i have one feoh wizard lv 99 with set eternal +4 3x120, against a fighter I seem to unarmored, yull archer lv 95+ hit me 30k +, feoh in my opinion should be improved, because I'm not resisting anything I need opnion of players who can play feoh.:confused:
Well Im playing my char (Feoh) since 2005. It never died as quick as in Lindvior. There were chronicles when Nuker was OP, currently its offensive power is okay but the survivability is really bad and it is hard to play Feoh against some classes.
I am still far from 99, currently I use Seraph Set +6/120 and I sometimes get one-/two-shot by Yul or Othell.
Exchange your Retributer to a Buster and get 2nd SA Mana Up to improve your Arcane Barrier by 30%. Take Disparation and use your Crystal Form in the right moment.
i have one feoh wizard lv 99 with set eternal +4 3x120, against a fighter I seem to unarmored, yull archer lv 95+ hit me 30k +, feoh in my opinion should be improved, because I'm not resisting anything I need opnion of players who can play feoh.:confused:
only the way cast barrier / crystal form and disparation in a time ... atm feoh really bad..:mad:
BTW, as Feoh Wizard, I think I'm taking some extra damage during pvp and pve, but I feel wizards are being wizards: high damage (okay, maybe), low defense, like in every other RPG.
BTW, as Feoh Wizard, I think I'm taking some extra damage during pvp and pve, but I feel wizards are being wizards: high damage (okay, maybe), low defense, like in every other RPG.
yeah heavy set in wizard perfect for mass pvp ..otherwise archer doing max 2 shot .proly u dont play wizard and thats why talking like that
.proly u dont play wizard and thats why talking like that
hm, no. Kamael Feoh Soultaker, nice to meet you.
Maybe I'm lucky and never got killed by two shots from archers ;) you know, wizards have some extra tricks to survive, like Physical Soul Barrier, Painkiller, Arcane Barrier, Crystal Form, Disparition, and so on... and I think, during Mass PVP, you will have healer, enchanter and some other DDs helping you, unless you wanna face three or more as solo.
... wizards have some extra tricks to survive, during Mass PVP, you will have healer, enchanter and some other DDs helping you, unless you wanna face three or more as solo.
You probably do not have the same level of wars as we have.
Wear heavy + Knights for mass PVP, and Robe + Knights for ganking. I almost never even use wiz anymore unless i feel dangerous :p
thats kinda dumb , @ pvp feoh should do what they have to do , kill no matter what , if you are trying to play defensive in mass pvp you are a donkey, feohs are glass cannons , they have no survivability in open world, whats the point of being a feoh with heavy + knights on a pvp and do less damage than a healer ? you better get off the pvp and let another DD take your place if you wanna blink around when you are #1 target and do nothing... better die with 3-4 hits and do some damage when u can, instead of being useless
imo feoh should be
robe + wiz @ pvp
knight + heavy @ olympiads vs some classes
thats kinda dumb , @ pvp feoh should do what they have to do , kill no matter what , if you are trying to play defensive in mass pvp you are a donkey, feohs are glass cannons , they have no survivability in open world, whats the point of being a feoh with heavy + knights on a pvp and do less damage than a healer ? you better get off the pvp and let another DD take your place if you wanna blink around when you are #1 target and do nothing... better die with 3-4 hits and do some damage when u can, instead of being useless
imo feoh should be
robe + wiz @ pvp
knight + heavy @ olympiads vs some classes
Mages do need a boost at this time i believe. they could use a pdef boost sooner than next update.
An average 99 mage with 40-65k matk with robe+wiz will only have like 25-35k with heavy + knights making them much worse than yuls/daggers. they also take a huge hit with greatly increase skill reuse/much slower casting/much lower m critical rate.
the mage wit plus 15 wit and heavy... you gotta be joking me.
Mage's p.def and def in general comes from dual/subclass skills and sigiel.
Heavy is a waste of adena, knights is terribad due to the terribad renewal.
