Veracity Posted August 9, 2011 Report Posted August 9, 2011 Please post all Valkyrie Weapon suggestions here from now on. There's way too many different topics floating around with lots of different suggestions, so this will make it easier for the staff to keep track of. When posting, please follow this format for each weapon: Valkyrie Weapon Name*: Current Effects: Suggested Changes: Reason(s): * Please bold the weapon name. When commenting on someone else's post: You must quote the new effects the person suggested that you're commenting on If you disagree with parts of their proposed effects, you can suggest alternate stats, so long as you follow the format Note: This is just for changes to the current weapons, you should make new topics for NEW Valkyrie Weapon ideas.
Meka Meka Posted August 9, 2011 Report Posted August 9, 2011 (edited) I agree that acid demo is somewhat underpowered. I agree around the +20% to +30% dmg mark. Jörmungandr's Rage ...Increase damage withAcid Demonstration by 45%... change to ...Increase damage withAcid Demonstration by 65%-75% (not actually meant to be a range, just my suggestion)... Edited February 6, 2012 by Meka Meka 2
kax Posted August 9, 2011 Report Posted August 9, 2011 I'm here because of Ver =) So, here they are. My re-done and finalized suggestions: 1) Reduce damage of BOTH Throw Kunai+Shuriken by 30% of their current boost. Let's say their boost is currently 10000, then make it around 7000 only. [ninja] 2) Increase AD damage by another 40%, making it 40+45=85% [creator] 3) Increase Ice/Firebolt damage by another 30%, making it 10+30=40% [creator] 4) Reduce Falcon Assault damage by 10% of their current boost, making it 40-10=30% [sniper] 5) Increase Mammonite Damage by 70% [creator] 6) Increase gypsy/clowns basehp by 15000. [archer class] 7) Adds Dwar's card effect on Priest New Weapon. [priest]
Seraphine Posted August 9, 2011 Report Posted August 9, 2011 I'm here because of Ver =) So, here they are. My re-done and finalized suggestions: 1) Reduce damage of BOTH Throw Kunai+Shuriken by 30% of their current boost. Let's say their boost is currently 10000, then make it around 7000 only. [ninja] 2) Increase AD damage by another 40%, making it 40+45=85% [creator] 3) Increase Ice/Firebolt damage by another 30%, making it 10+30=40% [creator] 4) Reduce Falcon Assault damage by 10% of their current boost, making it 40-10=30% [sniper] 5) Increase Mammonite Damage by 70% [creator] 6) Increase gypsy/clowns basehp by 15000. [archer class] 7) Adds Dwar's card effect on Priest New Weapon. [priest] Please give reasons as to why you want those changes.
romeobunny Posted August 9, 2011 Report Posted August 9, 2011 (edited) Tyr's Shuriken now-Effect: Max HP + 15%, Vit Defense -10%, Increase Magic Attack damage by 20%, Increase all damage on Medium sized monsters by 50%, Increase damage with Throw Shuriken by 10000%, Increase damage withThrow Kunai by 400% changed-Effect: Max HP + 15%, Vit Defense -20%, Increase Magic Attack damage by 20%, Increase all damage on Medium sized monsters by 30%, Increase damage with Throw Shuriken by 10000%, Increase damage withThrow Kunai by 200% Edited August 9, 2011 by romeobunny
Seraphine Posted August 9, 2011 Report Posted August 9, 2011 (edited) Str Stalker sword atk 210 (the weps atk not a buff to atk) +30 dex +30 str Max hp+ 20% Increase damage to demi humans by 30% 30% chance to autocast level 10 bowling bash while atking Backstab+ 500% more damage Melee Intimidate skills+ 100% more damage aspd+5 (Unbreakable) Dex Stalker sword (uses dex as atK) atk 210(the weps atk not a buff to atk) +30 agi +30 dex Max hp+ 20% Increase damage to demi humans by 30% Enlarge weigh limit level 10 Backstab+ 500% more damage Range Intimidate skills+ 100% more damage (Unbreakable) Tyr's Shuriken now-Effect: Max HP + 15%, Vit Defense -10%, Increase Magic Attack damage by 20%, Increase all damage on Medium sized monsters by 50%, Increase damage with Throw Shuriken by 10000%, Increase damage withThrow Kunai by 400% changed-Effect: Max HP + 15%, Vit Defense -20%, Increase Magic Attack damage by 20%, Increase all damage on Medium sized monsters by 30%, Increase damage with Throw Shuriken by 10000%, Increase damage withThrow Kunai by 200% Give reasons for the changes you want please.Also this isn't a place for new weapons make another suggestion for that. Edited August 9, 2011 by Seraphine
