Player J, I would love to know why you so desperately defend Tomb Lord???
Let's say I maxed his skills. Let's say he had the 100% chance to debuff everyone, had so much accuracy that he was almost never resisted, and let's say the enemy doesn't have someone who can remove/protect from debuffs. Let's say those VERY specific circumstances occurred, making Tomb Lord useful.
To start here, you tried to act like speed isn't important. Completely false. If Tomb Lord doesn't get his A3 cast before the enemy blows their strongest skills, it is SUBSTANTIALLY less useful. And again, the fact that you seem to think accuracy is needed so badly in arena shows me that you don't have much experience in arena yet. I am only in silver, yet I am well aware accuracy is NOT something desperately needed in arena. If you have more than 100 accuracy in an arena encounter, you are wasting points on overkill. So, you don't even have your stat priority right, yet are criticizing me for "not knowing how to use him"?
And of course the control gear was only used on champions comparable to him. I already have Pain Keeper as a healer in arena (when I actually do use a healer and don't go full speed/offense). The list of champions were ones I swapped out with various teams. The control gear was NOT something I placed on Apo, nor would I.
And one thing you are failing to realize is that you don't get where Tomb Lord's worst shortcomings are. It is NOT an issue of not getting the debuff off. It is about any number of things that end up going wrong with the debuff AFTER it is cast, the lack of damage he does after it is cast, and the fact that it is the only useful thing he actually does and it can only be cast once every 5 turns at best.
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Here's the problems that you aren't experiencing and why your perspective is so very, very limited:
1) His first debuff is not going to end up on enemies with less than 50% HP, so the TM debuff is not going to happen. If their HP were lower than 50%, it also most likely means they have blown their best skills already and so the debuff immediately loses value. (And this is why speed IS required on Tomb Lord to get a fast cast of A3 BEFORE the enemy blows their best skills).
2) So, best case scenario in round 1 in arena, he gets his A3 casts and debuffs every single champion. Ok, great, right? Oh wait, here's a few things that went wrong:
a) The enemy team DOES have debuff protection/removal and the A3 was a waste of a turn as they remove the debuff and make Tomb Lord their b*tch.
b) The enemy team has Roshcard, so it doesn't matter that their defense was reduced, as they are invincible for the duration of the debuff anyway.
c) While your team was debuffing with Tomb Lord, theirs was focused on offense. While I attacked with one champion, say Nethril, then Tomb Lord next, I only technically got one attack so far. Meanwhile, before I get a 3rd attack, say the enemy, having equal speed, had two turns as well. They had two offensive champions attack, and with those TWO attacks compared to my ONE attack, they killed one of my champions. Now, Tomb Lord's debuff has one less champion to take advantage of it, because while I was busy debuffing, they were busy attacking. Advantage - other team. You seem to be failing to consider this Player J - Tomb Lord's debuffs are ONLY useful if the other allies on my team are STILL alive. If he doesn't have enough speed, that may NOT be the case by the time A3 is cast.
d) The enemy team has an anti-death champion, like say Crimson Helm. So, I debuff with Tomb Lord, kill a couple of them, they resurrect without the debuff. Debuff wasted.
e) The enemy team has a champion that prevents death. Tomb Lord's debuffs drop off before the death prevention buff does. Debuff worthless, you lose as a result.
f) The enemy team has champions whose damage are dependent on values OTHER than attack, like HP. Now, half of Tomb Lord's debuff was worthless.
g) Tomb Lord only reduces defense. If someone was geared with tons of HP rather than tons of defense, the debuff is fairly worthless on those champions. Their HPs will remain unaffected, and the defense drop will be negligible. And I know FAR more champions that gear with lots of HP than I do ones that gear with lots of defense.
h) Even when you DO reduce the defense on a champion, oftentimes, the difference is not as substantial as you'd think. A 60% drop in their defense by NO means makes it 60% easier to kill them. The reduction has NO impact on their HP, only on their defense, and it is only a % of the defense. So, if they have low defense, but lots of HP instead, the defense reduction may only improve the result of your attacks by say 15%. So then, you have to calculate that even if he debuffs every single enemy, a 15% improvement on attacks to the other 3 champions only equates to 45% of an actual attack. So, after 2 turns (and him attacking during one of them after A3), that would equate to 105% of an attack after TWO turns. Not sure if you are understanding the math here, but what that means is that within TWO turns, Tomb Lord only contributed a damage equivalent to 105% of a turn, meaning he was a waste of two turns that should have been 200% (100% of a turn each turn). This is of course a rough estimate, but if you saw how marginally the decrease in defense impacted attacks, you'd understand that a 60% decrease does not equal 60% more damage to the champion.
