Shattered Kingdoms

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PostPosted: Wed Jan 16, 2008 3:03 pm 
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Mortal Philanthropist

Joined: Mon Jun 21, 2004 12:58 pm
Posts: 3632
Location: Spokane, WA
I am all for Voodoo having a saving throw, but if they have a doll. The saving throw is reduced tremendously.


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PostPosted: Wed Mar 12, 2008 5:52 pm 
This just in, I was just voodooed by some loser while I was in a city and while they were in a city, and I got no outlaw memory from it. Is this a bug, or intended?

Oh, and to clarify, shim is a druid, so not in a tribunal.


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PostPosted: Wed Mar 12, 2008 6:12 pm 
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Mortal

Joined: Wed Aug 07, 2002 11:54 pm
Posts: 2765
Location: Pyrgos, Greece
Did the voodoo kill you? No I guess.

You have said once this was a feature, when you had your griffon shaman and failed to kill my necro. So I guess it's a feature, if you say so!


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PostPosted: Wed Mar 12, 2008 6:13 pm 
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Mortal

Joined: Wed May 29, 2002 8:08 am
Posts: 1232
Location: Tennessee, U.S.A
I'm with Rial on this one. Voodoo has a very high chance of dropping any none warrior class in one voodoo, with relatively little danger to the caster what so ever, and with two shamans working together, nobody is safe.

Voodoo really deserves some sort of saving throw, make fortitude reduce it's damage along with MP or something along those lines, also voodoo should put some sort of flag on the target than makes it so they can't be voodoo'd again for like an hour. This will prevent double/triple voodoos.

In my opinion voodoo is a broken lame way of killing someone, and anyone who has a buddy who can locate can easily have anyone killed and run to grab there corpse.


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PostPosted: Wed Mar 12, 2008 6:41 pm 
Dark-Avenger wrote:
Did the voodoo kill you? No I guess.


Of course not, don't be silly.

Quote:
You have said once this was a feature, when you had your griffon shaman and failed to kill my necro. So I guess it's a feature, if you say so!


I just looked over the last five or so voodoo threads made, and I certainly don't recall saying any such thing (nor was my memory jogged by any posts I made). I do remember killing you with voodoo though, good times.

You sure do like to stop by with those little barbs of yours though, don't you? It surprises me from a guy whose main insult for a good long time was "ha ha what are you doing here you don't even play".


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PostPosted: Wed Mar 12, 2008 6:44 pm 
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Mortal

Joined: Thu Aug 31, 2006 1:50 pm
Posts: 3502
Location: Canada
SK Character: Karsh
Voodoo has saving throws. If it doesn't kill you, you get to save against the maledictions.


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PostPosted: Wed Mar 12, 2008 7:15 pm 
I don't think that was the suggestion.


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PostPosted: Wed Mar 12, 2008 7:16 pm 
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Mortal

Joined: Thu Aug 31, 2006 1:50 pm
Posts: 3502
Location: Canada
SK Character: Karsh
RELALY!?!?!?!?!!!!```11

In all seriousness...

Aw. Voodoo's fine.


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PostPosted: Wed Mar 12, 2008 7:17 pm 
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Mortal

Joined: Wed Mar 06, 2002 10:34 am
Posts: 1505
Location: Los Angeles, CA
this is what I think should be done to voodoo.

- Get rid of the any room cast make it same room only.
- No longer takes all mana instead more like a quarter or 1/3rd of it.
- Is on a 5 minute cooldown - meaning can only be used once every 5 minutes. Not sure if this is even possible to code
- Has a high chance to at least take 50%-75% percent health and bash for 3 rounds
- Spirit aura must be up and using this spell removes it.

this is just a suggestion but it would get rid of the voodoos from across the realms and it would put shamans in combat groups as a force to be reckoned with


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PostPosted: Wed Mar 12, 2008 7:18 pm 
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Mortal

Joined: Thu Aug 31, 2006 1:50 pm
Posts: 3502
Location: Canada
SK Character: Karsh
They already are a "force to be reckoned with" in combat groups if they're played properly.


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