romeobunny Posted August 9, 2011 Report Posted August 9, 2011 Give reasons for the changes you want please.Also this isn't a place for new weapons make another suggestion for that. I would like to see these changes cause as of right now there damage is just too strong staked with there mass evasion skills, this way u can atleast stand a chance to try and get close to them and get threw there spam
NikkiLee69666 Posted August 9, 2011 Report Posted August 9, 2011 (edited) Tyr's Shuriken now-Effect: Max HP + 15%, Vit Defense -10%, Increase Magic Attack damage by 20%, Increase all damage on Medium sized monsters by 50%, Increase damage with Throw Shuriken by 10000%, Increase damage withThrow Kunai by 400% changed-Effect: Max HP + 15%, Vit Defense -20%, Increase Magic Attack damage by 20%, Increase all damage on Medium sized monsters by 30%, Increase damage with Throw Shuriken by 10000%, Increase damage withThrow Kunai by 200% Do you realize just how much damage you're trying to take off of ninja by reducing not only Throw Kunai by a whole 200% damage, but also wanting to reduce all damage on Medium size monsters by 20%. you're looking at about half of the damage they do currently with Throw Kunai. I suggest if there is going to be any damage reduction on the Tyr's Shuriken it should be this.. Tyr's Shuriken now-Effect: Max HP + 15%, Vit Defense -10%, Increase Magic Attack damage by 20%, Increase all damage on Medium sized monsters by 50%, Increase damage with Throw Shuriken by 10000%, Increase damage withThrow Kunai by 400% changed-Effect: Max HP + 15%, Vit Defense -20%, Increase Magic Attack damage by 20%, Increase all damage on Medium sized monsters by 40%, Increase damage with Throw Shuriken by 10000%, Increase damage withThrow Kunai by 325% with only about 75% less damage from Throw Kunai and about 10% less damage to Medium sized monster's you'd be looking at about 12-13k or less damage rather than what i see usually which is 15-18k or more. This sounds more reasonable to me. Otherwise you're just going to make Throw Kunai completely useless again. EDIT: This is based on the damage i've taken from a single person on my Gunslinger Edited August 9, 2011 by NikkiLee69666
Halion Posted August 9, 2011 Report Posted August 9, 2011 Valkyrie Weapon Name: Vali's Destroyer Current Effects: Dex + 35, Vit +20, Max HP +20% Increases damage with desperado by 15% and Rapid Shower 20%. [Nullifies effects with Necromancer Hood] Suggested Changes: Increase the hp boost and make it +30%. Reason(s): GS needs more hp so the class can be still a challenge because they still die in one asura when they wear raydrics and if they change to devilings they are screwed up by tss. 1
xXxJCxXx Posted August 10, 2011 Report Posted August 10, 2011 Valkyrie Weapon Name: Vali's Destroyer Current Effects: Dex + 35, Vit +20, Max HP +20% Increases damage with desperado by 15% and Rapid Shower 20%. [Nullifies effects with Necromancer Hood] Suggested Changes: Increase the hp boost and make it +30%. Reason(s): GS needs more hp so the class can be still a challenge because they still die in one asura when they wear raydrics and if they change to devilings they are screwed up by tss. But aren't they gonna have higher HP when Tao will be implemented back? I dunno what they're planning on Tao Card but regardless +1 on this.
