AsNied
01-14-2009, 10:37 AM
I was playing on both sides. First on Order side and now on Destro side. I was playing Archmage and White Lion in Order and Magus in Destro. I know what these classes can do.
I want to start 'another' thread about Pulling Abilities. Why? Because every other thread was closed or flamed. Please to be polite when posting in this thread.
Electromagnet (http://www.wardb.com/spell.aspx?id=1542) and Chaotic Rift (http://www.wardb.com/spell.aspx?id=8499)
Both of these spell are identical. Both has 65 feet range and takes 1 sec to cast and has 30 sec CD. Before patch 1.6 they was I Win button (Instant Cast and can pull unlimited players). Now they are quite balanced. They required proper team to keep puller alive and kill pulled players. Both Magus and Engineer risk his life and can be interrupted. Also these pulling abilities can be disrupted.
Fetch! (http://www.wardb.com/spell.aspx?id=9178) and Terrible Embrace (http://www.wardb.com/spell.aspx?id=8410)
In this case we see difference. Most people will say "because Marauder is stronger character". Yes, I agree with that. When we will balance 1 vs 1 game then that difrence between these abilities are needed. But ...
... but War isn't balanced for 1 vs 1. You must think about at least 12 players (Scenario) to balance the game.
So ... Terrible Embrace is 2 sec cast ability with 65 feet and Fetch! is instant cast witch 150 feet that required Pet. Most Order players will say "But Pet is very fragille. Kill pet and there is no problem" Really? Let sumarise this.
Most fights looks like this. WB meat WB and between them is battlefield 100-150 feet.
If Marauder want to pull someone he must risk his life. He must come closer to enemy warband and become targeted by BW, SW, WL (Pet). Then he start pulling (2 sec). This pulling may be disrupted and Mara can be interrupted, KB, Stuned, Pulled. Even if he successful pull someone (but only tanks are in pull range), he pull him in center of battlefield. Pulled player is still in healing range.
If White Lion want to pull someone he send pet to his target and in right time he used Fetch!. He risk life only his pet, not himself. If pet will die there is nothing happen, Order didn't lose anything, Destro didn't gain anything. After 15 sec he summon another one and will start repeat pulling. But if he successful pull, he pull just in the center of Order WB. Destro player isn't in healing range and will die very fast.
We go deeper. So .. tactics for Marauder is to rupt him, for White Lion kill or CC his pet. Ok ... but.
How to help Marauder in their pull? Drop HoT and Absorb on him. But this guarantee a pull? No. He still can be interrupted, KB, Stuned, Pulled and TE can be disrupted.
How to help WL (Pet)? Drop HoT (Rune Priest is the best for that with their Ancestor's Echo (http://www.wardb.com/spell.aspx?id=1639)), WL can use Furious Mending (http://www.wardb.com/spell.aspx?id=9216), Nature's Bond (http://www.wardb.com/spell.aspx?id=9164), Speed Training, Charge! (http://www.wardb.com/spell.aspx?id=240) and Leonine Frenzy (http://www.wardb.com/spell.aspx?id=9194). All these thing guarantee a pull. Thurst me. +100% speed (Yes, tactics and Charge! are stack), with 3 HoT,Absorb and CC immune. A guaranteed 150 feet pull.
I hope some Order player will now understand why Fetch! is so dangerous.
How to fix this? Increase both TE and Fetch! CD to 30 sec. Both should active a Immune Buff to avoid chain-pulling and make Fetch! 90 feet ability. This not harm WL and Mara in their damage.
Thing about this and don't make this thread Order vs Destro war, WE vs WH and similar things ...
I want to start 'another' thread about Pulling Abilities. Why? Because every other thread was closed or flamed. Please to be polite when posting in this thread.
Electromagnet (http://www.wardb.com/spell.aspx?id=1542) and Chaotic Rift (http://www.wardb.com/spell.aspx?id=8499)
Both of these spell are identical. Both has 65 feet range and takes 1 sec to cast and has 30 sec CD. Before patch 1.6 they was I Win button (Instant Cast and can pull unlimited players). Now they are quite balanced. They required proper team to keep puller alive and kill pulled players. Both Magus and Engineer risk his life and can be interrupted. Also these pulling abilities can be disrupted.
Fetch! (http://www.wardb.com/spell.aspx?id=9178) and Terrible Embrace (http://www.wardb.com/spell.aspx?id=8410)
In this case we see difference. Most people will say "because Marauder is stronger character". Yes, I agree with that. When we will balance 1 vs 1 game then that difrence between these abilities are needed. But ...
... but War isn't balanced for 1 vs 1. You must think about at least 12 players (Scenario) to balance the game.
So ... Terrible Embrace is 2 sec cast ability with 65 feet and Fetch! is instant cast witch 150 feet that required Pet. Most Order players will say "But Pet is very fragille. Kill pet and there is no problem" Really? Let sumarise this.
Most fights looks like this. WB meat WB and between them is battlefield 100-150 feet.
If Marauder want to pull someone he must risk his life. He must come closer to enemy warband and become targeted by BW, SW, WL (Pet). Then he start pulling (2 sec). This pulling may be disrupted and Mara can be interrupted, KB, Stuned, Pulled. Even if he successful pull someone (but only tanks are in pull range), he pull him in center of battlefield. Pulled player is still in healing range.
If White Lion want to pull someone he send pet to his target and in right time he used Fetch!. He risk life only his pet, not himself. If pet will die there is nothing happen, Order didn't lose anything, Destro didn't gain anything. After 15 sec he summon another one and will start repeat pulling. But if he successful pull, he pull just in the center of Order WB. Destro player isn't in healing range and will die very fast.
We go deeper. So .. tactics for Marauder is to rupt him, for White Lion kill or CC his pet. Ok ... but.
How to help Marauder in their pull? Drop HoT and Absorb on him. But this guarantee a pull? No. He still can be interrupted, KB, Stuned, Pulled and TE can be disrupted.
How to help WL (Pet)? Drop HoT (Rune Priest is the best for that with their Ancestor's Echo (http://www.wardb.com/spell.aspx?id=1639)), WL can use Furious Mending (http://www.wardb.com/spell.aspx?id=9216), Nature's Bond (http://www.wardb.com/spell.aspx?id=9164), Speed Training, Charge! (http://www.wardb.com/spell.aspx?id=240) and Leonine Frenzy (http://www.wardb.com/spell.aspx?id=9194). All these thing guarantee a pull. Thurst me. +100% speed (Yes, tactics and Charge! are stack), with 3 HoT,Absorb and CC immune. A guaranteed 150 feet pull.
I hope some Order player will now understand why Fetch! is so dangerous.
How to fix this? Increase both TE and Fetch! CD to 30 sec. Both should active a Immune Buff to avoid chain-pulling and make Fetch! 90 feet ability. This not harm WL and Mara in their damage.
Thing about this and don't make this thread Order vs Destro war, WE vs WH and similar things ...