i) The enemy team was faster than you. They already got off their most powerful attacks. Tomb Lord will now reduce their A1s or secondary attacks instead, being substantially less useful (assuming your team is even still alive by then), and *if* the fight lasts to where the enemy can cast their A3 (or other strongest attack) again, [Blight] at maxed skills has a cooldown of 5 turns. So, they will most likely get to recast their strongest attack again before Tomb Lord ever gets to debuff them again.
j) A3 is Tomb Lord's only use. A2 hits ridiculously weak, but let's say he DOES get the poisons cast for the sake of argument. It's poisons that only last one turn. They can be removed, protected from (anti-debuff champions), and are only 5% each. If it were a clan boss, sure, 5% is nice. On a champion, 15% of their HP??? Most other good arena champions can attack for FAR more than 15% of an opponent's HP. Hell, many of the GREAT ones can one-shot, like my Deathless oftentimes does. And considering Tomb Lord's A2 debuff is a poison, it doesn't happen immediately, allowing any number of things to go wrong for you before it does (ex. debuff removal, damage reflection, resurrection after death, etc.).
k) Before you got to cast A3, the enemy team locked your skills (as PLENTY of champions can do this). Now, all Tomb Lord can do is attack with A1. You may as well have Pee-Wee Herman in the arena with you, because Tomb Lord's A1 probably hits with the force Pee-Wee would. In this case, again Tomb Lord becomes worthless, you lose.
l) The enemy team did some serious damage to you while you were debuffing instead of attacking, and now, you need to use one of your champion's skills to heal a bit just to survive. So, instead of attacking and taking advantage of Tomb Lord's debuffs, you are instead trying to heal your own champion(s). This means that aforementioned 105% of a turn is reduced even more, as one of your champions did not even get to strike the enemy. This is again where Tomb Lord's effectiveness is dependent on your other champions, and unless you can focus 100% on offense, the debuffs Tomb Lord does don't get fully utilized and could go to waste.
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I could list PLENTY more issues I have run into trying to use Tomb Lord in arena. The fact of the matter is, you do not have the experience, so have no idea what you are rambling on about. Your are making up a pseudo-argument based on ignorance (due to lack of experience) and arguing against someone who has the experience. I wasted my time maxing out Tomb Lord to 6 stars, just because I *wanted* to like him. I *wanted* to make him useful. However, there is just too many, many things that can go wrong with A3 in arena to make him viable.
And Tomb Lord's skills and gear not being maxed is irrelevant. Like I already said, I was comparing him to other champions who were ALSO not maxed yet. I was testing all of them to see who was actually worth maxing out, and he is far from it. If I maxed out those other champions, they'd be more useful as well, and still substantially better than Tomb Lord.
You clearly just don't have experience with debuffers in arena. You haven't experienced firsthand how often things can go wrong and the debuffs get wasted. And again, while you are debuffing with Tomb Lord, if the enemy team is instead attacking, they are burning you down while you are debuffing to *prepare* to burn them down. They have the upper hand.
Yes, Tomb Lord can be GREAT against VERY specific teams. More often than not, he is not useful at all and is a waste of space. And I now have two more legendaries, Bystophus, and Inithwe, along with a few more epics. I had enough energy to cap them all to 5 stars. Every single one of them is FAR more useful in arena than he is, even at 5 stars while he is at 6. So, isn't it funny that I know how to utilize other champions, but when it comes to Tomb Lord, your excuse is "oh, you just don't know how to use him"? I mean come on man, you are arguing just to argue. You don't have any idea what you're talking about.
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And allow me to explain why a few other legendaries are SO much better. And again, I am basing this off personal experience.
