Celtic Heroes

The Official Forum for Celtic Heroes, the 3D MMORPG for iOS and Android Devices

Re: Armour, Charms and Weapons (Mage / Druid)

#12
If it was uneven heat/cold resist I think steel would be better to wear than silk
Post scriptum... I like the way every thing is set up makes the game diffrent and Druids did use staffs
If you want to be that blunt, we could also say why should classes benefit from charms that is not related to their weapon type. If say yr a ranger, you should only benefit from piercing dmg charms. Arrows cant crush or slash mobs correct?

Anyway, I am really suprised to find out regarding the resistance to be similar for all classes! Wow, this should not be the case and I also tend to agree CH seems to be more melee oriented.

Admin / Community, i know you are busy and I appreciate all the hard work you have done so far. But a response to this post (regarding armour especially!) would be appreciated as glacial and dragon armour is coming out soon and the resistance difference for druid / mage compared to other classes should be reflected please.

I strongly believe this is reasonable request to ensure better fairness for druid / mage

Re: Armour, Charms and Weapons (Mage / Druid)

#13
But yes, some energy based items for druid/mages with a lvl restriction at 110+ or 120+ would be useful. +100 is way too much though imho... that would be +135 in total. if you make a ring with +30 or +50, that is enough (with the restriction of only being able to equip one rejuv ring at a time).
I was thinking ammulets which would be instead of heroic so max would be 110 and you would loose the 20 hp regen. But your proposal would work.

What I want to point out is that there are 12 ticks In a minute. Even if we did have 200 per tick it would take two full minutes to get back 5000 energy which is where we will be very soon with energy builds and energy well and equipment that give energy.
Papi - Arawn - Beta 4
GuildChief- / MageGuild (Chief)
Glanmoric-Mage 120
Duergath-Rogue 100 TheFamily Chief
Whuric-Druid 91
Volar-Warrior 91
Doriz-Ranger 70
"Growing old is for people who have forgotten how to play."

Re: Armour, Charms and Weapons (Mage / Druid)

#14
But yes, some energy based items for druid/mages with a lvl restriction at 110+ or 120+ would be useful. +100 is way too much though imho... that would be +135 in total. if you make a ring with +30 or +50, that is enough (with the restriction of only being able to equip one rejuv ring at a time).
I was thinking ammulets which would be instead of heroic so max would be 110 and you would loose the 20 hp regen. But your proposal would work.

What I want to point out is that there are 12 ticks In a minute. Even if we did have 200 per tick it would take two full minutes to get back 5000 energy which is where we will be very soon with energy builds and energy well and equipment that give energy.
Pre patch, there were numerous complaints regarding slower energy regen. This was rectified with 50% medi/recu effectiveness and 20% mana reduction on skills. This however may be a bandage approach as we progress further with higher skill levels – 35/35: meaning higher mana cost, intense Focus build etc. Hence I agree with your concerns. Admin needs to start planning ahead for this inevitable future

Like to thank those who has participated in this post.
Hope Admin or Community has / will read about it and give this post some serious thoughts for the incoming glacial / dragon armours.
MorphMarfa has retired from Celtic Heroes and most probably wont be resurfacing. He had a enjoyable time during his druid adventures in Taranis.

Lv 182+ Druid : Taranis

Re: Armour, Charms and Weapons (Mage / Druid)

#17
I can't say I agree with the armor suggestion. Warrior armor is heavy and designed for absorbing damage, all types. It'd be fair to offer mages better gear if they're willing to take the energy hit. Would it really even help leveling? Most of the mobs wreck me with melee anyway.

I agree with most of the other issues. Before the recent update mages were rare in our world since they weren't particularly great at anything. Having one for cloak was useful but it didn't make for a popular class. The new skills make mages more useful in boss battles as support but why have they fallen even farther behind in dps? The top entry on our server for skills hit by a mage is #39, at barely over 1/2 the dmg of the top rogue. That would be my number one complaint.
World: Rhiannon
Clan: EternalSin

Paddle Lvl.167+ Warrior - DPS
Puddle Lvl.137+ Mage

Who is online

Users browsing this forum: No registered users and 38 guests

cron