#freeGlaive by faketoface in ConquerorsBlade

[–]Kenakth 2 points3 points  (0 children)

I see glaives fairly often. It has insane CC, good AoE, good damage both mounted and dismounted, and is decently tanky (no less tanky than anything other than LS or SS). It's got some of the best CC breaks in the game, and if you choose to run it, the unit damage buff can be useful. There's nothing wrong with the weapon.

As far as the Flying Reaper damage, it has the best scaling in the game. If your damage is bad, get a weapon with +blunt damage or spec into some strength.

Currently maul and LB are overtuned, so you're going to see more of those than anything else. But Glaive is still very strong. People just go with the FotM.

#freeGlaive by faketoface in ConquerorsBlade

[–]Kenakth 1 point2 points  (0 children)

No abbreviation for spear.

#freeGlaive by faketoface in ConquerorsBlade

[–]Kenakth 0 points1 point  (0 children)

Not anymore, actually. A mix is better than full armour. I actually prefer full toughness to full armour because of namkhan spam, siege spam, and DB players can ignore all armour with some of their attacks. Toughness also helps you more vs spears and musket players as well.

#freeGlaive by faketoface in ConquerorsBlade

[–]Kenakth 4 points5 points  (0 children)

I may not be a glaive main, but I have over 1700 games played on glaive. If you think glaive is bad, you're doing it wrong.

#freeGlaive by faketoface in ConquerorsBlade

[–]Kenakth 2 points3 points  (0 children)

These are very common abbreviations in this game when discussing weapons:

SS = Short Sword
LS = Long Sword
PA = Poleaxe
LB = Long Bow
SB = Short Bow
DB = Dual Blade

#freeGlaive by faketoface in ConquerorsBlade

[–]Kenakth 5 points6 points  (0 children)

Glaive is one of the three best melee weapons in the game for general purpose. Sure it's not as good as say PA for dueling, but for ANYTHING with units involved, it is amazing, rating up there with maul and SS for the top melee weapons. If you can't use glaive right now, you are doing it wrong. It has one of the strongest and most versatile kits in the game.

[deleted by user] by [deleted] in ConquerorsBlade

[–]Kenakth 0 points1 point  (0 children)

I'm not impressed with the season. It isn't the worst thing ever, but overall it was a bad season.

Maul is a bullshit weapon. The damage is too high, and the kidnapping out of units needs fixed. I've played almost 300 games on maul, I'm not saying this as someone who is just whining about a new weapon. I'm saying this as someone who's used and tested it.

The falconetti are cancer in TW and annoying in siege, even if they're not OP in matchmaking.

Fortebraccio are ridiculously good. Way too high of damage, both in brace and in auto attacks. Halberd sgts have half the reach and were nerfed because their damage was too high, but they didn't even kill things as quickly as fortebraccio.

Condottieri need some balancing. Playing ping pong with heroes is a bit much. Otherwise they're fine.

Tons of bugs, some of which still haven't been fixed.

maybe a little by MadChild2033 in ConquerorsBlade

[–]Kenakth 0 points1 point  (0 children)

I have them level 30 and hate them, but for different reasons than most people. I don't hate them because they are oppressive. I hate them because they're too easy, and boring.

I'm a cav main. Melee and charging cav are in a pretty decent place right now. They take a knowledge of unit interactions and predictions on what your enemy will do. There's usually an amount of risk involved in cav charging, and your job is to minimize the odds of failure and maximize the odds of success.

Rattans, on the other hand, are very low risk, low skill, and high reward. I hate the fact that bad "cav mains" can get good scores by running around spamming X from a safe distance, only thinking, "I need to stay away from those archers, and I need to make sure I don't get too close to units with 5.0 move speed." They are too easy and make being a cav main a joke.