Seraphine Posted August 10, 2011 Report Posted August 10, 2011 (edited) Valkyrie Weapon Name: Vali's Destroyer Current Effects: Dex + 35, Vit +20, Max HP +20% Increases damage with desperado by 15% and Rapid Shower 20%. [Nullifies effects with Necromancer Hood] Suggested Changes: Increase the hp boost and make it +30%. Reason(s): GS needs more hp so the class can be still a challenge because they still die in one asura when they wear raydrics and if they change to devilings they are screwed up by tss. In my opinion you can't look at a class versus another class you have to look at a class versus every other class,Gunslingers fair up well versus almost every other class,consider that every class has a class there weak against and one there strong against,also like JC said wait until the tao effect has been implemented and tested out before suggesting more hp to Gunslingers. Edited August 10, 2011 by Seraphine
Veggie&Mac Posted August 10, 2011 Report Posted August 10, 2011 Valkyrie Weapon Name: Jörmungandr's Rage Current Effects: Str + 20, Int + 40, Increase Magic Attack damage by 20%, Enable use of Level 5 Fire Bolt, Enable use of Level 5 Cold Bolt, Increase damage withFire Bolt by 10%, Increase damage with Cold Bolt by 10%, Increase damage with Mammonite by 65%, Increase damage with Acid Demonstration by 45%, Places Curse effect on its target by a .1% chance. Suggested Changes: Add +10 aspd - Str + 40, Int + 60, Increase Magic Attack damage by 20%, - Enable use of Level 5 Fire Bolt, Enable use of Level 5 Cold Bolt, - Increase damage withFire Bolt by 30%, Increase damage with Cold Bolt by 30%, - Increase damage with Mammonite by 65%, Increase damage with Acid Demonstration by 70%, - Places Curse effect on its target by a .1% chance. (this skill is useless nobody get "curse" in pvp) - Put coma 0.01% chance instead Curse effect - Add+ 10% neutral resist - - Increase the Weight limit in carts 800 to 1500 Reasons: - This changes and adds are neccesary for this job, the main reason is the other jobs got many reductions making the damage really crappy. the Aspd is coz this weapon screw the creator stats, making waste more agi and giving less vit and int and str, thats why increasing the Str and Int give a real balance!!! - The mammonite skill is useless for creators but if you keep it, then you should put this skill Enable Unfair Trick coz this jobs is really expensive as you know. 2
Veracity Posted August 10, 2011 Author Report Posted August 10, 2011 - Put coma 0.01% chance instead Curse effect That's actually a mistake, it is supposed to be coma. Thanks for pointing that out. (:
xXxJCxXx Posted August 10, 2011 Report Posted August 10, 2011 In my opinion you can't look at a class versus another class you have to look at a class versus every other class,Gunslingers fair up well versus almost every other class,consider that every class has a class there weak against and one there strong against,also like JC said wait until the tao effect has been implemented and tested out before suggesting more hp to Gunslingers. What I want to be added in the weapon of Gunslinger is either -10% Cast Delay or Enlarge Weigh Limit. Take note not both. Let's face it, If they can't spam well GS are screwed. On the other hand I can only carry 220 Seed/110 Berries with 3 Farmors, 3 Fcloak, 2 FBoots and some extra headgears. I dunno if you agree with me but at least one of that capability should be given to them. IMO it should be -10% Cast delay, since they are more of a killer class and not a tanking class. So following Veracity's Standards: Valkyrie Weapon Name: Vali's Destroyer Current Effects: Dex + 35, Vit +20, Max HP +20% Increases damage with desperado by 15% and Rapid Shower 20%. [Nullifies effects with Necromancer Hood] Suggested Changes: Add -10% Cast Delay Reason(s): As stated Above.
NikkiLee69666 Posted August 10, 2011 Report Posted August 10, 2011 (edited) What I want to be added in the weapon of Gunslinger is either -10% Cast Delay or Enlarge Weigh Limit. Take note not both. Let's face it, If they can't spam well GS are screwed. On the other hand I can only carry 220 Seed/110 Berries with 3 Farmors, 3 Fcloak, 2 FBoots and some extra headgears. I dunno if you agree with me but at least one of that capability should be given to them. IMO it should be -10% Cast delay, since they are more of a killer class and not a tanking class. So following Veracity's Standards: Valkyrie Weapon Name: Vali's Destroyer Current Effects: Dex + 35, Vit +20, Max HP +20% Increases damage with desperado by 15% and Rapid Shower 20%. [Nullifies effects with Necromancer Hood] Suggested Changes: Add -10% Cast Delay Reason(s): As stated Above. Enlarge Weight Limit is already being discussed about when it comes to adding it to Vali's Destroyer I believe cause most of the other classes that are STR based that don't need it are getting it anyways or something like that. The -10% After cast delay would be a good idea as well, so +1 EDIT: Also, might I suggest adding a Cast Time -100% on Vali's Destroyer so that we have access to the Tracking skill as well? As a Gunslinger, we only have 2 attacks that do any sort of damage, other than that we have Disarm which is pretty much useless against Snipers or anyone with FCP so with Tracking, being the equivalent of Focused Arrow Strike minus the piercing/being able to hit multiple enemies would spice up the battle field a little more. :) Edited August 10, 2011 by NikkiLee69666
