3 Players of any Vocation can kill everyone on the server. ..
(Except Knights of course who may have issues killing a higher rebirth knight).
Tbh 3 rebirth 1000 Knights probably have issues killing almost everyone over 1200 or even 1100 if the player behind the screen knows his Vocation.
Have in mind that this is my oppinon¨
So, 1 Paladin using a Merger Rune is like nothing. Perhaps their rotation (I wont share the rotation) works against Knights and Sorcerers and even a Paladin, doesnt mean it work against Druids.
But with this rotation, it means you have to wait 30 seconds to do it again. I dont think 10 seconds is fair either but I really think something needs to be done regarding the Paladin spell..
And we're back to druids...
With a team or alone, the slow runes works properly (It exist in Real-Tibia too so I wont nag about it).
(It's true that Merger rune can stack if more than one player throws it and may seem op. But 4 Mergers does not kill a target).
Anyway, since Druids have 2 options while using the spell (Survive or deal damage) and just a 10 seconds damage, I think it perhaps should be a longer cooldown unless they fix the Paladin spell.
If I dealt so much on Sariels Mana, how much do I deal on Death Rush?
And any Paladin using my rotation, wouldn't be able to do it since I can use the spell while I'm freezed.
1 possible scenario: (During some tests it worked 100% of the tries)
If Death Rush used my main rotation against Sariel, he would probably drain (or almost drain) Sariels Mana.
But it means that Death Rush would have 0% Mana and Sariel would've probably used the new spell before he managed to finish the rotation.
During those 3 seconds, you can use 3 Mana Per Soul, which means Sariel would have full mana if he used it during the rotation or 75% (doesnt really matter). And Rush would have 0 Mana.
Also a smart Druid would just spamm Ice Runes during that encounter to save mana until he drained a Paladins mana.
I dont know what the aftermath would be but we can take Ebony for example too and it would probably be the same if Death Rush tried it against my Druid.
Anyway, this was just a scenario and I doubt the encounter would even look like this since Sariel would probably use Slow Runes and spamm spells before he even got close.
Just wanted to give a small brief how the Druid Spell works in survival mode which is really good.
BUT the spell have more than one effect (like I mentioned several times).
It also boost the damage. If I deal over 10% of Sariels Mana, how much does Sariel deal on Death Rush? And it's just a 10 seconds cooldown.
That's why I think it's unfair. Got nothing to do with how the player plays, it's how the spell works.
Druid: 100% protection and increased damage boost for 3 seconds. - 10 seconds cooldown
Paladin Spell: Big area spell - 30 Seconds cooldown.
I used Death Rush as an example. He dealt 2-3 % more damage than my Druid, like 600 rebirths difference. How much do a Paladin rebirth 1100 deal? I think the Merger Rune have a better chance dealing damage than their spell, and they worked hard for it too.
Why waste 50% Mana on a spell that have 30Seconds cooldown. Surely it should be used as an execution spell but I doubt most Paladins deal any damage. Pieroozek used it on a Rebirth 600 and almost nothing happened.
Wouldn't it be more fair if Druids had to waste 50% more Mana instead of 25% since Paladins waste 50% with that long cooldown?
This is my point. I doubt I'm dumb regarding it since more players share the same oppinon.