Junundu Requests

Dubby

Dubby

Lion's Arch Merchant

Join Date: May 2005

D/

First of all, why is the Junundu Seige elite not an AoE attack? All the other seiges are. So, in seige-mentality, Junundu Seige should be an AoE too.

Second of all, if there are no enemies around, and you use the tunneling skill to move faster, henchmen/heroes should use the skill too to keep up with you.

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

It's not AoE because it deals 400 damage points.
Even if you reduce the damage output, this would make enemy wiping too much easier.

I agree with the Tunnel. I can activate manually my heroes, but not henchmen.
And Thom, Devona and Talon use quite a lot the Cahrge Shout.

So they should do the same when you do.

RSGashapon

RSGashapon

Krytan Explorer

Join Date: Nov 2006

Sol 3

R/

Another problem I have is the pathetic amount of healing you get from the first skill, Junundu Strike. For a creature with a minimum health of 3,000, a +75hp gain is just not adequate.

I would like to see Strike increased to 250 or 500 and have an appropriate change made to Bite for balance.

Dubby

Dubby

Lion's Arch Merchant

Join Date: May 2005

D/

Mithran, I thinkt he junundu segments of NF are supposed to be more fun then challenging - cause, honestly, you're in a giant wurm with 3000 hp that does insane damage. Lol. The hard parts are when you're not in the wurm, and moving from wurm spoor to wurm spoor. Plus, 400 is the base damage. On average, its much less. The junundu wurm's regular attack does 40 armor ignoring damage at range. The seige is 400 damage, but does not ignore armor. In most cases, attacking will do more damage then a seige will, since each seige takes 8 seconds to recharge.

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

A Sand Wurn or a Elemental can wipe an entire Junundu party if you are not cautious.
Junundu deals 35..55 damage depending on your weapon equiped.
And no. One 400 AoE attack each 8 seconds still deals much more damage
It is still really easy as it is. No need to make it easier only to make Junundu Siege Match the other wurm sieges.

But I would agree with that 75 healing. It should be 250 or something like that.

legion_rat

legion_rat

Desert Nomad

Join Date: Aug 2006

668 the neighbor of the beast

TFK

A/

I think siege could be buffed a little. I like the idea of AoE but it may overpower it. Maybe as a trial weekend to see how it plays. the wurms do need some more healing though. Thats the biggest flaw it has.

~the rat~

Thomas.knbk

Thomas.knbk

Forge Runner

Join Date: Jul 2006

Quote:
Originally Posted by legion_rat
Thats the biggest flaw it has.
the ONLY flaw they have. It would be way too easy if they had more healing. The best way to get healing is to kill everyone before you're dead and ress all others with that awesome res skill.

Bankai

Bankai

Desert Nomad

Join Date: Sep 2006

Bubblegum Dragons

Mo/E

Who cares if you've got no healing, you just crush everybody in 5 hits, and resurrect everybody that dies.

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

But you get the DP, and you can't get anywhere with the Junundu.

Nilator

Nilator

Jungle Guide

Join Date: Dec 2005

Mo/

If Siege was AoE attack they would have to remove the KD.