Unless u plan to double cast and bsoe, which u do, the build u propose is godawful:
1) crit dmg is lowered
2) dps outside of double casting is lowered
3) aoe dps is lowered due to low cooldown
4) m.def is lowered to compensate for p.def
5) crit rate ... well anything between 220-260 is ok, but if you plan to compensate with wit dyes instead of int dyes it will be a huge waste of adena
In general - heavy and knights is a bad idea. Put buster, mana up sa, siegel, invest in armor rather than weapon and you may survive long enough to do dps. But in general feohs are bad for small scale pvp or grp vs grp. They excel when there is a meat shield, which allows them to use their current range and mobility to stay away from hits. If you get hit u will die probably, what is important here is not to die in 1-2 hits. So you can try to blink out of danger and get re healed.
Next update is when the mages will be imba. Enjoy it )
the mage wit plus 15 wit and heavy... you gotta be joking me.
Mage's p.def and def in general comes from dual/subclass skills and sigiel.
Heavy is a waste of adena, knights is terribad due to the terribad renewal.
Unless u plan to double cast and bsoe, which u do, the build u propose is godawful:
1) crit dmg is lowered
2) dps outside of double casting is lowered
3) aoe dps is lowered due to low cooldown
4) m.def is lowered to compensate for p.def
5) crit rate ... well anything between 220-260 is ok, but if you plan to compensate with wit dyes instead of int dyes it will be a huge waste of adena
In general - heavy and knights is a bad idea. Put buster, mana up sa, siegel, invest in armor rather than weapon and you may survive long enough to do dps. But in general feohs are bad for small scale pvp or grp vs grp. They excel when there is a meat shield, which allows them to use their current range and mobility to stay away from hits. If you get hit u will die probably, what is important here is not to die in 1-2 hits. So you can try to blink out of danger and get re healed.
Next update is when the mages will be imba. Enjoy it )
Never knew I had Wit Dyes, that's news to me. And stop crying about pots, everyone uses them.
Robes and Knights is what I mostly roll around in. Robes and Wizards just doesn't give you any survivabilty vs phys dps. Random nub dagger/archers with +4 weapons can 1-2 shot you coming from hide.
Yeah I lose crit rate, with Wizard Spirit up, around 360 in knights and 480 in wiz, but my crits still hit pretty often and hard in knights. +30% crit damage from AQ Soul and Enhanced Istina ring still let me crit for alot. Cast speed is also maxed out even with robes +knights with rudolph.
Anyways. Im too lazy and tired to argue with you. You play your way, I play my way, in the end everyone has their own play style, and I just prefer less glass cannon.
Never knew I had Wit Dyes, that's news to me. And stop crying about pots, everyone uses them.
Robes and Knights is what I mostly roll around in. Robes and Wizards just doesn't give you any survivabilty vs phys dps. Random nub dagger/archers with +4 weapons can 1-2 shot you coming from hide.
Yeah I lose crit rate, with Wizard Spirit up, around 360 in knights and 480 in wiz, but my crits still hit pretty often and hard in knights. +30% crit damage from AQ Soul and Enhanced Istina ring still let me crit for alot. Cast speed is also maxed out even with robes +knights with rudolph.
Anyways. Im too lazy and tired to argue with you. You play your way, I play my way, in the end everyone has their own play style, and I just prefer less glass cannon.
crit rate does not matter - 220 - 260 is approx 30%, at 500 it is 33%.
What u lose without wizards is refresh on skills. Feoh is powerful AoE u need refresh in order to be able to cooldown the aoe nukes faster. Cast speed is not the issue although at some point it might become.
Every m.att lose is a huge loss to m.crit dps. If you do not use wizards you lose a lot of m.att which automatically lessens your crit dmg. Normal hits do not matter, what matters is the crit dps. The higher, the more you kill.
I understand why are u worried... the majority PvP we have is small solo or duo ganks. So yes hide archer dagger sux big time. But in a pvp that matters heavy is a joke. Perhaps heavy the oly vs some classes, but main armor should be robe.
crit rate does not matter - 220 - 260 is approx 30%, at 500 it is 33%.
What u lose without wizards is refresh on skills. Feoh is powerful AoE u need refresh in order to be able to cooldown the aoe nukes faster. Cast speed is not the issue although at some point it might become.
Every m.att lose is a huge loss to m.crit dps. If you do not use wizards you lose a lot of m.att which automatically lessens your crit dmg. Normal hits do not matter, what matters is the crit dps. The higher, the more you kill.