xXxJCxXx Posted August 10, 2011 Report Posted August 10, 2011 Enlarge Weight Limit is already being discussed about when it comes to adding it to Vali's Destroyer I believe cause most of the other classes that are STR based that don't need it are getting it anyways or something like that. The -10% After cast delay would be a good idea as well, so +1 EDIT: Also, might I suggest adding a Cast Time -100% on Vali's Destroyer so that we have access to the Tracking skill as well? As a Gunslinger, we only have 2 attacks that do any sort of damage, other than that we have Disarm which is pretty much useless against Snipers or anyone with FCP so with Tracking, being the equivalent of Focused Arrow Strike minus the piercing/being able to hit multiple enemies would spice up the battle field a little more. :) Let's see the Main Damaging Skills for each class atm: LKs have Spiral Pierce and Bowling Bash (2 weapons are available already for each skill) Pallys have Matyr's Reckoning and Rapid Smiting. Mastersmiths have High Speed Cart Ram and Throw Tomahawk (2 weapons should be used to maximize damage including switching of boots) Sinxs have Sonic Blow and Melee Atk (1 weapon for SB and another other weapons for melee) Snipers have Focused Arrow Strike and Double Strafe Champs have Asura Strike and TSS Dex Stalkers have Double Strafe and whatever skill they Copy Ninja's Have Final Strike, Throw Shuriken and Throw Kunai I wouldn't go further with the Magic Based Classes With this trend Gunslingers should only have a maximum of 2 Powerful Damaging Skill. Revolver should be utilize only for Desperado and Rapid Shower Rifles should be utilized for Tracking. Tracking is a very powerful skill in itself and it doesn't have a cast delay so IMO, this should be in a different weapon. Shotguns should be utilized for Full Buster and Dust I already suggested a weapon for this one and the gun type is rifle. I also suggested other guns please see this link for more details. Your input is very much appreciated.
Mint Posted August 31, 2011 Report Posted August 31, 2011 (edited) Some suggestions on the WhiteSmith Valkyrie Weapons Thor's Hammer Current Effects: Str+ 30 Dex+ 20 Max HP+ 40% ATK+ 200 Enable Use of Level 1 Pneuma Enable Use of Throw Tomahawk Increase Damage with Cart Termination by 50% Increase Damage with Throw Tomahawk by 2000% Changed Effects: Str+ 30 Dex+ 20 Max HP+ 40% ATK+ 200 Enable Use of Level 1 Pneuma Enable Use of Throw Tomahawk Increase Damage with Throw Tomahawk by 1800% Reason: 1. Many complaints from players about damage output. 2. I believe a separate weapon would be more appropriate for Cart Termination. WhiteSmith Black Oriental Sword Current Effects: Increase Damage with Cart Termination by 30% Max HP+ 30% Str+ 20 Dex+ 15 Increase Damage on Demi-Humans by 15% When Recieving physical damage there is a 10% chance of casting Cart Boost on user. (Never seen this work) ASPD +5 Changed Effects: Increase Damage with Cart Termination by 50% Max HP+ 40% Str+ 25 Dex+ 20 Increase Damage on Demi-Humans by 15% Increase Damage with Mammonite by 30% ASPD +5 Reason: 1. The new WhiteSmith weapon has caused this one to be practicly useless, this would give it a use. Reason for Edit*: Formatting errors. Adding Reasons for Changes. Edited August 31, 2011 by Mint
Aerynth Posted August 31, 2011 Report Posted August 31, 2011 Suggestion on Clown's Valk; Bragi's Lute of Resonance[4] Current Effect: Dex + 20 Int +20 Increase damage with Arrow Vulcan by 10% Enable use of Level 3 Jupitel Thunder Change Effect: Dex + 20 Int +20 Increase damage with Arrow Vulcan by 10% Enable use of Level 3 Jupitel Thunder Enlarge Weight Limit Level 10 This goes vice versa for Gypsy's valk too. People feel they're overpowered and on a certain extent they are, with their Tarot, but I don't see why they're valk weapon cannot be on par with the rest on the valk weapon, I suppose putting in Enlarge Weight Limit to their valk will help their ygg/seed carrying capability since their Dex base character. I feel this should be implemented, their bow seems to be more extravagant than their Guitar, by right they're main weapon should be Musical Instrument/Whips. ( They're bow have Tarot capability ) all in all, i just feel that Clown/Gypsy deserve some boost in their valk. Afterall they are paying USD30 for it. This is my first suggestion, would appreciate input from all.