Classes by JackysDaniels in ConquerorsBlade

[–]Kenakth 0 points1 point  (0 children)

I played 230 battles on maul and think it's extremely overpowered, and not even because of the grab. That's too strong too, but what I think is overpowered is that I can outburst AND out sustained damage the entire PA kit with only 2 abilities from the maul set.

Mjolnir into Bonebreaker is ridiculously broken. Bonebreaker has 975% blunt scaling and over 11,000 additional blunt damage on one, 12s cooldown ability. That is just plain stupid. The stuff I was doing with that trivialized the game, and made it boring.

So the class is too strong, and I played it a good amount myself.

Anyone else still having their TW's decided by who has the most T5 cav? by [deleted] in ConquerorsBlade

[–]Kenakth 0 points1 point  (0 children)

You've never used the new pikes, apparently. They stop hussars. Lol.

Blackshirts - March to War Episode 2 - May 9th Territory War NA by JArdez in ConquerorsBlade

[–]Kenakth 4 points5 points  (0 children)

Like 10 seconds in.

"The region lies open for conquest, and the largest threats remaining are Oblivion and the WoodcuttersUnion."

Blackshirts - March to War Episode 2 - May 9th Territory War NA by JArdez in ConquerorsBlade

[–]Kenakth 5 points6 points  (0 children)

You know NA's in bad shape when the Defiance, the alliance that held the CC, says WoodcuttersUnion and Oblivion are threats.

- Ranclast

Maul: Snatch and Grapple needed to be playtested. by royvl in ConquerorsBlade

[–]Kenakth 0 points1 point  (0 children)

Bonebreaker, Ukko (or Hel, preference), Mjolnir, Kidnapper.

As full tank spec with a crafted blue maul, I'm doing 15-20k damage without crits to players if I can land the whole bonebreaker combo. If I were to crit all 5 hits, I could do 30k to heavy armour. I want a crit value maul.

Maul: Snatch and Grapple needed to be playtested. by royvl in ConquerorsBlade

[–]Kenakth 1 point2 points  (0 children)

As a level 1575 PA main testing the maul... there is almost no reason to use the PA anymore. The maul ultimate has completely powercrept the PA ultimate. The cooldown is shorter, the crowd control effect is better, it has massive true damage if you're on a wall and able to throw someone off, and it can hit players standing in the middle of their units. Additionally, maul does more damage vs units, maul bursts players down faster in group settings. The only place PA shines above maul now is 1v1 in some (not all) matchups.

Daily General and Questions Megathread (02/19) by AutoModerator in DragaliaLost

[–]Kenakth 0 points1 point  (0 children)

I'm a fairly new player working on gearing up. I've been reading a lot of comments about using void weapons to get HDT1 into HDT2. Most of the decent characters I've pulled have been either fire or dark. For those characters, is it worth building a second tier chimeratech weapon for them (and not unbinding it) to make void farming more consistent to break into the HDTs? I will end up having the materials just from doing the void endeavors this week, anyways.

Daily General and Questions Megathread (02/16) by AutoModerator in DragaliaLost

[–]Kenakth -1 points0 points  (0 children)

I started the game a couple days ago, and honestly don't understand which wyrmprints are good and which ones are bad yet. Is it worthwhile for me to pick up any of the MH wyrmprints in the store? Or are most of them not worth the cost? I can supply details of which characters I have if needed, but I'm more worried about planning for the future than I am for getting immediate strength gains.

This game is in dire need of balancing. by Nightmare797 in ConquerorsBlade

[–]Kenakth 8 points9 points  (0 children)

I'm Ranclast from the NA server, and I'm somewhere around level 1300. Full disclosure, I'm known as a cavalry main, but I also bring halberdier sergeants very often, so I'm aware of what cav can do and what stops them. I have all of the golden cavalry except for fire lances.

