Savage

Public communication platform for all Midgard players.
User avatar
Cadam
Gryphon Knight
 
Posts: 282
Joined: Nov 19, 2009 01:00
Location: Paraguay

Postby Cadam » Feb 20, 2014 17:44

hot or not?
which race?

User avatar
Kerw
Myrmidon
 
Posts: 124
Joined: Dec 27, 2010 00:53

Postby Kerw » Feb 23, 2014 09:25

Well if nobody answers I will start as I'm also interested in other opinions.

For group RvR, I think the savage gets closer to Zerkers, but doesn't really get to the same level. The main reason is as before the missing LA mechanism which will still prevent savages from building effective ATs. Also they won't get access to prevent flight, which I think was quite strong in the old days.
Of course there are the pro reasons: no more charge for zerkers, better evade, dualist reflexes, higher swing speed. But in the end all this doesn't help if you are chain blocked by the guard tank.

For solo RvR, cheap IP and purge is nice but there's no rr5-RA. Therefore, all of the buffs will start to kill the savage from the first second of the fight. Pointless situation against any class that can delay the fight in any way.

For the race: Troll if you go for the numbers.
Drachengarde
"Und nach unserem Sieg tanzten wir im Blut unserer Feinde zu den Trauergesängen ihrer Witwen."
>> Kerwo, Savage
>> Kerwutz, Warrior

Falken
Gryphon Knight
 
Posts: 386
Joined: Apr 25, 2013 22:12

Postby Falken » Feb 24, 2014 03:39

As far as I know savages got "balanced" within patch 1.65 from their "op" form of 1.62. This is straight from the daoc patch notes -


A bug in Savage's chances to triple or quad has been fixed. Savages should now triple more frequently than before, and quad less frequently than before. Due to this, overall savage damage should decrease. - Damage nerf

Savage buffs have been halved in duration, and had their health cost halved. - Losing health more often so 15 second duration instead of 30, and the change two lines down compounds this change

The Savage "Irreverent Gesture" line has been changed from a shout to a 2 second cast time. Wasn't that great before, now its fairly useless unless u know you will get a kill or need to keep a stealther in combat

Savage buffs now subtract a percent of your maximum health, not your estimated health. Since estimated health was lower, this is an increase from what it used to be. Fairly huge nerf... Your buffs cost you even more hp on top of having to be cast twice as often :( :( :(

We've toned down the damage that Savages do while wielding any weapon other than a Hand to Hand weapon (to be equivalent to Hand to Hand weapons). Meh, w.e all about h2h anyways this was to nerf 2H damage I believe...

This was essentially a balancing patch for savages, but they really just got toned down from where they out shined everybody else. After playing a savage on Genesis they are heavily style positional requirement and for RvR you have to essentially always be side/rear on somebody to even think about maximizing damage. As it is now you can destroy anybody 1v1, but with the nerfs to the Savagery line and constantly sucking your own life out of you to be at top performance levels, whereas a Zerker is just there with fairly easy spammable positionals it doesn't seem like there will be a choice for what is "best" in a mid 8 man setup.

Essentially what happened at this point in Mid is a shift from savages to zerkers, and not because of any changes to zerkers but just because Savages got balanced. Do I have this correct or did something happen that pushed zerkers up while toning savages?
Hib - Falken (BM) / Sneakster (NS) / Kalfen (Enchanter) - Currently Inactive

Alb - Djfalken (Minstrel) - Inactive

Mid - Tooeasynothanks

User avatar
holsten-knight
Lion Knight
 
Posts: 4449
Joined: Jul 15, 2009 00:00
Location: Hamburg

Postby holsten-knight » Feb 24, 2014 10:36

the left hand weapon dmg fix was a few patches before this (i think somewhere around 1.58 or so), before this fix zerker did insane dmg, like 2 hit kill a fullbuffed paladin in fg rvr.
Then 2h svg took their place with insane swing speed with 5.6+ 2h weapons and too often quad hits they could sometimes 1 hit kill a fullbuffed paladin...
With 1.65 they both got in line. They both have advantages, just for example the svg being harder to stop or peel with high 360° evade, the zerker dual wield and not blocked so often by guard tanks. I think both classes are viable options in a rvr grp at 1.65, maybe a mix is best.
The enemy guard tank will have either to go for the svg, those the (1 or 2) zerker have unguarded targets, or for the zerker assist, those the svg can deal his high dmg at unguarded targets.

User avatar
Cadam
Gryphon Knight
 
Posts: 282
Joined: Nov 19, 2009 01:00
Location: Paraguay

Postby Cadam » Feb 24, 2014 13:31

what about 2h savage? 50 sword? you got a nice anytimer with high to hit bonus!
okay you miss the chance of triple and quad hits but the overall dmg should be better due better to hit chance, am i wrong?

User avatar
Kerw
Myrmidon
 
Posts: 124
Joined: Dec 27, 2010 00:53

Postby Kerw » Feb 24, 2014 14:34

On Uthgard 1.0 the 2h savage just sucked, because of the wrong weaponskill implementation as I was told. But even if they get it right for Uthgard 2.0 your weapon skill is still very low because of the low strength (I think). But anyway whether you are 2h or h2h, the damage you deal is not the problem . In both cases the savage is simply lost if there is a shield. As long as you hit a target without guard and shield the savage is doing fine.
Drachengarde
"Und nach unserem Sieg tanzten wir im Blut unserer Feinde zu den Trauergesängen ihrer Witwen."
>> Kerwo, Savage
>> Kerwutz, Warrior

Falken
Gryphon Knight
 
Posts: 386
Joined: Apr 25, 2013 22:12

Postby Falken » Feb 24, 2014 23:23

Cadam wrote:what about 2h savage? 50 sword? you got a nice anytimer with high to hit bonus!
okay you miss the chance of triple and quad hits but the overall dmg should be better due better to hit chance, am i wrong?

