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PostPosted: Thu Aug 30, 2007 8:08 am 
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Mortal Philanthropist

Joined: Mon Jun 21, 2004 12:58 pm
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Location: Spokane, WA
Mercs make better tanks then shamans.


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PostPosted: Thu Aug 30, 2007 8:12 am 
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Mercs can't heal or cast maledictions. It's called balance.


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PostPosted: Thu Aug 30, 2007 8:21 am 
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Kin, you have to be in areas that you can be gated to, else you can't use voodoo.

And Salandarin, chain voodoo breaks the class. If I had more time than just a few days right now, I'd so make a diabolic gnome shaman, ask a friend of mine to make one similar char with me, plvl us both to GM, get some very simple items and perhaps get in a tribunal for some voodoo gate protection and then spam dual voodoo half the playerbase("oh, feel the wrath of our evh0l ancestors!!~1" or whatever crap RP excuse you want). Seriously, this thing needs to be wimped and I'm willing to spend some of my time to get this done when I get some time.

Perhaps voodoo needs to be a bit wimped on the damage output also, as I've said when I deleted Golg. Just a bit, since it's not that easy for everyone to make a shaman with such a deadly voodoo anyway(it takes knowledge, preparation and a lot of time).

Oh, and yeah, mercs >>> shamans when it comes to tanking. Shamans are semi decent tanks, semi decent healers, have semi decent maledictions, deal [REDACTED] damage and have one spell that causes fear to their enemies(voodoo - call lightning's usage is too limited). Remove voodoo and they become a class none will want to play because other classes are way better than them in all aspects. All it needs to be done is balancing their good thing to avoid spam abuse.


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PostPosted: Thu Aug 30, 2007 8:35 am 
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I think the problem with the spell is that it can still be cast in remote, heavily guarded locations, even though it can no longer be used from areas warded against gate and summon. The risk is still minimal considering it can be used from an area that is populated with guards or NPCs aggressive to the victim of the voodoo.

I suggest adding an additional requirement to the spell. Only allow it to be cast from the six portal stones, so a victim that can't gate still has an opportunity to counterattack (if they survive the voodoo).


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PostPosted: Thu Aug 30, 2007 8:47 am 
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If you want limit voodoo and spamming of it. Here is a suggestion. Once a person has been victim of voodoo they cannot be hit by another for the same length that the shaman is immobilized


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PostPosted: Thu Aug 30, 2007 8:57 am 
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Muktar wrote:
If you want limit voodoo and spamming of it. Here is a suggestion. Once a person has been victim of voodoo they cannot be hit by another for the same length that the shaman is immobilized


I say a 24 hour timer on it like edrain would be sufficent.


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PostPosted: Thu Aug 30, 2007 9:00 am 
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Edrain doesn't have a 24 hour timer, it's way less, unless it was changed during the last 5 months.

And the ticks the shaman is paralyzed are more than enough to be immune to another voodoo anyway to avoid chain voodoo kills.


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PostPosted: Thu Aug 30, 2007 9:08 am 
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What I'd like to see done to the spell is add locations to the spell so that different affects can be done, instead of straight maledictions/damage.

c voodoo head victim could cause curse blindness, deafness and feeblemind with small amount of damage.

c voodoo legs victim could cast curse, slow, hold person (a tick duration) and do small amounts of damage.

c voodoo chest victim would be the pure damage spell causing curse and faerie fire. The damage would be on par with the damage it does now.

c voodoo arms victim could then cause curse, weakness, maybe something else to help make it worthwhile to cast to this location, and small damage output.


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PostPosted: Thu Aug 30, 2007 11:54 am 
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Joined: Wed Mar 27, 2002 9:59 am
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Location: Tempe, AZ
I remember when all you needed to voodoo someone at full damage was to have them greet you.

Voodoo isn't as bad as you folks are making it out to be, really. It's just that shamans and warlocks are the flavor of the week. In two months it will die off and something else will take their place for you guys to complain about being over powered.

Just my bitter two cents.


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PostPosted: Thu Aug 30, 2007 12:25 pm 
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three_sixteen wrote:
I remember when all you needed to voodoo someone at full damage was to have them greet you.

Voodoo isn't as bad as you folks are making it out to be, really. It's just that shamans and warlocks are the flavor of the week. In two months it will die off and something else will take their place for you guys to complain about being over powered.

Just my bitter two cents.


No, you had to greet them. :P


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