cschris54321
Soulsand
- Joined
- Jul 8, 2012
So basically, I have a slight problem with necromancers kit. Their tricky move, despair, has a 7 second cool down and last for 7 seconds. That mean they you will constantly have a 5 block range of sight. This is interesting, considering the fact that all of their moves have over a 5 block range. You know what this means right? It means that necromancers can kill you without you ever seeing them. This, combined with their mass aoe damage, seems to be a problem. Move it to beguiler? Bloodmage? Delete it entirely? Discuss.
Dragoons. With the recent updates, They can do everything a disciple can do but better except they are more tanky but cant heal. They have a root almost the duration of a wizards that flips your screen while they pound on you instead of a silence that is only useful against some classes, as well as a disarm. They have the most mobility of all classes. Tremor knocks back players farther at half the cooldown. Spear has 2 more block range then forecepull
Smiths. Why do they get a free forcepush with no mana cost and no cooldown? Yes, I am talking about knockback 2. combined with bash, kick, smite, or anything like that it can easily surpass forcepush distances. How is this still here?
Dragoons. With the recent updates, They can do everything a disciple can do but better except they are more tanky but cant heal. They have a root almost the duration of a wizards that flips your screen while they pound on you instead of a silence that is only useful against some classes, as well as a disarm. They have the most mobility of all classes. Tremor knocks back players farther at half the cooldown. Spear has 2 more block range then forecepull
Smiths. Why do they get a free forcepush with no mana cost and no cooldown? Yes, I am talking about knockback 2. combined with bash, kick, smite, or anything like that it can easily surpass forcepush distances. How is this still here?