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RE: =AQW= Class Discussion Thread

 
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6/8/2019 9:58:38   
ArchNero
Member

My take on the highseas commander class.

It's an interesting class in terms of it's entire skillset it reminds me of ultra elemental warrior because you apply the rune effects from the other skills and skill 3 activates those rune effects, the damage isn't too impressive. I do enjoy the class as a whole. I'm not sure if it's bugged out but the you think with the mage mana regen model and this class, it shouldn't have terrible mana issues, but it kinda does unfortunately, and the 5 skill doing as much crit damage for some reason doesn't give you mana back. So I think something is up with it's mana regeneration, but i'm not 100% sure though.
Post #: 426
6/8/2019 11:12:56   
Veya
Member

HighSeas Commander has Rogue model, not Mage, both the DNs and the stat screen claims it is Mage model but they are wrong, you can very easily notice how you heal every time you get a dodge, which confirms the Rogue model, plus Immortal Joe has confirmed in the official Discord that the Rogue model is the intended one and that the text is wrong.

Each of the three classes has a different mana model, Rogue for Commander, Mage for Grim Necro, and Warrior for Grenadier, seem to be one of the gimmicks they are going for with these classes.
AQW  Post #: 427
6/8/2019 16:32:20   
dragon wrath
Member

Just got legion revenant. Are their any combos I should be going for? seems kinda weak. Also all wiz right?
AQW  Post #: 428
6/8/2019 16:35:16   
Veya
Member

Other than starting with 3 to get buffs online, you just kinda spam off the cooldown with LR.

And depends what you are trying to do with the class, it is not the most amazing soloer in the game even if it can solo pretty well, but it is not meant to be, as the class is designed for farming and support primarily.
AQW  Post #: 429
6/8/2019 23:58:48   
ArchNero
Member

I see, well after using highseas commander since then I don't mind it being on the rogue mana model. The mana isn't so much a problem when soloing but in a party unless you don't have FB support, you'd be starving for mana though because the enemy isn't always targeting you so you can dodge and regain mana and some health.

That's my only gripe I found, that one of the classes's skills doesn't have an aggro focus effect, to at least take advantage of the rogue mana model and you have a decent dodge buff to boot as well that makes you dodge decently well.

< Message edited by ArchNero -- 6/8/2019 23:59:04 >
Post #: 430
6/9/2019 15:31:40   
iDreadnaut
Member

So, do these classes live up to their requirements? (9 year membership, 600k AC)
So far they seem totally not worth the investment...
AQW  Post #: 431
6/9/2019 15:52:44   
Aura Knight
Member

I think the 10 years played class is decent enough considering it doesn't take much effort to get. If you made an account in 2008, congrats, you have the class. It is stronger than pirate which is what I expected. Has few mana issues aside from when used in a fight that lasts too long. Damage is good. Healing is surprisingly strong from a dodge class. HoT goes to near 400. Skills are on a short cooldown with reasonable mana costs. The only issue I have with it is not all skills have a decent range. Your 4 and 5 are ok but the 2 is close which I am just not a fan of. With how decent the class is at bursting I would have liked to have mid or long range on all skills that way you can also use it for a bit of farming if you want to.

Though the odd thing to me is that even though the class is said to be a rogue model it seems to do best with wizard enhancements. I guess it makes sense since the class was said to be a magical pirate and such a thing is made obvious by the skills focusing on runes which are typically magical. I think the class overall is nice, not the greatest at anything but it is fun and I think it's about time we got more classes that aren't just powerful but enjoyable to use. Not that I don't enjoy strong classes and not that HighSeas Commander is weak, but it's not among the other OP classes. This may be a disappointment to some but not to me.

As for the other ones, no idea. I'm too cheap to spend that much money on the game.
AQ DF AQW  Post #: 432
6/9/2019 19:33:55   
_Morpher_
Member

quote:

I think the class overall is nice, not the greatest at anything but it is fun and I think it's about time we got more classes that aren't just powerful but enjoyable to use. Not that I don't enjoy strong classes and not that HighSeas Commander is weak, but it's not among the other OP classes. This may be a disappointment to some but not to me.


