Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Tue Jan 08, 2008 8:20 pm 
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Two things to keep in mind here.

Paladins/Merc get heavy armor, and the corresponding decently sized heavy armor bonus.

This makes them alot better tanks before spells are involved, and the various "issues" with SA make the problems even more glaring.

Doesn't work on some physical attacks IE: riposte
Doesn't give near the damage reduction it used to "back in the day"

Shamans have all kinds of underlying issues, like Spirit Horde being fairly awful since the only time you're getting full use out of it (Multiple Opponents) means you're likely getting lagged via trip/bash, or losing spell casting due to damage from a spell because of the other spells you're holding. The bash effect not going off on every cast. The damage not being anything special. The list goes on and on.

So what do shamans have going for them?
Call lightning isn't bad, but I think it's beaten hands down by BoG/Holy Word/et all

The full list of maledictions, Heal/Sanc, Voodoo, SA.

Paladins get both Heal/Sanc, and also protection which against their main enemies is going to give you a comparable damage reduction to SA.

That leaves old Voodar and maledictions, maledictions are great and one of the few things that saves the class from being horrid. Voodoo can be good/great, however all the "mana suit" QQ's are idiotic. Junk them. Solves that problem until they get their stuff together again, at which time you can junk them again. It's not like Voodoo leaves someone extremely vulnerable. Oh wait...

"They can be protected by people." They sure can, however even if Voodoo didn't exist if they had the people to protect them during their quiet time, they just as easily could have formed up a gank squad and killed you face to face, the only real benefits are not needing to find you/wade through guards, and less chance of escape.

"Oh noses double voodoo" How many players are their right now at one time? I'll be generous and say 50. Out of that how many are Shamans? I'll be double generous and say 4. If you [REDACTED] off 50% of a class with the power to strike from anywhere, you should expect to get slapped by them when they are able.

As far as voodoo wimping goes as a whole, not really needed, however if wimping voodoo gives them the attention they need to boost them into being a better class, so be it.


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PostPosted: Tue Jan 08, 2008 9:10 pm 
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Only a handful of classes even die from a double (undolled) voodoo if you prepare yourself.


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PostPosted: Tue Jan 08, 2008 9:38 pm 
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Location: I am at one with my duality.
Sklz, you assume you have to [REDACTED] them off for them to voodoo you. And the problem isn't just double. I honestly don't care all that much so long as people are overly abusive (meaning spamming the stuff), but I had the chance of being hit with voodoo three times in a row tonight. Even without dolls, that'll kill. I think it is uber RP to have three shammys sitting around performing a ritual to kill someone, but I could see it getting out of hand very easily. In the end, however, I think voodoo should simply be watched and taken away from shamans who decide to be ridiculous with it.


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PostPosted: Wed Jan 09, 2008 4:03 am 
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My shaman doesn't voodoo, I just think it's a cheap gank.


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PostPosted: Wed Jan 09, 2008 6:07 am 
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SK Character: Karsh
I've said it before and I'll say it again now: The non-fatal, malediction based voodoo is under-used. It more closely fits the theme of voodoo to screw someone up with weaken, blindness, deafness, slow, and curse than to outright kill them, and such a thing should be done more often than it is. Looking at voodoo as solely a one-shot kill from anywhere in the world is so narrow a use of the spell that it's silly, to say it politely.


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PostPosted: Wed Jan 09, 2008 3:44 pm 
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Gremlin24 wrote:
Sklz, you assume you have to [REDACTED] them off for them to voodoo you. And the problem isn't just double. I honestly don't care all that much so long as people are overly abusive (meaning spamming the stuff), but I had the chance of being hit with voodoo three times in a row tonight. Even without dolls, that'll kill. I think it is uber RP to have three shammys sitting around performing a ritual to kill someone, but I could see it getting out of hand very easily. In the end, however, I think voodoo should simply be watched and taken away from shamans who decide to be ridiculous with it.


As has been said a thousand times over, if someone is logging in and voodooing you for shits and giggles and logging off, then report it to the immstaff. Not a hard thing to figure out, believe it or not there does need to be some sort of RP for PK, even if it is a spit.

Also, having played a delf necro, with no hp trains, and well less than max con I know how annoying voodoo can be at times, it still isn't annoying enough to be wimped without a buff to something else.


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PostPosted: Wed Jan 09, 2008 9:48 pm 
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Oh, of course. What I was explaining, though, is that there is an innate RP that causes people to automatically be on people's bad sides. Me being the leader of the CoN makes droobies and various other necro-hating characters not like me so much right from the start. Thus, they have an excuse to multi-voodoo me if they so chose to do so.

I still don't think voodoo needs a wimp. I must be one of the few who actually like that there is one spell you can't really hide from, only prepare for and hope you survive. I mean, I know there are certain ways to hide from it, but still.

If it ever was wimped again, I'd say take it out and replace it with some more offensive/utility options. I've had a fair number of ideas about how to compensate for such a loss.


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PostPosted: Thu Jan 10, 2008 1:50 pm 
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Actually, you can hide from it. I think.


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PostPosted: Thu Jan 10, 2008 1:52 pm 
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How to protect yourself from Voodoo

Code:
>quit
Alas, all good things must come to an end.


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PostPosted: Thu Jan 10, 2008 1:57 pm 
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Orrrrrrrrrr, keep yourself spelled up.


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