Apr 21, 2007, 02:07 AM // 02:07
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#1
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Lion's Arch Merchant
Join Date: May 2005
Profession: D/
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Junundu Requests
First of all, why is the Junundu Seige elite not an AoE attack? All the other seiges are. So, in seige-mentality, Junundu Seige should be an AoE too.
Second of all, if there are no enemies around, and you use the tunneling skill to move faster, henchmen/heroes should use the skill too to keep up with you.
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Apr 21, 2007, 02:20 AM // 02:20
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#2
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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It's not AoE because it deals 400 damage points.
Even if you reduce the damage output, this would make enemy wiping too much easier.
I agree with the Tunnel. I can activate manually my heroes, but not henchmen.
And Thom, Devona and Talon use quite a lot the Cahrge Shout.
So they should do the same when you do.
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Apr 21, 2007, 02:23 AM // 02:23
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#3
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Krytan Explorer
Join Date: Nov 2006
Location: Sol 3
Profession: R/
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Another problem I have is the pathetic amount of healing you get from the first skill, Junundu Strike. For a creature with a minimum health of 3,000, a +75hp gain is just not adequate.
I would like to see Strike increased to 250 or 500 and have an appropriate change made to Bite for balance.
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Apr 21, 2007, 02:26 AM // 02:26
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#4
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Lion's Arch Merchant
Join Date: May 2005
Profession: D/
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Mithran, I thinkt he junundu segments of NF are supposed to be more fun then challenging - cause, honestly, you're in a giant wurm with 3000 hp that does insane damage. Lol. The hard parts are when you're not in the wurm, and moving from wurm spoor to wurm spoor. Plus, 400 is the base damage. On average, its much less. The junundu wurm's regular attack does 40 armor ignoring damage at range. The seige is 400 damage, but does not ignore armor. In most cases, attacking will do more damage then a seige will, since each seige takes 8 seconds to recharge.
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Apr 21, 2007, 12:04 PM // 12:04
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#5
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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A Sand Wurn or a Elemental can wipe an entire Junundu party if you are not cautious.
Junundu deals 35..55 damage depending on your weapon equiped.
And no. One 400 AoE attack each 8 seconds still deals much more damage
It is still really easy as it is. No need to make it easier only to make Junundu Siege Match the other wurm sieges.
But I would agree with that 75 healing. It should be 250 or something like that.
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Apr 21, 2007, 12:27 PM // 12:27
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#6
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Desert Nomad
Join Date: Aug 2006
Location: 668 the neighbor of the beast
Guild: TFK
Profession: A/
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I think siege could be buffed a little. I like the idea of AoE but it may overpower it. Maybe as a trial weekend to see how it plays. the wurms do need some more healing though. Thats the biggest flaw it has.
~the rat~
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Apr 21, 2007, 09:05 PM // 21:05
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#7
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Forge Runner
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Quote:
Originally Posted by legion_rat
Thats the biggest flaw it has.
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the ONLY flaw they have. It would be way too easy if they had more healing. The best way to get healing is to kill everyone before you're dead and ress all others with that awesome res skill.
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Apr 21, 2007, 09:38 PM // 21:38
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#8
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Desert Nomad
Join Date: Sep 2006
Guild: Bubblegum Dragons
Profession: Mo/E
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Who cares if you've got no healing, you just crush everybody in 5 hits, and resurrect everybody that dies.
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Apr 22, 2007, 12:56 AM // 00:56
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#9
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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But you get the DP, and you can't get anywhere with the Junundu.
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Apr 22, 2007, 01:00 AM // 01:00
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#10
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Jungle Guide
Join Date: Dec 2005
Profession: Mo/
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If Siege was AoE attack they would have to remove the KD.
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