I understand why are u worried... the majority PvP we have is small solo or duo ganks. So yes hide archer dagger sux big time. But in a pvp that matters heavy is a joke. Perhaps heavy the oly vs some classes, but main armor should be robe.
Like I said, everyone has their own way of playing. This works for me. There's no point in having half a second faster CD on a nuke, when you wont be alive long enough to throw a 2nd nuke out there. Cuz nukers are always first or second to take focus in a pvp. With Robe and knights, I have no problem Mcriting 99 phys toons for 40K + with Dark Curse debuff.
OFc I hit harder with Wiz, but i also die 1 - 2 hits from a mediocre archer/dagger. Yeah, I can mcrit for 60k+ with wiz, but i prefer to be able to take 5-6 hits more, giving my healer more time frame to heal me. I have no problem dishing out dps in knights. Maybe it's different for less geared nukers, but I care only for what works or me. And i still think me gear is still average, with more highly geared nukers, knights would make even less difference.
Maybe I'm lucky and never got killed by two shots from archers ;) you know, wizards have some extra tricks to survive, like Physical Soul Barrier, Painkiller, Arcane Barrier, Crystal Form, Disparition, and so on... and I think, during Mass PVP, you will have healer, enchanter and some other DDs helping you, unless you wanna face three or more as solo.
nice to meet/ :) maybe you dont have same lvl/geared/script master wars as we have .as
Allesteir said. you can get up to 60 k dmg from an archer coming behind you in hide :o
Every m.att lose is a huge loss to m.crit dps. If you do not use wizards you lose a lot of m.att which automatically lessens your crit dmg. Normal hits do not matter, what matters is the crit dps. The higher, the more you kill.
How is every MATK lost a huge loss to MCRIT DMG? Crit damage is always flat out dmg *2, there is no "bonus" or something for MATK or INT. We currently do have a bugged version on our servers, according to the official website INT *should* increase CRT DMG but it does not. http://boards.lineage2.com/showthread.php?t=251825
You can improve your crit damage by epics, not by adding MATK/INT.
thats kinda dumb , @ pvp feoh should do what they have to do , kill no matter what , if you are trying to play defensive in mass pvp you are a donkey, feohs are glass cannons , they have no survivability in open world, whats the point of being a feoh with heavy + knights on a pvp and do less damage than a healer ? you better get off the pvp and let another DD take your place if you wanna blink around when you are #1 target and do nothing... better die with 3-4 hits and do some damage when u can, instead of being useless
imo feoh should be
robe + wiz @ pvp
knight + heavy @ olympiads vs some classes
Feohs are glass yes, but not glass cannons considering everyone is able to hit as hard as if not harder than a Feoh.
MMOs are always really great at making sure mages have poor defenses but they are always over hesistant about realizing that the reasons why mages are given the worst defenses is because they are supposed to have the best offenses that are way better than those of any other class.
Feohs are glass yes, but not glass cannons considering everyone is able to hit as hard as if not harder than a Feoh.
MMOs are always really great at making sure mages have poor defenses but they are always over hesistant about realizing that the reasons why mages are given the worst defenses is because they are supposed to have the best offenses that are way better than those of any other class.
Mages suck defensively because it's hard to balance a game when a Mage can put on Heavy Armor and take Knights Harmony for 5-6k P.Def or something and still have decent offensive prowess. They will never boost mages that way as long as that is possible and they can act like it was intended and okay (and people will always tell you to just get a heavy set, etc. instead of talking about the actual issues at play), when it really wasn't (the deterrents they have put in simply aren't worth consideration at this point).
It's not that feohs should get boosted, it's that item's power scale should be reduced and so should skill power and self-buffs, the same will eventually happen to wynns(altho they will suffer much more in top pvp) when they cannot take full advantage of the power the same as a DD due to the PVP boosts and defenses on other classes and it's static dmg, and the constant increase in DPS and HP pools on everybody. We are reaching a point where you have to 1-2 shot enemy to stop him from being a threat so you become yourself the threat, in the end only DDs who can 1 shot others will stay in TOP while the others who need debuffs/fooling around first will have problems to keep up with all the DPS being given to DDs.
