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 Post subject: [New Skill Idea] Flight Fighting
PostPosted: Mon May 18, 2009 1:50 pm 
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Joined: Thu May 14, 2009 4:37 pm
Posts: 553
Location: New York
SK Character: ArchaicSmurf
Automatic Skill (barbarians)

A close cousin to blind fighting. Negates the penalties from flight when in melee. Innate ability for griffons (or not).

This is an attempt to compensate for the loss of HP trains.


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PostPosted: Mon May 18, 2009 2:21 pm 
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Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
Meh. Usually riding on a pet is the best thing for a barbarian to do anyways (If you're focusing purely on combat), which kinda negates flying.


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PostPosted: Mon May 18, 2009 2:56 pm 
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Joined: Mon Feb 17, 2003 9:55 pm
Posts: 1365
My understanding is that flight combat penalties only apply to magical flight. That means griffons are already unaffected, and it makes no sense that barbarians be unaffected. While there are legitimate exceptions, barbarians aren't supposed to be a magic-friendly class.

Taking it the other way, and providing a skill that buffs mounted and natural flight might work better. It'd depend on the buff, though.


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PostPosted: Mon May 18, 2009 10:26 pm 
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Joined: Wed Jun 08, 2005 4:55 pm
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Location: Ithaca, NY
firstly, forsooth is correct.

secondly, it makes no fcking sense that barbarians would be accustomed to fighting in mid-air.


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PostPosted: Tue May 19, 2009 7:37 am 
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Joined: Thu May 14, 2009 4:37 pm
Posts: 553
Location: New York
SK Character: ArchaicSmurf
Barbarians are uncivilized warriors who combine instinct, determination and
sheer brute force into a formidable fighting style.

The entire life of a barbarian is combat. They should be accustomed to fighting in any conditions, under any circumstances. The only skill that cant be used while flying is dirt kicking.

Forsooth wrote:
"barbarians aren't supposed to be a magic-friendly class."
Help barbarian wrote:
"Most barbarians view magic as a weakness and disapprove of its use."

Keyword: Most. The purpose of implementing MR trains was to provide an -option- whether to play a magic-hating barb or not.


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PostPosted: Tue May 19, 2009 12:24 pm 
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Joined: Mon Nov 14, 2005 7:21 pm
Posts: 2506
Location: The yellow brick road
SK Character: Bran
Funny, barbarians hate magic...but their best friends are the shaman. :/


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PostPosted: Tue May 19, 2009 12:44 pm 
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Joined: Thu Dec 22, 2005 7:27 am
Posts: 5014
Location: Hiding
In Soviet Aghelia, Air Fights You.


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PostPosted: Tue May 19, 2009 12:45 pm 
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Joined: Tue May 05, 2009 9:51 am
Posts: 312
Location: Wichita, Ks
I thought shaman magic was 'spirits' and not 'mira' type magic.


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PostPosted: Tue May 19, 2009 12:51 pm 
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Joined: Thu Sep 06, 2007 10:28 am
Posts: 1538
There's a thousand was to RP the magic/barbarian relationship. It's certainly viable to differentiate between the power of the spirits or even the gods and sorcery (of course it's just as viable to not do so).

And just because not all barbarians would not be opposed to magic doesn't mean that it's feasible to give the entire class a skill that relies on them using magic (after all, most barbarians do view the use of magic in poor light). I'm not terribly concerned either way, but that specific argument doesn't make sense.


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PostPosted: Tue May 19, 2009 2:01 pm 
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Joined: Thu May 14, 2009 4:37 pm
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Location: New York
SK Character: ArchaicSmurf
The entire class was given suppression. Only useful to an MR barb. This gives the HP-oriented barb a skill likely only to be useful to them (cant be tripped).


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