Pretty sure 2H savage will not be a viable option in 1.65. As holsten posted above they could get their swing speed down and get 2H damage with a super fast swing timer, however that was changed in 1.65 to alter 2H damage to be more inline with that of H2H weapons, so really there is no point to use a 2H if the damage is similar to a 1H and you can use two of them. Right?
Hib - Falken (BM) / Sneakster (NS) / Kalfen (Enchanter) - Currently Inactive

Alb - Djfalken (Minstrel) - Inactive

Mid - Tooeasynothanks

User avatar
Cadam
Gryphon Knight
 
Posts: 282
Joined: Nov 19, 2009 01:00
Location: Paraguay

Postby Cadam » Feb 25, 2014 00:15

well 5.5 is not superfast...

User avatar
Celteen
Alerion Knight
 
Posts: 2326
Joined: Dec 20, 2010 16:52

Postby Celteen » Feb 25, 2014 01:58

Those male troll savages are ugly as hell anyway, I would not invite them!
Dwarf zerker are super hot e.g.!
If you wanna be fotm and roll a savage, at least roll a female troll!
Image
<<< This avatar is handmade by Inotor Wurzelbert : )
Check out the Mampfer-Threads for more.
viewtopic.php?f=10&t=25079
viewtopic.php?f=10&t=26934

User avatar
Cadam
Gryphon Knight
 
Posts: 282
Joined: Nov 19, 2009 01:00
Location: Paraguay

Postby Cadam » Feb 25, 2014 12:57

you mean the enemys will run like chickens when they see the big mommy running towards them?

User avatar
Caemma
Phoenix Knight
 
Posts: 1358
Joined: Oct 14, 2011 21:15
Location: Unknown

Postby Caemma » Mar 08, 2014 23:18

Saddly with all the nerf he got from 1.65 patch savages isnt really the best choice... prevent flight also is really OP in my opinion lol :P

Also i would point out that all those Dmg changes/patches aren't really effective on the topic... because we will play (hopefully) on a server coming from Uth 1.0 state, not from Live server during 2002... that's mean it will depends on how staff want touch savage damage from what was on Uth 1.0 ... :roll:
There was a time when Uthgard 1.0 existed and maaaany toons and arrpees arose... but now:
ImageImageImage

User avatar
GreenP
Phoenix Knight
 
Posts: 1305
Joined: Sep 07, 2008 00:00

Postby GreenP » Mar 09, 2014 08:36

Splitspec svg is the way to go :!:
Formerly known as
Touareg- RR10 noobVW on Uth1.
Crossfire- RR7 noobAnimist on Uth1.
Ohnoes- RR9 noobAnimist on Lolgins.

Click this LINK if you want to see the truth about Hibernia

User avatar
Force
Phoenix Knight
 
Posts: 1569
Joined: Oct 22, 2009 00:00

Postby Force » Apr 04, 2014 20:15

If defense penetration is working, savage will be fine, I would say overall better than zerker (you can put a warrior on the train for slam/prevent flight/guard), though zerker has its selling points. 2H will be fine as well, since it means you can spam snare while still doing nice DPS.

if defense penetration isn't working, then you'll need a zerker to hit anything that has a guard.


With working defense penetration though, and OF MOB values, I really don't think guard will be that much of a problem.

User avatar
Nef Melody
Phoenix Knight
 
Posts: 1601
Joined: Nov 22, 2010 16:56

Postby Nef Melody » Apr 06, 2014 13:43

Force wrote:

With working defense penetration though, and OF MOB values, I really don't think guard will be that much of a problem.

It doesn't take any mob at all to block 90% of all svg swings
Nefcait : Bard
Gua : Enchanter
My Youtube Channel : https://www.youtube.com/user/ReqVids/videos

User avatar
Foneb
Eagle Knight
 
Posts: 640
Joined: Jan 15, 2010 01:00

Postby Foneb » Apr 06, 2014 15:09

Trick against savage trains was to walk bavkwards with blocker and blocked to avoid backstyle pwnage. Hard to pull of correctly though but if done right no dmg at all
Hiois - Ranger 9lX Uth 1.0
Hiois - Enchanter 6lx Uth 2.0
Mugad - Warden 4lx Uth 2.0
Esigil - Druid 3lx Uth 2.0
Hioisx - Nightshade 1lx Uth 2.0


Return to Midgard

Who is online

Users browsing this forum: No registered users and 113 guests

Friday, 28. February 2025

Artwork and screen shots Copyright © 2001-2004 Mythic Entertainment, Inc. All rights reserved. Used with permission of Mythic Entertainment. Mythic Entertainment, the Mythic Entertainment logo, "Dark Age of Camelot," "Shrouded Isles," "Foundations," "New Frontiers," "Trials of Atlantis," "Catacombs," "Darkness Rising," the Dark Age of Camelot and subsequent logos, and the stylized Celtic knot are trademarks of Mythic Entertainment, Inc.

Valid XHTML & CSS | Original Design by: LernVid.com | Modified by Uthgard Staff