^Couldn't have summed it up better.
MQ  Post #: 433
6/9/2019 19:57:03   
Jams Loyal Subject
Member

quote:

So, do these classes live up to their requirements? (9 year membership, 600k AC)
So far they seem totally not worth the investment...

I would dare say anyone who has bought 9 years of membership or 600,000 ACs isn't doing it exclusively for the classes. So they're not an investment at all.

So that being said, with the view as them as a bonus, I think it makes sense for them not to be OP, as very few people will actually have them, and they shouldn't be an incentive to spend ridiculous amounts of money on the game.

~Loyal.
AQ DF MQ AQW  Post #: 434
6/9/2019 22:56:15   
you stop
Member

quote:

I would dare say anyone who has bought 9 years of membership or 600,000 ACs isn't doing it exclusively for the classes.
Of course it isnt the main goal but for a game whose future is unknown, it may just be the last classes left to obtain. We don't know if AQ Mobile is going to carry all our badges and stuff so might as well think of it that way.
AQW  Post #: 435
6/10/2019 0:14:31   
Aura Knight
Member

As long as each is stronger than their base variants that should be good enough. These are all meant to be evolved versions of the pirate, necromancer and skyguard grenadier classes.
AQ DF AQW  Post #: 436
6/15/2019 3:00:23   
MaligKnight
Member

Which enhancements would be more preferable for Legion Revenant? Full wizard, full lucky, or a mix between them?
DF AQW  Post #: 437
6/15/2019 4:02:47   
Aura Knight
Member

Most everyone that does have it seems to agree wizard is the enhancement to use. Mixing enhancement rarely ever works well because in doing so you're left with a subpar experience with an otherwise amazing class if you were to use full wiz or full luck or full anything else. Classes with a large focus on magical attacks benefit the most from wizard and since that is what Legion Revenant is, makes the most sense to go full wiz.
AQ DF AQW  Post #: 438
6/15/2019 11:43:46   
poesiemau
Member
 

Legion Revenant got hit too hard.

A little backstory:

LR is a multitarget class with a decent HoT that is build around a rank 10 passive (this debuffs the enemy aswell as buffs the team, comparable to Light Casters first ability)
This rank 10 passive proved to be too powerfull especially combined with the HoT on the tester class, making it the best farming class and more powerfull than VHL with bosses. Resulting in it getting a nerf (which it did deserved)

The nerf (compared to the tester):

To combat the above issues the class got 2 major aspects changed:
-the rank 10 passive was decreased, at max stacks it currently sits at around 2/3 of it previous power.
-the HoT was halved and now ticks at half speed.

The Problem:

The 3rd ability of the class (which is the HoT) has an intrinsic addition to the HoT: a 12 sec mana shield.
Which means that all dmg taken now depletes mana instead of lowering health. The combination of this perk and the nerf result in 1 major issue with the class: the moment you use it solo against a higher hp target/ boss and that boss crits you while the mana shield is active you are sometimes done for. This is because a higher crit can drain almost all mana while the abilities (which is the class main way to get mana back) are 30 mana minimum each! If the crit is at the start of the shield you sometimes have to go through 12 seconds of mana and health depletion while on auto-attack causing you to die while being unable to respond!

Conclusion:

Because of the mana shield of the 3rd skill the nerf can hit twice as hard and kill you on trivial bosses. Which shouldn't be possible on a class that took so much to get.

