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Is aura of negation dumb?
Aura of negation is dumb. 48%  48%  [ 20 ]
Aura of negation is not dumb. 52%  52%  [ 22 ]
Total votes : 42
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 Post subject: Re: Aura of negation
PostPosted: Tue Jun 05, 2012 3:37 pm 
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Joined: Wed Sep 24, 2008 12:21 pm
Posts: 4452
Tragonis wrote:
I have nothing against the ability, just its effectiveness. 100% magical resistance is too much and the saving throw for AoN is almost none existence.

Ardith also likes to make arguments when the outcome favors him.


Not sure how arguing for aura of negation favors me.


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 Post subject: Re: Aura of negation
PostPosted: Tue Jun 05, 2012 3:43 pm 
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Joined: Thu May 11, 2006 11:00 pm
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Location: Pearl Harbor, HI
SK Character: That one guy who pk'd you.
Then you fail to use the potential of your allies.


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 Post subject: Re: Aura of negation
PostPosted: Tue Jun 05, 2012 3:55 pm 
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Tragonis wrote:
Then you fail to use the potential of your allies.


How is this a relevant discussion into what I can, and cannot do with my class features? I don't play an MR barbarian, and aura of negation could just as easily be used against my character as any other character in the game. I'm not sure that all of you realize that every barbarian gets the same skills, and thus can be just as disposable as the MR griffarb.

I think you'd have just done better to call me an [REDACTED] and left it there.


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 Post subject: Re: Aura of negation
PostPosted: Tue Jun 05, 2012 4:00 pm 
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I was justifying the biased calling by Muktar against Edoras. One can claim the same for you. I actually took the time to gm a non-griffon barb and can say that they are in need of slight tweaking.


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 Post subject: Re: Aura of negation
PostPosted: Tue Jun 05, 2012 4:11 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
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Location: Redwood City, California
Slight tweaking in which direction?


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 Post subject: Re: Aura of negation
PostPosted: Tue Jun 05, 2012 4:50 pm 
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Joined: Mon Jun 21, 2004 12:58 pm
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Location: Spokane, WA
Just wait for a Giant MR barb to come out that is darkie, the griffarb will get its nuts knocked off.

D, like I posted earlier. The only thing that I would do to MR barbs is not allow them to reach to dissipate the magic, unless they are attacked with a melee weapon with reach. If that is done, the griffarbs would definitely be flavor only because they would need to be in the front row to be effective.

[edit]Trag, I have never played a griffarb and probably never will. Yes, I do have a bias to have to have griffons beefed because no race should be 'flavor'.


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 Post subject: Re: Aura of negation
PostPosted: Tue Jun 05, 2012 6:59 pm 
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And I already made my suggestion for tweaking MR barbs. The saving throw for aura of negation needs to be made easier for the target. It's pretty much the same thing Trag is saying.


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 Post subject: Re: Aura of negation
PostPosted: Tue Jun 05, 2012 9:59 pm 
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Location: Miami, FL
So people on the receiving end need the save to be easier? That's it?


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 Post subject: Re: Aura of negation
PostPosted: Wed Jun 06, 2012 12:31 am 
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Yeah, the saving throw for targeted AoN should be reviewed. Right now its extremely effective, regardless of the person's own attributes or enchantments. My guess is about 95%.

I think the 100% effectiveness of MR is also in need of tweaking. Right now if you notice someone is a resistance character, you'd be an idiot to try and cast anything on them since they are 100% immune to it. I would lower effectiveness of MR trains to 90% and let equipment raise it up to 98%. But there should be a slight chance for a properly equipped MR warrior to be hit by a spell. This will encourage MR barbarians to be targeted by spells from other players, helping them heal.


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 Post subject: Re: Aura of negation
PostPosted: Wed Jun 06, 2012 2:38 am 
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Joined: Wed May 02, 2012 4:58 am
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Location: Rolling in the Grave
SK Character: Gailehn, Stephanov
Tragonis wrote:
Yeah, the saving throw for targeted AoN should be reviewed. Right now its extremely effective, regardless of the person's own attributes or enchantments. My guess is about 95%.

I think the 100% effectiveness of MR is also in need of tweaking. Right now if you notice someone is a resistance character, you'd be an idiot to try and cast anything on them since they are 100% immune to it. I would lower effectiveness of MR trains to 90% and let equipment raise it up to 98%. But there should be a slight chance for a properly equipped MR warrior to be hit by a spell. This will encourage MR barbarians to be targeted by spells from other players, helping them heal.


Plenty of things you can cast at them to help them heal. It's just kind of nonsensical right now, even on their dead bodies. ;)


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