Shattered Kingdoms

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PostPosted: Sat Mar 10, 2007 12:42 pm 
Erevan wrote:

Team lightie has no such method. If they have no relics, they stand a slim chance in hell.


I'd like Dulrik to post mud stats about number of light-auraed chars vs. dark auraed chars. The fact they have 3 nations which work together usually. And the fact lighties can always get free, great equipment without lifting a finger but typing 'request'.

I think honestly, darkies get a major shaft in the CRS competition. Necros help lessen that effect.


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PostPosted: Sat Mar 10, 2007 1:13 pm 
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I would think that currently darkies just about out number lights almost 2 to 1.


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PostPosted: Sat Mar 10, 2007 3:58 pm 
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What's the matter with that? In a few months, darkies'll start dying out, and in about half a year, they'll be back to hiding in their holes. Another six months, and we'll be back where we are right now. Annual cycle is good.


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PostPosted: Sat Mar 10, 2007 6:23 pm 
Quote:
>
A grave male half-elf utters the words, 'parl xafe'.
A grave male half-elf's divine wrath mauls Tahira.
A grave male half-elf's attack passes right through Tazhikun.
A grave male half-elf's divine wrath DEMOLISHES a wraith!
A grave male half-elf's divine wrath DEMOLISHES a wraith!
A grave male half-elf's divine wrath DEMOLISHES a wraith!
A grave male half-elf's divine wrath MASSACRES a wraith!
A grave male half-elf's divine wrath DEMOLISHES a wraith!
A wraith collapses to the ground.
A grave male half-elf's divine wrath wounds Adrienne.
Salithar falls to the ground!
A grave male half-elf's divine wrath maims Salithar.
A grave male half-elf's divine wrath mauls Amnemoreth.
A feral male half-elf falls to the ground!
A grave male half-elf's divine wrath devastates a feral male half-elf.
A grave male half-elf utters a word of divine power!
You are struck down!
You feel a brief tingling sensation.
A grave male half-elf's divine wrath hits you.
Your charm spell wears off.
A vicious male minotaur looks very angry at you!
A vicious male minotaur pierces at your stomach, smashing a deep gash.
A vicious male minotaur pierces at your chest, smashing a small but painful wound.
A vicious male minotaur has been freed of domination!
A vicious male minotaur no longer looks so mighty.
A grave male half-elf's divine wrath MUTILATES a vicious male minotaur!
[HP: 78%] [ME: 76%] [PE:100%]



1 person stopped a cabal raid with one spell.

Yeah. Enough talk about how overpowering necros are.
1 person just proved that the class ain't all that everyone makes it out to be. ;)


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PostPosted: Sat Mar 10, 2007 6:31 pm 
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That is a general truth. 1 able prepared player can always stop a cabal raid.


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PostPosted: Sat Mar 10, 2007 7:00 pm 
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Team lighty is able to make themselves immune to gas breath, able to break the relic right off the guardian (at least they were able too...probably got fixed), able to make it so no one can enter the room with them while they attack the guardian, have an advanced warning of anyone running into the hq to defend while dealing them damage, deal a massive amount of damage via fist skills, knock people in the room defending the guardian out of the room ect.


Team darkie gets a necromancer and they can make it dark...I think team lighty has the serious advantage in cabal raiding.


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PostPosted: Sat Mar 10, 2007 8:22 pm 
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Lasted I checked a relic saved on the guardian when given to them so even if you kill them. If you dont return it to another guardian before it rots it goes back to the guardian it was last given too (was a fix for crashes resetting relics to cabals).

Remember you can only use these "Lightie vs Darkie" powers when you have your relic. Once you lose your relic lighties are at a disadvantage because darkies have necromancers. Now because lighties work together there is a chance one group will have their powers but for this same reason when darkies get a group strong enough to take one relic they often take more than one relic. When considering the advantage and disadvantage you should only think of the power that they have after their relics are taken. Cabal powers should not be used as balancing factors for necromancers if cabal powers are unbalanced they should be looked at themselves.


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PostPosted: Sat Mar 10, 2007 9:24 pm 
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I had a paladin mess up one of my cabal raids on the Fist solo without a holy word.

The Guardian had two relics and was at awful wounds when Yaubl rescued it. He survived a round long enough for the next gass breath to go off and kill off the wights. If that round had been on the Guardian I'd have succedded.

There are better and easier ways to mess up a cabal raid eigther than a holy word aswell.


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PostPosted: Sat Mar 10, 2007 11:16 pm 
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It would be assanine to only consider the power of lighties vs darkies after relics are taken. CRS doesn't start AFTER all the relics are taken. If everyone has a relic then the lighties have a huge huge advantage in going out and seizing relics. Lighties also get paladins which are the best guardian tanking class out there. Lighties also have the best bards if no one has a relic and as it has been pointed out, the lighty orgs outnumber the darkie orgs 5v3. Thats keepers/talons/fist/hammer/guardians vs adepts/mc/con. I left druids and harlies out since they swing back and forth, although traditionally druids tend to side with the light making it 6v3. So the light has 2:1 odds for the most part.


Yeah necromancers have an easier time regaining relics without cabal powers, but it still usually takes 2-3 necromancers with prepared armies to drop a single inner guardian with only 1 relic. And two gas blasts will annihalate the entire army if they aren't quick. One holy word stops everything dead in its tracks. And lighties have 2 classes able to holy word.


As it currently stands, the light has a large advantage with relics in place.

The dark has a slight advantage if they don't have any relics.


I would point out that a single warlock casting fireball will drop an undead army with a quickness, but a single warlock can pretty much stop any raid group for either side.


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PostPosted: Sun Mar 11, 2007 3:42 am 
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Maybe im biased in a way, but to to me it seems balanced enough. True a necro can gather a huge army, but the amount of preperation needed sort of offsets the advantage. People talk about how a single necromancer is able to take back the relic "more or less", well in this case its pretty much less. To kill the inner guardian, without enlarged undeads, and enchanted weapons, I would at least need 80 wights and 20 wraiths, and still have to pray that no players come in, and the guardian doesnt fire gas blasts before it dies, which pretty much gives me a 15 rounds window.

The problem in this scenario is the amount of preperation time needed to organize such a raid. In a ll fairness, a single holy word will basically end the raid, making all the preperation go down the drain.

Anyway, this tactic is basically impossible to complete now because of the necro change, unless you use devices for animating, so its fair to say: If darkies has a necro advantage, its pretty much gone now. In the light of this new change, I would recommend that all guardians get a new area attack type that damages all player races equally.


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