Shattered Kingdoms

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PostPosted: Sun Mar 11, 2007 4:16 am 
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TheCannibal wrote:
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.


Cannibal, I have to point you out wrong here.

Ability wise, yes you are right.

The point you are wrong at is pure numbers.

The Lighty side may have code in their favor, but do/will they have numbers of actual -players-?

That is the current arguement.

Yes in the long run good > evil.

But at any given point the entire playerbase could swing one way or another, -completely- unevening things.

I'm just glad that we got a few leet players that realize this and delete their alts in favor of balance.

It can only condlude in more epic battles.


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PostPosted: Sun Mar 11, 2007 8:15 am 
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personally i think the lighties tend to out number the dark but it may be more like a 3:2 than a pure 2:1.


Of course, I'm sure D keeps records of the log in numbers and knows for sure.


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PostPosted: Sun Mar 11, 2007 8:19 am 
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SK Character: Delear - Maridosen
Throughout the last years, the class has been severely raped over and over again but this? Even though I don't currently play SK but having a necro for full three years remain a sweet memory and the idea of coming back with another necro at some point is always in mind. I've survived and evolved through innumerous of other changes but this one personally displeases me the most of any other and actually lessens, if not extinguish any desire to return.

For as long I had Delear, I don't ever recall of using more than 7 wraiths, no matter what I was fighting or how many I had to deal with. There was a single exception of 21 wraiths for reclaiming a relic...Once. A strong reason for doing so, was that people won't come to the forums and QQ enough for yet another wimping of the class.

If every necromancer got to -HAVE- a limited amount of undead following him, make it that the concentration effect will appear after the first seven/eight animates. OR...To require concentration for every undead you have outside your group.


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PostPosted: Sun Mar 11, 2007 10:04 am 
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Concentration is really, really, really small. I think objectivistactivist told me it was somewhere around 25-30 with no other spells. I'll bet you could hold 10 wraiths, detects, and death shroud and still be able to cast finger of death.


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PostPosted: Sun Mar 11, 2007 10:08 am 
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SK Character: Karsh
The Mighty Fluffball wrote:
Concentration is really, really, really small. I think objectivistactivist told me it was somewhere around 25-30 with no other spells. I'll bet you could hold 10 wraiths, detects, and death shroud and still be able to cast finger of death.


You can't, at least you couldn't before D's second tweaking of the costs. I've done fairly extensive testing on the concentration costs before the tweaking, and maybe with an age-ticked Delf you could almost manage that feat, but as the average necromancer it'd be way out of reach.

EDIT: And that was the number I gave you if you didn't even want to be able to cast Cause Light, and were an age-ticked Delf.


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PostPosted: Sun Mar 11, 2007 11:08 am 
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Yes, I realize that. I said 25-30 would only be possible w/o spells. We have too many halfling necromancers anyways.


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PostPosted: Sun Mar 11, 2007 11:10 am 
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The Mighty Fluffball wrote:
Yes, I realize that. I said 25-30 would only be possible w/o spells. We have too many halfling necromancers anyways.


My "you can't" statement was in relation to your FoD statement.


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PostPosted: Sun Mar 11, 2007 11:11 am 
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:devil:
Bet I can.


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PostPosted: Sun Mar 11, 2007 11:13 am 
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The Mighty Fluffball wrote:
:devil:
Bet I can.


I will once again point out the age-ticked delf qualification.


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PostPosted: Sun Mar 11, 2007 11:16 am 
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I know, but ten's a pretty big number regardless. I think that the usual max would be somewhere around six wraiths, with which I know for a fact that you can cast FoD, even with a non-int-maxed delf necro and no int mods. 'Course, I can't remember if I had it maxed before the age tick, so it might be at the pre-age-tick max already. But I'm fairly certain that a halfling necro with maxed int should be able to hold two rows, detects, and and FoD.


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