The boosts being given to nukers wouldn't be necessary in the first place if the gap betwen not having insane self-buffs and having them on wouldn't be so huge, such as daggers/archers who are squishy without them, but with those buffs they are godlike. Or tyrr smashing the shiet out of everybody.
How is every MATK lost a huge loss to MCRIT DMG? Crit damage is always flat out dmg *2, there is no "bonus" or something for MATK or INT. We currently do have a bugged version on our servers, according to the official website INT *should* increase CRT DMG but it does not. http://boards.lineage2.com/showthread.php?t=251825
You can improve your crit damage by epics, not by adding MATK/INT.
are you seriously? matk or int not increase m crit ? o.o realy ?:o so why does it increase on my char ? ? :D
But sadly it works only on your char cos it is so special, we others have to live with this here:
Copied from Juji Lab Test 65:
INT 100 46,806 Damage | 94,549 Critical Damage | 20,192 M. Atk. / Crit dmg = damage x2
INT 125 57,265 Damage | 115,675 Critical Damage | 30,224 M. Atk. / Crit dmg = damage x2
INT 150 65,321 Damage | 131,950 Critical Damage | 39,327 M. Atk. // Crit dmg = damage x2
if int and m.atk itself wouldn't increase m.crit dmg (not multiplier) why i'm not seeing all feohs running around with c grade weapon? bspsc are way cheapper than bspsr. even in your own quote it says that more m.atk = more m.crit dmg (as well as non crit dmg)
if int and m.atk itself wouldn't increase m.crit dmg (not multiplier) why i'm not seeing all feohs running around with c grade weapon? bspsc are way cheapper than bspsr. even in your own quote it says that more m.atk = more m.crit dmg (as well as non crit dmg)
INT + MATK does increase damage. Crit damage is always flat *2 unless you have some of the new epics etc. to boost it.
Max Mcrit Rate you can get is a little above 30%, so max every third hit. I dont see why INT/MATK should matter more for Crit damage (1/3) than for normal damage (2/3). Got it now?
Of course it does increase both, but both exactly the same.
Side note:
on the website it says +INT does increase MCritDmg. That info is wrong, its always *2. Juji didnt answer the question if this is just a bug or intended, he got no answer from headquarter I assume or didnt care to ask them at all.
Also the current formula of MCrit Rate sucks. As Maya said there isnt really much difference between 2xx and 3xx MCrit Rate. It should matter more IMO, making it so that going "Mcrit rate" would be a possible alternative to going +Int/Matk only.
INT + MATK does increase damage. Crit damage is always flat *2 unless you have some of the new epics etc. to boost it.
Max Mcrit Rate you can get is a little above 30%, so max every third hit. I dont see why INT/MATK should matter more for Crit damage (1/3) than for normal damage (2/3). Got it now?
Of course it does increase both, but both exactly the same.
Side note:
on the website it says +INT does increase MCritDmg. That info is wrong, its always *2. Juji didnt answer the question if this is just a bug or intended, he got no answer from headquarter I assume or didnt care to ask them at all.
Also the current formula of MCrit Rate sucks. As Maya said there isnt really much difference between 2xx and 3xx MCrit Rate. It should matter more IMO, making it so that going "Mcrit rate" would be a possible alternative to going +Int/Matk only.
maybe it's just your luck? sometimes i am not f***ing able to land any crit hit for whole 2 mins as yul archer (crit rate 500 ofc)
With little luck i can take down a tank, that is a similar lvl to me... Wouldn't say that feoh is too bad
well if my yul kills tanks easier than my feoh i can assume that feoh performs worse than it should, or yuls are just too good :D
The only reason a yul could take down a tank better than a feoh is due to the debuff resist from UE. Without UE or hide, feoh performs better.
This reminds me to tell every newbie at feoh, after awakening take d.elf skill that makes you untargetable for 6 seconds, it may make a huge difference
The only reason a yul could take down a tank better than a feoh is due to the debuff resist from UE. Without UE or hide, feoh performs better.
my yul has no hide nah but i talk more about the insane run speed that helps me to kite tanks easily in oly so i have enough time to atk them in the end :p