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Wizards being able to change elements on the fly did not make it over from the first game.
Wizard's DPS is slightly higher than every other class at minimal SP cost, since it has the least frames(charging and using) on its heavy charge.
Because in my experience, wizard hits like a wet noodle (compared to hunter on non-element arrows) and as soon as you have to reapply the SP buff, your dps goes down the drain.
Or customize skill/spell attacks.
Wiz can definitely hit like a truck. Cycle through just few heals and blackhole, spam that easy. Don’t even need to use the sp buff especially when you’ve unlocked all lives hero top skill trees.
You might want to play around with that class more b4 calling it a wet noodle. Hunters are great and everything but each combat class when all hero top skills have been unlocked, all have their strengths.
https://youtu.be/Ed2gSst2Xbo
https://youtu.be/G2gzWj27ajI
https://youtu.be/oKdZOCjK-Og
https://youtu.be/stzD_mGriaw
It might be a little skewed, since I used Collapsing Star and Elemental Edge on Wizard and Paladin, but the kill times are all roughly the same even if you don't use the ults. Wizard edges out the win by 1-2 seconds, but Hunter can actually skip the heated phase invulnerability if paralysis/sleep procs during that time.
Try again, this time stay on physical arrows and use a weapon the enemy is not resistant against.
Here is the thing.
My hunter can out DPS the level 99 training dummies heal.
The wizard can not.
That is with the same weapon-type (legendary dark damage) and the same rolls on it.
I hated I mean hated merc in the very beginning but honestly has now become one of my top fave class.
You are 100% correct when it comes down to preference. I think most enjoy the hunter because of the evasive steps and different utilities they’ve been given that the other combat classes are missing out on. The hunter is not the end all be all class imho, the other 3 can be enjoyed and are just as powerful when played right by the user.
Playing just one way is your problem and not utilizing other aspects of the combat mechanics. This is why you are unable to play wizard.
The point I am contesting is this:
Also remember the bow can also be an outfit.
Their statement is correct that the wiz can hit higher dps even without ults. But at the end, we all hit a hardcap of 9999. Play your wizard some more and have a go at its mechanics for yourself since you were dissatisfied with their video. Just because you see multiple numbers with arrow shots doesn’t mean it’s king.
When a user can effectively shoot all the hard hitting charge attacks in a cluster of mobs, they all eventually equal out as there is a hardcap in damage output.
Wanted to add if you are arguing about frames, it’s utterly meaningless in this game since at post game with all hero skills unlocked-mobs drop so quickly anyways. They drop so quick when I solo that my buddies literally often times just stand there.
Maybe adventure with your mage some more then because a mage can most definitely dps the 99 dummy’s heals, a brand new can also. Time for you to hop off your hunter for a bit maybe?
You want to know the reason why I stayed on Paralysis arrows? It's because Hunter can inflict status effects on a boss that isn't immune to sleep or paralysis while it's INVINCIBLE during Heated Phase transition, which cancels the invincibility it has.
If you want to talk about the damage each class does under given situations? Hunter is the middle of the pack.
Spamming Light charge only:
Hunter > Mercenary > Wizard > Paladin
Spamming heavy charge only:
Wizard > Hunter > Mercenary > Paladin
Ultimate skill damage:
Paladin >>>>>>> Wizard > Mercenary = Hunter
Total DPS(heavy charge, ultimate):
Paladin > Wizard > Mercenary = Hunter.
The differences are marginal, and I don't see why you're getting so mad over this. With Ultra Piercing Arrows instead of Ultra Paralysis Arrows, Hunter's still not going to outdps a mage, but it'll be close(within a 7% difference), simply because a Wizard can spam Mystical Punishment faster than Hunter can use Ultra Piercing Arrows.
In the same amount of frames, a Wizard can use Mystical Punishment III twice, and is beginning its third charge by the time Hunter is finished using Ultra Piercing Arrows III. We're talking 9,999+4,937~5,400 x 2(roughly 29,800~30,800) damage over Hunter's fixed 20,000 damage per use. Not to mention, the amount of startup and required frames for Ultra Piercing Arrows make it miss more often against a Target that actually moves compared to just doing it against a training dummy that sits still.