Kittie Posted August 31, 2011 Report Posted August 31, 2011 (edited) Suggestion on Clown's Valk; Bragi's Lute of Resonance[4] Current Effect: Dex + 20 Int +20 Increase damage with Arrow Vulcan by 10% Enable use of Level 3 Jupitel Thunder Change Effect: Dex + 20 Int +20 Increase damage with Arrow Vulcan by 10% Enable use of Level 3 Jupitel Thunder Enlarge Weight Limit Level 10 This goes vice versa for Gypsy's valk too. People feel they're overpowered and on a certain extent they are, with their Tarot, but I don't see why they're valk weapon cannot be on par with the rest on the valk weapon, I suppose putting in Enlarge Weight Limit to their valk will help their ygg/seed carrying capability since their Dex base character. I feel this should be implemented, their bow seems to be more extravagant than their Guitar, by right they're main weapon should be Musical Instrument/Whips. ( They're bow have Tarot capability ) all in all, i just feel that Clown/Gypsy deserve some boost in their valk. Afterall they are paying USD30 for it. This is my first suggestion, would appreciate input from all. I'm going to add this to the Valkyrie Gypsy/Clown Bow too: Current Effect: Agi + 25 Dex + 25 +20% damage to demihumans +20% damage with double strafe 30% Chance of auto-casting Lv. 5 Tarot Card of Fate when being attacked Change Effect: Agi + 25 Dex + 25 +20% damage to demihumans +20% damage with double strafe 30% Chance of auto-casting Lv. 5 Tarot Card of Fate when being attacked Enlarge Weight Limit Level 10 The reason for this is Gypsy/Clown players switch between the two for different situations and we don't need to be unable to use our skills when over 90% weight once we switch to something. If you look at the other dex based classes, you'll notice that both Sniper and Stalker get the weight limit increase. Which is odd enough, since Stalkers also get an increased amount of demi-human redux, therefore nullifying the need for a high ygg capacity in the end (more redux = less need to heal). They also get cloaking and backsliding skills. Also, the Mage branch got the Increase Weight limit buff on their Valk weapons, even though they get Energy Coat, which increases their damage reductions. It's weird that Gypsy/Clowns have the least HP, and also don't get a weight limit increase for more yggdrasils. Edited August 31, 2011 by Kittie
Mint Posted August 31, 2011 Report Posted August 31, 2011 Suggestion on Clown's Valk; Bragi's Lute of Resonance[4] Current Effect: Dex + 20 Int +20 Increase damage with Arrow Vulcan by 10% Enable use of Level 3 Jupitel Thunder Change Effect: Dex + 20 Int +20 Increase damage with Arrow Vulcan by 10% Enable use of Level 3 Jupitel Thunder Enlarge Weight Limit Level 10 This goes vice versa for Gypsy's valk too. People feel they're overpowered and on a certain extent they are, with their Tarot, but I don't see why they're valk weapon cannot be on par with the rest on the valk weapon, I suppose putting in Enlarge Weight Limit to their valk will help their ygg/seed carrying capability since their Dex base character. I feel this should be implemented, their bow seems to be more extravagant than their Guitar, by right they're main weapon should be Musical Instrument/Whips. ( They're bow have Tarot capability ) all in all, i just feel that Clown/Gypsy deserve some boost in their valk. Afterall they are paying USD30 for it. This is my first suggestion, would appreciate input from all. I'm going to add this to the Valkyrie Gypsy/Clown Bow too: Current Effect: Agi + 25 Dex + 25 +20% damage to demihumans +20% damage with double strafe 30% Chance of auto-casting Lv. 5 Tarot Card of Fate when being attacked Change Effect: Agi + 25 Dex + 25 +20% damage to demihumans +20% damage with double strafe 30% Chance of auto-casting Lv. 5 Tarot Card of Fate when being attacked Enlarge Weight Limit Level 10 The reason for this is Gypsy/Clown players switch between the two for different situations and we don't need to be unable to use our skills when over 90% weight once we switch to something. This is why I don't agree with this: Most classes need to have 150 Dex to get Auto-Cast, then another Stat to 270-300. As Bard/Gypsies/Snipers get 270-300 dex they're saving out on the 150 levels that other classes basically need to get. So for these reasons I feel that they should not get Enlarge Weight Limit. Allowing them to use some Stat points on Str to gain weight limit, rather than other stats such as Vit. Which would give them an even greater advantage over other classes, other than being ranged.