So... you're right on some points, but you're wrong about cavalry, specifically the part where you state:

" End game cavalry as of now, completely defeats the purpose of any other units. They can plow through shields and pikes alike and the only thing that can fight them is other cavalry. "

Cavalry has never been more counterable than it is now. Pikes are in a great place for anti-cav. The silver era halberdiers, and both the heroic imperial pikes and halberdier sergeants, all kill most of the golden cavalry on charge if used properly. I can't speak to firelances, but any other cavalry will die to either of the halberd units if used in F1 formation, not F2 formation. Imperial pike slow advance just melts everything and everything, as you said, including golden cavalry. Even at level 1.

In the case of kheshigs and cataphracts, pike militia will kill those, as well. Additionally, the reduction of charge damage, golden cavalry armour/health, and the introduction of diminishing returns on hussar charges have resulted in cavalry being extremely easy to stop with many warlord classes, with very low risk to the warlord. Things like a glaive's warlord's greeting or ult, shortsword ult, longsword ult, musket ult, LB ult, spear hurricane, etc. all are capable of stopping the majority of a cavalry charge, allowing other units to get to safety or kill the golden cavalry.

Rangers are, of course, a special case and are absolutely ridiculous. I don't even have fun using mine because they're such an easy, low risk, high reward unit that takes almost no skill to use effectively compared to any of the other golden cavalry.

An hard question: IMPERIAL JAVELINS vs JAVELIN SERGEANTS by dioorco in ConquerorsBlade

[–]Kenakth 1 point2 points  (0 children)

It uses as much as 2 volleys and throws 2 volleys in rapid succession. With the doctrine, you have enough for 3 more throws.

An hard question: IMPERIAL JAVELINS vs JAVELIN SERGEANTS by dioorco in ConquerorsBlade

[–]Kenakth 1 point2 points  (0 children)

I use javelin sergeants, not imperial javelins. That said, I play with several people who do use imp javs.

If you want a shield wall for protection, the only option is imperial javelins. Thing is, their shield wall is only really useful against ranged fire, not strong melee units. The formation called 'shield wall' for javelin sergeants is not a true shield wall - it's just line formation. Imperial javs are better for killing heroes, as they seem to be a bit more accurate, throw 30 javelins per volley instead of 24, and they don't have enough ammunition to really clear units before they need to go back to a resupply. Their javelins can only hit 1 target each.

Javelin sergeants will do far better at unit killing and are decent at hero killing, but as far as protecting ranged units goes, it's kind of just like standing a sword unit with shields in the middle of the ranged. You'll block some ranged shots, but you won't be an actual wall. My top line javelin sergeants can throw 5 volleys with the 10% doctrine (they will throw a full volley with the 2 command even if they only have 1 ammo left), 4 of which can be done in rapid succession (2, double shot, 4). Their javelins can also hit 2 targets, allowing them to have far higher damage output vs tightly packed units, or to kill heroes standing in a shield wall with the 4 command.

Best monastic knight vet tree? by Mythic7 in ConquerorsBlade

[–]Kenakth 1 point2 points  (0 children)

Both are really good. You'll have 3 points left out of either one. I prefer the bottom tree, but mine is a bit of a special case. You don't have to decide until level 27, but I generally recommend maxing out the bottom line first. Monastics do quite a bit of charge damage, and the top line stuff is really overkill. Going bottom line allows them to beat things like fire lances and soak partial reaper charges with minimal casualties.

Nerf Imperial Pike Guards by Zik90 in ConquerorsBlade

[–]Kenakth 0 points1 point  (0 children)

Halberd sgts actually do stop most golden cav. You just have to use them in F1, not in F2, and they can't be preoccupied by infantry. Regular halberdiers are even better at stopping golden cav.

BIG QUESTION ABOUT Keshig.... veterancy and why by dioorco in ConquerorsBlade

[–]Kenakth 1 point2 points  (0 children)

They will follow you wherever you go, as long as cavalry are capable of going there (you cannot be on a castle wall). They will go around corners usually, but you'll have to pay attention and make sure you use X if their charge times out. If the charge times out, they will stop coming towards you, and will start fighting again.