Nethril - I have his speed maxed out in arena and use him to slow down the enemy. I cast A3 first, which decreases the enemy's TM by 75%. I don't have to worry about anti-debuffers, because it is not a debuff - it's just an ability of A3. Next turn, I use A2, which can stun the enemy (75% chance at max skill), or if it doesn't stun, it slows them by 30%. The stun is FAR superior to Tomb Lord's debuffs, as if a champion is stunned, I don't need to worry about their attack. ;)
Anyway, with Nethril's skills, there are times I can burn the enemy down without them even getting a single attack before I have had 2 full turns with ALL my champions. The TM reduction and stun from him is just amazing, and it is RARELY ever resisted. Even when it is, his damage is STILL pretty impressive, even though my focus is speed on him (and 150 accuracy for clan boss, which I already know is overkill for arena but necessary for cb). Nethril blows Tomb Lord out the water, hands down, as Nethril is ALWAYS useful regardless of enemy team composition.
Inithwe - This dude is fairly new, but VERY useful in arena. For starters, he has a passive skill that prevents any enemy that was killed by him from resurrecting, and gives him back 30% of his max HP each time he kills them to boot. So, he eliminates the concern of ressurectors on the enemy team that are loaded up with HP and/or defense. I can instead focus on burning down the damage-dealers, which is of course much easier in most cases.
Inithwe is a GREAT finisher. I have all attack % gear on him with cruel sets, and primary focus is damage to clean up after my other champions have attacked. So, like with Hordin (another finisher), no speed is necessary on him. I have A2 to burn down whatever champion took a lot of damage on the enemy team, and heals himself by 30% of his max HP, which is why I am fine with him going last in turn. He is going to get his HP back anyway through killing enemies or leeching them. And if there is no champion to burn down with A2 yet, I can cast A3 and leech all the enemies health away. And for long encounters with defense/HP teams, his A1 weans down their max HP, while I drain their HP with leech every 3 turns. He is fairly OP if you know what to cast when, but an example of what you *should* expect in a legendary.
Bystophus - This guy's A3 is FAR more useful than Tomb Lord. Not only can it decrease defense like Tomb Lord, but it also locks down cooldown skills. This is FAR better than reducing the attack of the enemy. The great thing too is that unlike with Tomb Lord, *if* the team does have debuff removal skills, this usually locks those skills down, so they can't remove the debuff like they can with Tomb Lord.
And then on 2nd turn, casting A2 lets me get crits on each champion that got their skills locked down. Heals Bystophus for 20% of the damage inflicted as well. This immediate crit on champions is not only FAR more damage than what Tomb Lord does (at 10 levels higher than my Bystophus mind you), but it is immediate, rather than poisons that you have to wait for (which gives time for champions to remove them or heal before taking the damage).
And while Tomb Lord's A1 slows an enemy down at best, Bystophus' A1 has a 65% chance of locking down skills for a turn. And, like with all epics and legendaries I have used to date, Bystophus of course does FAR more damage with his A1 than does Tomb Lord.
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Like I said, you don't have the experience playing with Tomb Lord, nor does it seem like you have much experience with debuffers yet in general when it comes to arena. Once you do, you will see why Tomb Lord falls short.
I already made a post thoroughly describing all his issues and the simple fixes. A few easy ways to fix him:
* His debuffs need to not be resisted. They need to be more sure-fire.
* His damage needs to be increased A LOT.
* His damage SHOULD be based on HP or defense, NOT attack. His survivability as a support champion is horrid currently.
* His TM reduction needs to be based on something other than the enemy's HP being below 50%.
* The conditional poisons on A2 needs to be modified (at least make it so that it poisons the target if it doesn't kill the target).
* His A1 debuff condition needs to be altered from depending on crit, and as a legendary who is intended for arena, it should most certainly be something OTHER than a speed reduction debuff he can do to the enemy.
He can be fixed easily, but again, while you aren't seeing it Player J, Plarium already has and has acknowledged it. So, it doesn't matter how much you defend Tomb Lord, they are already planning to modify him, making our discussion here fairly moot.
And sorry if I came off as rude earlier. Just frustrating when someone is arguing from ignorance. I figured I would instead take the approach of attempting to educate you on why Tomb Lord fails in any number of ways in arena. And I don't run into those issues with Nethril, nor Hordin, nor Inithwe, nor Aothar, nor Magmablood, as even when their debuffs fail, they have the damage that is at least useful.