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 Post subject: Re: Code Update 12/27/2011 - Q&A
PostPosted: Wed Dec 28, 2011 7:14 am 
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Mortal

Joined: Thu May 11, 2006 11:00 pm
Posts: 2767
Location: Pearl Harbor, HI
SK Character: That one guy who pk'd you.
Ivstnesr died too soon. Where is the God of swashbucklers demanding a buff for them?


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 Post subject: Re: Code Update 12/27/2011 - Q&A
PostPosted: Wed Dec 28, 2011 7:32 am 
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Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
They got riposte bonuses in defensive, so meh.


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 Post subject: Re: Code Update 12/27/2011 - Q&A
PostPosted: Wed Dec 28, 2011 7:46 am 
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Joined: Thu Oct 06, 2011 10:59 am
Posts: 755
This is nice and all but the throw code still utterly rapes you.


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 Post subject: Re: Code Update 12/27/2011 - Q&A
PostPosted: Wed Dec 28, 2011 7:52 am 
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Mortal

Joined: Thu May 11, 2006 11:00 pm
Posts: 2767
Location: Pearl Harbor, HI
SK Character: That one guy who pk'd you.
:-?

I don't think that is enough of a buff to make them viable. How many swashies are there in the game? I bet there are more warlocks. Not to mention swashbucklers are terrible for PvE. A warlock has much more utility, and an elemental can out tank a swashbuckler. The only thing a swashbuckler has going for them is fighting someone who is armed with a parriable weapon, that is not a massive weapon and taunt. That is pretty weak sauce.

I say buff finesse to also increase weapon speed for finesse weapons. Right now there are logs of swashbuckler weapons deflecting off of heavy armor, even if the help file says it is supposed to find kinks and weaknesses in that heavy armor.


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 Post subject: Re: Code Update 12/27/2011 - Q&A
PostPosted: Wed Dec 28, 2011 8:33 am 
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Mortal

Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
Swashies can pump out decent damage in PvP, if someone's deflecting then crappy weapon enchants are probably in play. Swashies are also the only class capable of guaranteeing a kill on the majority of races and classes through taunt. The disarm insano-buff was also a credit to swashies IMO.

And come on, no armored swashie will be out tanked by a fire elemental. That's just silly.


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 Post subject: Re: Code Update 12/27/2011 - Q&A
PostPosted: Wed Dec 28, 2011 8:51 am 
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Joined: Fri Dec 16, 2011 8:34 am
Posts: 151
Is the dispel magic element of Holy Word boosted along with the spell (dispel magic)?


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 Post subject: Re: Code Update 12/27/2011 - Q&A
PostPosted: Wed Dec 28, 2011 8:52 am 
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Joined: Thu Nov 03, 2011 8:09 am
Posts: 95
Does 'publicly known' mean all public (non-cabal) spells?

Or just sampling of the spells in game? I notice it seems to be a bit random, spells that are class defining spells like magma spray, domination, and petrification are on the list, but bolt of glory and finger of death are missing.

Also does dispel magic take into account magic resistance or just willpower? That was never really made clear.

And does holy word's dispel magic now even more powerful? IE 1 hw will eliminate all animates now instead of 2?


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 Post subject: Re: Code Update 12/27/2011 - Q&A
PostPosted: Wed Dec 28, 2011 9:01 am 
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Joined: Thu Dec 22, 2005 7:27 am
Posts: 5014
Location: Hiding
Was the merk's riposting everything fixed?


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 Post subject: Re: Code Update 12/27/2011 - Q&A
PostPosted: Wed Dec 28, 2011 9:02 am 
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Joined: Wed Sep 24, 2008 12:21 pm
Posts: 4452
I imagine we can impair Deamuce with the control undead spell.


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 Post subject: Re: Code Update 12/27/2011 - Q&A
PostPosted: Wed Dec 28, 2011 9:07 am 
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Joined: Sat Mar 02, 2002 4:00 pm
Posts: 1444
Location: New York
I don't understand why impairment was put in. Isn't that a huge buff to fast cast maledictions like blindness? Eg cast it five times on someone then recite petrify?


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