i always thought of dragon/dark knights as the mobbing warrior.
EDIT: quick edit, sacrifice doesn't ignore all the things btw, my damage in empress is halved due to her being "physically resistant" on top of the massive PDR (that is ignored by sac.)
Ah, my mistake then. I always thought they were supposed to be the mob kings cause of the ability to mob 6-7 mobs at a time while DrKs could only control 3, before PAs became superior.
yeah but u can get stats to ignore PDR/MDR. you cant get a "ignore physicall resistance" stat. But in cause you can; LF>ignore ele resistance
it exists already, sort of, empress has elemental resist, and physical resist, meaning non-elemental magic (like the one mages have after ele reset) deals normal damage on her (still gets reduced by PDR though)
paladins get lulzed upon because if they use charges, their attacks become both elemental and physical, meaning 1/4 damage.
and link, we had hybrid build, we could mob whatever we wanted, wether 6 or 3, but at places like skele's or ToT, 3 was best, which is why we used crusher instead of fury
Before they made everything about bosses, Paladins were the best at mob control, due to stun/freeze, while DKs did lots of damage but also took lots of damage.
course, potions and damage taken are so minor at this point that it's not really a helpful compensation to the big damage gap. My Paladin's still 2 handed, and never uses HP pots.