Amnesty wrote: Nowaki wrote:1- Yes, i know the ADOCH calculation, thats why (if you check post again) i said "Note: all damages are calculed on BPs/yj" since their sets have ADOCH in effect....
Now, well it was true, once u where caught by the balls u will keep knocked down, but thats only if youre close enought (meaning that if u were running directly to the mentalist without even jump) other wise, u could run after the knock-back without any problem.... But lets go back to the once who face the mentalist, yes, it was a perma knock back, but there was chance of cast an azal [a lot of Bps did it, even when they was caught with knock-back spam] but, is no the same that if a Bp catchs u ure dead? or if a YJ target you, die without chance f anything cuz of DI ? about the Hp for reflect, let me tell you that actually a Bp [yeah, those who have the OP damage] can get higger Hp than a mentalist can.
A STA mentalist can easily tank a STA BP. To be able to kill a Mentalist, a BP must swap gears and lower its HP. This, coupled with a well-timed Satanology, is the perfect opportunity to attack a BP. If you notice that a BP is no longer running toward you, stop attacking. When they eventually come around and try to asal you, (which they will have to do to kill you) use Satanology and attack (as they will be once again coming against you head on). Don't expect F1 to be an auto-kill until dead key. And I realize Holy Scrolls do nullify Satanology a bit, but a BP without a good reaction time will be out of luck. I'll address the HP issue below.
Nowaki wrote:Plus: "the basic attack of Mentalists easily the best attack in-game. No other attack increases with relation to your opponent's gear and not your own." when your able to hit 1.1b+ no matter what ur oponent wearing.... i guess its better than the mentalist basic atack
, also there are no cracks or blades in game [the ones who use ICD] so ur damage will never scale more than the default adoch that comes with MC & Sets of Bps & YJ
But to reach 1.1b+ asal, a BP will have less HP than two successful hits with a wand attack. I don't know about you, but I don't see many people sieging in 1.1b+ asal gear. Which brings me to my second point - yes, BPs have an unfair ratio of STA/damage. I would personally like to see a damage decrease when above a certain amount of HP (similar to Knight attacks).
If this gets addressed, a BP will have to switch into even LESS HP to be able to do any sort of good damage, thus opening up more opportunities for a YJ/Mentalist/Arcanist to kill them.
You say that there are no Crackshooters or Slayers in the game, but the Staff and I have witnessed a single blade tear apart a full guild in a "No Skill" siege. Imagine this - STA BPs without any skills - useless. STA YJs without any skills - useless. For them to think about competing, they'll have to adapt to an ADOCH build. And as mentioned above, this is where Mentalists will shine. A full STA mentalist will have no problem taking down higher ADOCH Slayers and other classes. If they have more HP than you? Well then they will likely have lower attack damage and not be able to kill you/will die to reflect + your wand attack. You may not see many Slayers and Crackshooters now, but I will assure that this will change when the trial period of the new guild siege is over. (And even now when Staff decides to host these special types of sieges). I also see them doing well in "No Food" sieges, as people won't be able to simply Remantis and act as if nothing is hitting them.
If you still believe that Mentalists are useless and would like to switch classes, i'm not going to stop you. I'm sure that a knowledgeable opportunist will see the possibilities that have been given to Mentalists with this new update and will purchase your gear. (Myself included.)
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Additionally, I am one who likes to witness a good siege. I'll likely be starting a lot of these new siege modes for greater variety in-game and to give other classes a fighting chance.
1-As same as an sta bp can tank an sta any class and FD Damage YJ & mentalist, plus no1 can tank them if damage gear [templars can. but....]
2- im sure no1 of them [YJ & FM] will join in a siege without skills as son as they realise they cant do anything there (with "anything" i mean they cant 1 hit and run away)
so it wont be implemented at all, or they'll just skyp it, making itt no fun at all.
3- mentalist are useless in arena now [GS is no the only pvp place here]
4- you're right the satan can stops them for let balls hits them, it just worked a few times in arena, when they didnt exepted to get a debuff, but once they realised satan was insta removed, also they were jumping, and the balls follow them, even while they jump (with their OP slow speed) so while the balls go up and down again, he was really far away.... Now in siege where every1 have holding fingers on remmantis & Holies, its imposible to use that "trick"... Trust me i tried it by myself a lot of time, and didnt work a single one
5- about no swap siege, going to be hard for YJ since theyre need their gear to deal decent amount of damage, but they still having DI so i guess the will be on STR: HOP >run >DI>Hop but well thats something good since they are killable while out of DI... Now lets go back to BPS
they can easily go hybrith to have 450m hp + with 700m+ Azal enought to tank arcas & mentalist and still 1 hit everyone
Florentina wrote:Amnesty is right with her points. A change to the knockback was necessary (even more because of the new siege modes).
As already mentioned a Mentalist would shine in most of the new modes and by shine I mean completely obliterating and dominating other classes. Just thinking about in theory makes sense.
No Food Siege - Perfect for the Menta he can just spam his Auto Attacks and will get kills even easier than in a normal siege since no one can use food to compensate the damage dealt to them.
No Skill Siege - This is also pretty easy to understand: What are the most used sieging classes so far? YJs and FMs, right? Maybe Arcas. BUT what do all of them rely on? Correct, skills. Mentalists, and this is special about this server, dont rely on skills which makes them beast in this kind of siege.
No Swap Siege - Most sieging Mentalists don't switch because they dont have any cooldowns on the mechanism that grants them kills. As you said they deal enough damage in their STA EQ, so they can just sit there and keep AAing people until they die. FMs and YJs will have to choose: Glasscannon Build (High Damage no HP) to gain some points or Tanky (High HP, almost no damage) but why would anyone want to go that way. Another possibility would be the hybrid build, but I doubt it's gonna be easy to find a balance to be able to kill a Psy while still being able to tank 2 or 3 Autoattacks.
People have to keep in mind that the knockback chance just got REDUCED and not REMOVED as already mentioned.
Time will show how much impact each class will have on the new sieging modes. I am actually very happy about the variety of sieges because now every class can get a chance to actually get high points in the siege.
same point "2" i said to Amnesty
About Reduced not removed..... Srry but the only reason a BP didnt come running to ur face and azal infront of you, was cuz if balls touch them they're going to be on ground long enought to death.... Now they can just remantis and azal
there's no pint in running away from balls now.
Also note that if ur the one running away from a FM without... ur dead since the position problem of azal cast.... there's no way to win vs a BP if ur running away from them [not on menta]