Shattered Kingdoms

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PostPosted: Fri Dec 25, 2009 10:27 pm 
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PostPosted: Fri Dec 25, 2009 11:58 pm 
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k...I'm going to have to support Ardith on this.

No paladin should ever die to a voodoo.

Doll or no doll.

And this comes from a guy who has played a paladin. They DO have 2 of the three things that make a person able to survive voodoo with ease after all and one of those things ALWAYS works regardless of alignment.

Seriously, paladins dying to voodoo is fail.

The only way you could have a more embarassing death to voodoo would be if you were a shaman followed closely by a priest.


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PostPosted: Sat Dec 26, 2009 2:13 pm 
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ninja_ardith wrote:
Meissa wrote:
While the sentiment is appreciated, I would have to see some good numbers to be convinced that such a drastic change needs to be implemented. If you are saying you could survive two voodoos, then I imagine the average player would likely survive one. Doesn't seem a big issue to me, especially since the variety of mana mods also has benefits to other classes.


That was true before the changes to mana trains, where it was possible for players to survive double and triple voodoo attempts (I know because I've done it before). That's someone who knows what they're doing though. The average player isn't going to survive one voodoo. That's why they are average.

Now the average mana dumped shaman could possibly come out with at least 1100 mana which is good enough to drop 3/4 of the player base without a spirit doll. If you add mana mods you can easily drive that up to 1400.

That's a crazy amount of damage even at a 2 for 1 exchange. Tell me how many people can actually survive that don't play a merc, barb or swash. The only argument to that is a magic resistant race.


For the record, the total amount of mana you can now get from training mana is less than the total amount of mana you could get before from training mana. Yes, you can reach your maximum amount in fewer trains - but the overall total is less.

I made a character just to point out how [REDACTED] voodoo was (after dying to it from Arafiel on my rogue). I used it to the point that instead of fixing the spell, the immortal who I had been WRECKING the alt of Nashira(/Salak, playing his alt...Tsalyn, was it?) decided to disable my voodoo ability because Dulrik wouldn't fix the unfair spell! ;)

I ganked Ardith on his paladin, Ardith with a voodoo as well, for the record. (He was sitting at sith judge and forgot to keep sanc up).


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PostPosted: Sat Dec 26, 2009 3:34 pm 
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You all realize that any smart player can get up to 15 items with +4-+5 ME on their kit? I'm just saying that Ardith is trying to avoid this situation by pointing out to the staff and the playerbase alike that this problem can be easily fixed, if you want however, my barb needs more HP, so you can add as many +4-+5 HP items as you want into sks:)


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PostPosted: Sat Dec 26, 2009 3:53 pm 
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I find it cute Ardith is talking about voodoo now that it is the only thing his character has to really worry about much. 8)


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PostPosted: Sat Dec 26, 2009 4:15 pm 
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Just get some spirit aura vials.


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PostPosted: Sat Dec 26, 2009 4:15 pm 
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Some people are in religions.


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PostPosted: Sat Dec 26, 2009 4:16 pm 
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grep wrote:
I find it cute Ardith is talking about voodoo now that it is the only thing his character has to really worry about much. 8)
This is what I was trying to say. I also think that mana gear is useful to other people besides voodoo cannons.


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PostPosted: Sat Dec 26, 2009 4:18 pm 
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And if you gave bards the slay command, I bet Ardith would complain about that, too.
:roll:


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PostPosted: Sat Dec 26, 2009 4:19 pm 
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You choose to be in a religion and give up spirit aura. You also get a nice symbol for this.

Of the three classes that need a religion, only 1, the hellion, doesnt have sanctuary. He still has protection which will work against a lightie shaman, but eh, oh well, i guess thats the tradeoff for being so awesome.


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