Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Mon Jan 22, 2007 6:13 pm 
Actually, I'd only give an ability to disable snares to mercs and scouts, and give rogues (who, let's face it, should mostly be city-dwellers and would have little idea about snares) a different ability that gives them a greater chance of avoiding a snare trap in the first place.


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PostPosted: Mon Jan 22, 2007 7:08 pm 
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Mortal

Joined: Fri Mar 01, 2002 4:00 pm
Posts: 2637
Location: Floating in Previous Player Ether
Sure, but I'd ALSO like to add the ability to trap doors and chests, which a rogue can also disarm.


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PostPosted: Mon Jan 22, 2007 7:11 pm 
I'd prefer a set of poison skills for rogues, actually, that could be mixed from different ingredients.


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PostPosted: Mon Jan 22, 2007 7:12 pm 
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Joined: Mon Sep 05, 2005 5:05 pm
Posts: 2620
Location: *cough*
It'd be awesome for rogues to kill via food/drink poisoning.


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PostPosted: Mon Jan 22, 2007 7:58 pm 
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Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
That would be awesome.

*Mutters about light-aura rogues*


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PostPosted: Tue Jan 23, 2007 10:25 am 
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Joined: Mon May 02, 2005 3:49 pm
Posts: 535
Location: Florida Atlantic University, Jupiter
so far this qq can be summed up as such:
scouts need whimping
rogues need a boost

.... are you serious? :drunk: :drunk: :drunk: :sleepy:


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PostPosted: Tue Jan 23, 2007 12:56 pm 
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Joined: Fri Mar 01, 2002 4:00 pm
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Location: Floating in Previous Player Ether
Scouts don't need wimping.


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PostPosted: Tue Jan 23, 2007 3:38 pm 
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Mortal Philanthropist

Joined: Mon Jun 21, 2004 12:58 pm
Posts: 3632
Location: Spokane, WA
Snares are annoying at best, and useless at worst.

Leave scouts alone! It is hard enough to train snare let alone get it to work without you triggering it.


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PostPosted: Fri Jan 26, 2007 7:24 pm 
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Joined: Wed Oct 19, 2005 1:44 pm
Posts: 242
Honestly...i think snares need a BIG boost...i mean sure, you can set snares around stones and on roads...but honestly...if you have any sense whatsoever and you know you have a scout enemies...your going to either gate away or avoid "popular" areas...snares are easily avoidable...and they are USELESS in PK...and on a side note i think scouts should get trip...


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PostPosted: Fri Jan 26, 2007 8:20 pm 
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Joined: Fri Mar 01, 2002 4:00 pm
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Location: Floating in Previous Player Ether
Scouts should NOT get trip. Nor is snare useless in pk.


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