Kittie Posted August 31, 2011 Report Posted August 31, 2011 (edited) This is why I don't agree with this: Most classes need to have 150 Dex to get Auto-Cast, then another Stat to 270-300. As Bard/Gypsies/Snipers get 270-300 dex they're saving out on the 150 levels that other classes basically need to get. So for these reasons I feel that they should not get Enlarge Weight Limit. Allowing them to use some Stat points on Str to gain weight limit, rather than other stats such as Vit. Which would give them an even greater advantage over other classes, other than being ranged. You need to put the rest of the stats into VIT, and INT (to make Jupitel Thunder effective against champions) to survive one-hit kills like Asura, and other high DPS attacks. Having around 120 strength only allows you to carry 300 yggrasil seeds, while stalkers with the talk weapon can carry 300 seeds without any strength. Especially with the new Tao changes, the Gypsy/Clown branch got nerfed in the butt, since their HP is now ultra low, resulting in a lot of people rebuilding their classes to decrease their STR, and put it into VIT Edited August 31, 2011 by Kittie
Mint Posted August 31, 2011 Report Posted August 31, 2011 You need to put the rest of the stats into VIT, and INT (to make Jupitel Thunder effective against champions) to survive one-hit kills like Asura, and other high DPS attacks. Having around 120 strength only allows you to carry 300 yggrasil seeds, while stalkers with the talk weapon can carry 300 seeds without any strength. Sorry forgot about stalkers, they too should have their Enlarge weight limit removed because they mainly use Dex, like snipers. & These days Asura can't be classed as a one-hit kill? there are many ways to survive it with ease.
Kittie Posted August 31, 2011 Report Posted August 31, 2011 Sorry forgot about stalkers, they too should have their Enlarge weight limit removed because they mainly use Dex, like snipers. & These days Asura can't be classed as a one-hit kill? there are many ways to survive it with ease. The standard I see for surviving Asura is somewhere over 220k HP since most players default a Skoll/Raydric combination. Sure, if I keep a double Raydric cloak and keep my SGWs on my character at all time, I have no problem surviving asura's at 180k HP, but in gang situations, keeping a double Raydric cloak on at all times is not a possibility. Add in that most people go Puppetring against Clowns, therefore forcing a switch from SGW to a Rucksack with a F Soldier, increases Asura damage. I've been playing Gypsy long enough to know what HP threshold I need to survive attacks on this server. I don't want to hear any comments regarding the "150 dex is covered" since Stalkers and Snipers already have this buff, so this suggestion is really about why Clowns/Gypsy don't have this buff yet. 1
Mint Posted August 31, 2011 Report Posted August 31, 2011 The standard I see for surviving Asura is somewhere over 220k HP since most players default a Skoll/Raydric combination. Sure, if I keep a double Raydric cloak and keep my SGWs on my character at all time, I have no problem surviving asura's at 180k HP, but in gang situations, keeping a double Raydric cloak on at all times is not a possibility. Add in that most people go Puppetring against Clowns, therefore forcing a switch from SGW to a Rucksack with a F Soldier, increases Asura damage. I've been playing Gypsy long enough to know what HP threshold I need to survive attacks on this server. I don't want to hear any comments regarding the "150 dex is covered" since Stalkers and Snipers already have this buff, so this suggestion is really about why Clowns/Gypsy don't have this buff yet. Asura can be survived with 165k HP with Basic reducts. Not including Item's like "Fluffy Wings" or Sacred Wings that provide an extra damage reduction, therefore less HP is needed. & That is why I was suggesting that Snipers and Stalkers Have their buff removed.
Kittie Posted August 31, 2011 Report Posted August 31, 2011 (edited) You must not be going against Champions who know how to use Aloevera and Thanatos cards. You also didn't address the Skoll/Raydic and Ray/Ray cloak comment. They can't last long in gang situations without high HP Edited August 31, 2011 by Kittie 1