Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Fri Apr 25, 2008 6:53 pm 
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Joined: Sat Feb 16, 2008 12:25 pm
Posts: 132
There are some strange conclusions reached in this thread. Spellcasting failure? No thanks.

For one thing, mood defensive was put in the game as part of a fix against the destruction that ranged combat was, So you could do something as say, a priest, if someone was shooting you. Yes, priests get shield block too, although they're probably the ones to use mood defensive the least.

I've personally seen pretty big differences in mood defensive vs. mood neutral or aggressive. Of course if you don't have a shield, it probably isn't worth using over mood neutral, but if you do have one out, it is useful.


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PostPosted: Fri Apr 25, 2008 8:37 pm 
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Joined: Sun Oct 23, 2005 10:08 pm
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I would rather casting stay at the awful speed it's at now than have a higher chance of no success.


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PostPosted: Sun Apr 27, 2008 10:03 am 
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Joined: Mon Apr 18, 2005 11:29 am
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You both need to learn to read. I said in AGGRESSIVE mood, not defensive.


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PostPosted: Sun Apr 27, 2008 10:06 am 
Oooh! Idea! Remove stances as they are now from the game. Re-add them as a skill for uh, swashies(with a bit of tweaking/enhancing of course!). :o


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PostPosted: Sun Apr 27, 2008 10:27 am 
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Joined: Fri Feb 08, 2008 6:04 pm
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Syndal wrote:
Oooh! Idea! Remove stances as they are now from the game. Re-add them as a skill for uh, swashies(with a bit of tweaking/enhancing of course!). :o


Stances is something you'd see with Melee fighters, has ever lil to do with ranged/spell casting, though I guess if you liked to get into it with Ranged most people consider the prone the ideal choice for snipers but in a text based game, I don't see that happening, unless you wish to keep the scout stationary, more accurate and harder to hit though takes more damage when struck.


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