Ps. Since the nerf is a result of a lot of VHL users complaining i want to clarify that this is not me asking to undo the nerf or buffing it to VHL levels. This is adressing an issue thats a result of the nerf to the class which needs to be changed/ adjusted.
I do feel like there needs to be a future discussion about the total nerf since it was too harsh because of all the VHL complaints since the class does easily take 2/3 of the farming time and needs a seasonal pet + 1200 ac. However there are still too few players that already have LR in order to have this discussion.
AQW  Post #: 439
6/16/2019 4:54:49   
Metakirby
Constructive & Helpful!


quote:

he Problem:

The 3rd ability of the class (which is the HoT) has an intrinsic addition to the HoT: a 12 sec mana shield.
Which means that all dmg taken now depletes mana instead of lowering health. The combination of this perk and the nerf result in 1 major issue with the class: the moment you use it solo against a higher hp target/ boss and that boss crits you while the mana shield is active you are sometimes done for. This is because a higher crit can drain almost all mana while the abilities (which is the class main way to get mana back) are 30 mana minimum each! If the crit is at the start of the shield you sometimes have to go through 12 seconds of mana and health depletion while on auto-attack causing you to die while being unable to respond!

The only problem here is you not understanding how Arcane Shield works, you only lose 8 mana every time you get hit, no matter if you get hit for 0 (which is possible if you the enemy doesn't hit above certain amount) or you get hit for like a thousand.
Secondly, you literally have a skill that reduces the enemy's crit rate by 15% and even more after subsequent uses, which means you will never get crit in PvE, except for maybe 1 or 2 instances of enemies increasing their own crit rate.
Thirdly, Anathema halves your mana costs, making mana sustain even more trivial.

quote:

I do feel like there needs to be a future discussion about the total nerf since it was too harsh because of all the VHL complaints since the class does easily take 2/3 of the farming time and needs a seasonal pet + 1200 ac. However there are still too few players that already have LR in order to have this discussion.

It has been how long since LR's release? A little over 2 weeks and given LR has no daily restrictions and is mathematically quicker to get than VHL, enough people have gotten it and tested it out in various situations. The class also has Mage Regen, which combined with the insanely high crit rate, gives you most, if not all, if not more mana back than you spent, especially once Ars Arcanum from Anathema is active. A possible 8 mana loss every 2 seconds (more on stuff like Tibicenas who can attack quicker during Berserk and such), which given you have a dodge rate of ~50% and base mob miss chances, that's averagely barely even 8 mana loss per 4 seconds, you should never really feel the effect of Arcane Shield's mana loss in PvE (PvP is another story), unlike Royal Battlemage which has a fixed amount of mana gain. Mage with it's Arcane Shield should also not really notice this effect at higher levels, just to make a comparison to the other classes with this sort of effect.

Now after all that being said, yes, you can potentially lose 24 mana by getting hit by 3 things at once (which is a VERY low chance of even happening in the first place) and combine that with Anathema usually being the killing blow on lower HP targets, but in the very worst case scenario, you have to wait for an extra auto attack to gain enough mana and gain traction again, but that should happen so rarely that it''s not even worth mentioning. That's like saying VHL getting crit twice in a row and dying before it can get a solid HoT going makes it bad, when in reality it's just a very unlucky thing that happened and you shouldn't judge a class based on these rare instances. If it was more common, you could complain, but the times I have died to let's say Ultra Alteon (Chaos version) with VHL due to a couple early crits is like once every 50+ attempts, and doing back to Legion Revenant's supposed "mana problems", the only time you may encounter any sort of mana problems (which are a second or 2 setback, at worst) is if you get to use Depraved Empowerment more than you actually attack things combined with always killing stuff with Anathema, resulting in more mana use.

The class can also solo things that most other classes can't, although it's threshold to where it can comfortably solo is a lot lower than VHL, for sure, but it has nothing to do with mana ever being an issue and more due to the somewhat limited healing potentially giving you a hard time vs anything that can 1 or 2-shot you, which is ~2000+, and for a class not relying on cheesing boss fights with practically infinite dodging, it's probably 2nd or 3rd to VHL and Archpaladin and MAYBE Shadowscythe General, but also a lot faster than the latter 2.

There's more things to be said about LR, it's easily a contender for best overall class, if it isn't already that, but this was mostly just addressing of your complaint about Arcane Shield, which was never an issue to begin with.

< Message edited by Metakirby -- 6/16/2019 6:50:17 >
AQW  Post #: 440
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