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Re: When do Mara become broken?
Posted: Mon Nov 30, 2015 7:53 pm
by Penril
Coryphaus wrote:Without odojira, resolute defense and some other factors i dont think the melee train will be as strong here as they were on live
Keep in mind Odjira, RD and other factors also helped kiters get away (cant remember how many times a Odjira proc saved my ass).
Re: When do Mara become broken?
Posted: Mon Nov 30, 2015 8:05 pm
by Euan
I was being nice since you keep quoting me obviously wanting a response. No one is misunderstanding me except you, and you insult to add. The Marauder change was unjustified for reasons I've repeated many times. I would have done the same for any other class, maybe with a little less passion. There are other passives in the game such as the ones that come from Prayers/Covenants, they also give damage/effects, it's not just Marauder.
This is my last reply to you. Enjoy.
Re: When do Mara become broken?
Posted: Mon Nov 30, 2015 8:18 pm
by bloodi
wargrimnir - You were warned. Time for a break.
Re: When do Mara become broken?
Posted: Tue Dec 01, 2015 12:03 am
by Toldavf
noisestorm wrote:In my opinion they should not procc anything at all tbh. If you want a special effect on an axe throw get a Witchelf/WH who can slow on range without CD. But to be blunt MPDs shouldnt have _any_ ranged skills in the first place.
But ranged have melee skills

Re: When do Mara become broken?
Posted: Thu Dec 03, 2015 11:06 am
by Dajciekrwi
With respect for anyone, especially for Devs...but from my real live experience i can say one thing sure.
Build or making one thing is a 5% of pains, and subsequent improvement or corrections are 95%.
Im worry , that we all to fast have to much expectation or ambitions, what can may result - "half maked, half fixed, whole disaster".
So, do whta y want but be cautious.
Re: When do Mara become broken?
Posted: Sat Dec 26, 2015 6:31 pm
by Hardkoar
This seems like a balance thread so i'm going to use it for a couple of questions.
I'm an old WHO player and would like to know how is balance handled in RoR.
Are classes balanced in 1v1? If not, name the top 3.
Are classes balanced in scenarios? If not, name the top 3.
Are classes balanced in world pvp (ganking and zerg fights) if not, name the top 3.
Thank you in advance for taking your time to answer,
- a possible returning player -
Re: When do Mara become broken?
Posted: Sat Dec 26, 2015 6:54 pm
by TenTonHammer
Hardkoar wrote:This seems like a balance thread so i'm going to use it for a couple of questions.
I'm an old WHO player and would like to know how is balance handled in RoR.
Are classes balanced in 1v1? If not, name the top 3.
Are classes balanced in scenarios? If not, name the top 3.
Are classes balanced in world pvp (ganking and zerg fights) if not, name the top 3.
Thank you in advance for taking your time to answer,
- a possible returning player -
classes are not balanced to 1v1 and WBvWB/24v24/12v12 are impossible to balance for as there are simply too far too many factors in engagements that size, the only point you can balance this game towards is 6v6 group play
Also towards the point asked in the op of this thread that that was made a long time ago, the mara class that we saw back on live was the result of multiple bugged tactics from piercing bite, deadly clutch, and feeding on fear and as such while the mara will still be a strong class, it will not be anywhere near as strong as it was on live
Re: When do Mara become broken?
Posted: Sat Dec 26, 2015 8:06 pm
by SilverWF
Hardkoar wrote:This seems like a balance thread so i'm going to use it for a couple of questions.
I'm an old WHO player and would like to know how is balance handled in RoR.
Are classes balanced in 1v1? If not, name the top 3.
Are classes balanced in scenarios? If not, name the top 3.
Are classes balanced in world pvp (ganking and zerg fights) if not, name the top 3.
Thank you in advance for taking your time to answer,
- a possible returning player -
Old player here too, so there is answers:
Not, classes are not balansed for 1vs1 (never was in the WAR).
So, here is a Top-3:
1. Archmage (in DPS sure) - no doubt, AM is a best roamer in Tier 3 and 4. Was in last days of WAR, still top here
2. Shadow Warrior or Squig Herder - was pretty good buffed in the WAR. SH pretty good in the T3 and not so good in the T4 (was in the WAR), while SW pretty good in the T3 and becomes even more stronger in the T4.
3. Bright Wizard - 2nd tree is a perfect roamer tree.
I can add here:
White Lion - very good in the Tier 3
Marauder - not so good in the T3, but awesome in the T4 (was in the WAR, but here he is already fixed)
Withc Hunter and Witch Elf - invisers are still strong in 1vs1 fights (not against Top-3, sure)
--------
I didn't get another questions: are you still talking about 1vs1 or not? You can check my thread about perfect group setups
http://www.returnofreckoning.com/forum/ ... f=8&t=9452
For Order perfect "kill all around" meta is: KOTBS + KOTBS, BW (3rd tree) + Engineer (3rd tree), WP + RP (or another WP)
Works pretty well in scenarios and RVR both.
There is no such meta for Destro, sadly
Re: When do Mara become broken?
Posted: Sat Dec 26, 2015 9:38 pm
by Hardkoar
Thanks a lot for the detailed answer SilverWF , really appreciated.
Re: When do Mara become broken?
Posted: Sat Dec 26, 2015 10:27 pm
by SilverWF
Hardkoar wrote:Thanks a lot for the detailed answer SilverWF , really appreciated.
you welcome
