Shattered Kingdoms

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PostPosted: Wed Aug 25, 2010 6:28 pm 
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Joined: Thu Jan 22, 2009 4:41 am
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Location: Witness Protection
SK Character: Cyndane - Talys
Nah. Just make it a minotaur, and nab those Spell Ward horseshoes. That, 10 MR trains, and the armor that comes with great MR. You should be good.

You'd get merc'd /hard/ by other melee classes though, lol.


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PostPosted: Wed Aug 25, 2010 6:41 pm 
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Joined: Fri Jul 09, 2004 8:43 am
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Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
That's the common misconception though: There are two big problems with MR barbs: Healing and buffing.

Without buffs, barbarians cannot even come close to their potential. Without healing, barbarians aren't very long-lived or versatile. The "prime" middle ground for MR trains is actually somewhere in between, which is also the reason why a "perfect" MR barb would have to have a very specifically tailored suit in order to get close to his maximum potential, but a typical barb can just run in with lousy armor, buffs and a weapon and still be operating on the same level of deadliness as his ideal suit.


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PostPosted: Thu Aug 26, 2010 12:49 pm 
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Deathadder wrote:
I disagree to removing siegecraft and sling. If used properly one can cripple those attacking cabal hq's, also can be benefice to city defense. You just gotta know how. I've trained both skills, and have seen some pluses to them. No one takes the time to figure it out. Plus sling can help with certain back row people. If training or not.


Obviously you've only been battling newbs.


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PostPosted: Thu Aug 26, 2010 9:52 pm 
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Joined: Sat Oct 23, 2004 10:55 am
Posts: 497
Location: Coorado
SK Character: Iptrilus
Full MR griffon barbs are just mean against casters. The one I made to screw around with murdered high level casters at Master (1), but also got murdered by melee since he couldn't get buffs. The plus side, however, was MR caused a set amount of healing no matter what spell was used, so he could get spam cast cure light rapid style on him and heal for more than the spell would have healed had he not resisted it. So if you do make an MR barb, have a healer just spam whatever their fastest/lowest cost spell is on you and you're golden.

As for sling, the only class I could see benefiting from sling would be a priest, if and only if second attack was moved to Initiate and crossbow was moved to Veteran. As it is now, it costs way too much PE to dig up stones and they're heavier than arrows for less damage as far as I can tell. I wonder if enhanced parry would allow you to parry with a sling, though. I could see a merc specialized in sling with a sweet mithril sling being an interesting concept. Anyway, back to reality now...


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PostPosted: Fri Aug 27, 2010 2:23 pm 
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Joined: Sat Jun 19, 2004 10:51 am
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I guess truly fixing mr barbarians is not an easy simple idea. But I would like for them to not be a laughingstock one day :D

I don't know, maybe suppression could be changed the way it works so it has a 50/50 chance to allow a beneficial spell to hit a barbarian? Slightly more if its a shaman?


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PostPosted: Fri Aug 27, 2010 2:30 pm 
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... Actually I don't think that's a terrible idea!


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PostPosted: Fri Aug 27, 2010 4:18 pm 
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Joined: Sat Oct 13, 2007 11:01 am
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Location: BFE Arkansas
SK Character: Addison
Or change the shaman healing spells so that the can heal a barb without the mr, instead of it being from a god, it affects the spirit....

Skill idea: chant

The shaman has the ability to sooth the barbarians spirit in and out of combat allowing thier healing prayers to pass effectively passed the barbarians mental wall, increasing the chance of healing sucsess


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PostPosted: Fri Aug 27, 2010 6:20 pm 
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Awww, not a lot of shamans in game but I always thought that there should be -something- in the code to support the RP link of a shaman and barbarian.

Change the name to something cooler and I'm sold!


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PostPosted: Fri Aug 27, 2010 6:21 pm 
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Joined: Fri Apr 17, 2009 9:50 pm
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Or.


1: Copy all buff spells. Add a "pill_" prefix to the spell's name in the system, leave the "displayed" name the same so that we as players cannot tell the difference.
2: Modify all "pill_*" spells so that they bypass MR, are more resilient (if not immune) to dispel, and persist in anti-magic.
3: Update all pill type objects to use pill_ spells. Consider having potions do the same.

End result: letting scouts and barbarians be the friends they should be, and consider doing the same for the brewers.

The idea here is that, to make a mechanical analogy, pills, potions, and other 'alchemical' consumable items represent extraordinary abilities as opposed to spell-like ones.


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PostPosted: Fri Aug 27, 2010 7:27 pm 
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Joined: Fri Jul 09, 2004 8:43 am
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Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
I thought this was the easy ideas thread?


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