Warrior in this server !!!

Amnesia

Dedicated Member
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Jan 13, 2014
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maybe you should post your name gear (wep armour and accs) and lvl so people can relate to what you are saying...
 

FNG

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Jul 8, 2015
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maybe you should post your name gear (wep armour and accs) and lvl so people can relate to what you are saying...

lets say highest dc war.. 770 , lvl 80 , max lifestl para 10
 

Ciggy

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Feb 19, 2014
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IMO reflect damage should be the % of the raw damage received not after AC/MR/Adv calculation. Because it doesn't make much sense to get hit 1k less your defense down to 400dmg per say and reflect 56dmg back to your attacker. Even if it was reflecting the raw dmg it would only be 140dmg from the 1k hit it is still insignificant due to regen of mobs, and realistically no warrior is going to tank 8 mobs hitting 400 every hit so they can reflect 56dmg back at them. On top of that it's has a 2min cool down that last 45sec at level 3, it's kinda a waste of a spell.

What I would suggest is either

1. Change it to reflect % of the raw damage back to attacker or
2. Increase the % damage reflected significantly
3. Make it passive spell
4. AC/MR/Health stat determines raw damage % reflected, could be a viable built for tank warriors

Since this is pve only spell it won't mess with the pvp balancing.

I would also suggest Health % stats that can be added on accessories should be 2-3% instead of 1% or the HP per hermit needs increasing. Because the HP increase is too insignificant vs adding DC% increase. Again, this is to make the tank build more viable. Right now, sins can do what warriors can do and do them better only advantage warrior have is a 1-2k more HP over sins less life steal.
 

Drakay

LOMCN Veteran
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Jun 16, 2014
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IMO reflect damage should be the % of the raw damage received not after AC/MR/Adv calculation. Because it doesn't make much sense to get hit 1k less your defense down to 400dmg per say and reflect 56dmg back to your attacker. Even if it was reflecting the raw dmg it would only be 140dmg from the 1k hit it is still insignificant due to regen of mobs, and realistically no warrior is going to tank 8 mobs hitting 400 every hit so they can reflect 56dmg back at them. On top of that it's has a 2min cool down that last 45sec at level 3, it's kinda a waste of a spell.

What I would suggest is either

1. Change it to reflect % of the raw damage back to attacker or
2. Increase the % damage reflected significantly
3. Make it passive spell
4. AC/MR/Health stat determines raw damage % reflected, could be a viable built for tank warriors

Since this is pve only spell it won't mess with the pvp balancing.

I would also suggest Health % stats that can be added on accessories should be 2-3% instead of 1% or the HP per hermit needs increasing. Because the HP increase is too insignificant vs adding DC% increase. Again, this is to make the tank build more viable. Right now, sins can do what warriors can do and do them better only advantage warrior have is a 1-2k more HP over sins less life steal.

Never really thought of it like this but it should reflect a % of the raw damage thinking about it, not a % of the reduced damage like you’ve said. 👍🏻
 

jsyphon

Dedicated Member
Dedicated Member
Mar 3, 2018
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Just checking in to see if there are any up coming changes for warriors? I have soloed mine to 78 so far, spent many billions on Odyn, refining, masters emblem, etc but I am still getting smoked killing wise by sins and wiz (don’t see Taos soloing so no clue how they fare). While grinding HT 3 for frags, it’s real sad when an equal equipped sin comes blazing by and wipes a similar size group of monsters in half the time I do it (massacre explosion FTW).

Warriors have a little more utility than sin/wiz with mass beckon and fetter but this becomes even worse in higher level maps where I can’t even mass beckon, making our 65 skill worthless without being close in level to the stuff you are killing (would love to beckon Etins for example).

Comparison: Sin can do 30k+ massacres, wiz can do 45k+ frost bite, war can do 8k destruction/swift blade.

Would love to be able to use reflect while leveling or cast swiftblade a lot more often. Heck I might even be ok if I could mass beckon higher level stuff.

Ps: love the server, may just roll a new class although leveling another pig is annoying and don’t want to have to refill it).
 

ventus

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Oct 17, 2013
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Agree warriors damage is lacking compared to wiz/sin much slower killing too. Still fun to play though.
 

FNG

Loyal Member
Loyal Member
Jul 8, 2015
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created this post few months back.. still its ongoing :). well im no longer playing this server but it waas fun times anyway.
 

Veora

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Apr 4, 2005
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Make Dsurge a 5x5 or double Dsurge damage? What really needs to happen is testing with an equally geared sin and warrior to see how much warriors are flagging behind and adjust skills/damage accordingly so they are at least on par with sins with regards to mass killing.
 

Kitten

LOMCN Rookie
Sep 21, 2018
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I personally never thought there was too much wrong with the original setting of Mir3. You are now going to have to buff a class again. So that several months later, you get this very topic and have to buff the subject class again, so on.

Completely agree. Tweaking settings in any of Mir flavor did no good. Also adding additional classes (Sin, Monk, Archer) only cause balance impossible.

On top of everything comes usual ppl's unhappiness for any reason they can find and moan about. Short example: For weeks on Discord people were talking about Tao falling behind. In game many taos just started playing other classes abandoning their 75+ chars. Only one week in when Tao got some enhancement and we hear complaints of them being OP. And this will be happening over and over again, as soon as a change happens there will be someone who will feel betrayed. You simply cannot win.