It’s rogues, either one tap or DaD
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Chain lightning should not be used against ranged enemies, as the range of it is tiny, it’s not appropriate for melee opponents at close range as it could kill you in just one or two shots. It’s got a limited range and the “skill” is focused on the corpse of a dead mob and then throwing it into enemies at maximum range.
Fireball is a huge hitbox and aoe. The fireball in its own air is slow. I actively swing my axe toward enemy wizard fireballs so that my HANDS are the first to be hit, this decreases the damage to 100, theoretically maximum base to about 25(burn included). It makes the spell useless against skilled players when 1 heath pot, or even base stats alone make the spell unkillable 100% accuracy.
Magic missiles sometimes doesn’t seem to register or the damage is too small that it is impossible to remove a barb with the rune of magic resistance level 1 against level 1 every missile that hits your hand or arm.
Rogue’s being the lockpickers is cool …. however, lock picking is not good. It’s almost impossible to unlock something when you have the screen/sever/and animation lag. It doesn’t even give you an opportunity to unlock a feature that starts with the top. Plus is the Red Part of the Good? what?
Rogues are too brimming with damage-reduction options when viewing their abilities from a balance point of view.
50% plus 50% plus 30% plus 5 % plus 100% plus x % plus flat plus base plus this plus that.
It’s rogues, either one tap or nothing. It makes starting rogue feel horrid. They do like 7 damage in a stab against players. 14 however, without their low strength stat reduction , they are less than base. Combined with armor or flat reductions, this is too at the beginning.
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