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PostPosted: Fri Jun 08, 2007 10:14 am 
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Immortal

Joined: Sat May 07, 2005 8:16 am
Posts: 4124
Location: Las Vegas, Nevada
SK Character: Achernar
This idea is sound because it not only stops recalling. It could indeed stop a holy word, if it did enough PE damage.

Me likey.

A


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PostPosted: Sat Jun 09, 2007 2:26 am 
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Mortal Contributor

Joined: Thu Feb 28, 2002 4:00 pm
Posts: 1279
Location: Miami, FL
Achernar wrote:
This idea is sound because it not only stops recalling. It could indeed stop a holy word, if it did enough PE damage.

Me likey.

A


see, now you're looking more into it

it's more utility than just curse:

- can make hit and run with retreat a bit more painful / difficult
- can cap a huge damage dealer by killing his damage output/ability to run if you stack him with enervates
- can prevent holy words from firing
- can help deal with word of recall
- can force someone into choosing speed jog or walk over speed run, meaning they can be caught easier
- can prevent a spellcaster, who won't have a very high pe base, from running
- other assorted stuff!

there's more to it than the couple few things you all have thought about. people are kind of saying necromancers need to be stronger than they currently are, and i always think that barring voodoo, shamans are relatively weak considering they have no reliable, single-target damage. this is a tool for both of these classes, and you might be able to make a case for others. think about it in that light.


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 Post subject: Re: Spell idea: enervation
PostPosted: Sat Jan 26, 2013 1:33 pm 
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Joined: Fri Jan 11, 2013 1:42 pm
Posts: 214
worst idea since funitari


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 Post subject: Re: Spell idea: enervation
PostPosted: Sat Jan 26, 2013 1:53 pm 
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Joined: Thu Jun 22, 2006 8:43 am
Posts: 2323
SK Character: Airkli
Shamans are OPd, give a PE sapping skill to swashies. Each successful strike on a swashbuckler causes additional PE drain because they are so hard to hit.


Or something like that.


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 Post subject: Re: Spell idea: enervation
PostPosted: Sun Jan 27, 2013 7:51 am 
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Mortal

Joined: Fri Dec 02, 2011 6:52 pm
Posts: 313
Location: Strawberry Fields Forever~♫
Shamans OP? BS! Pics or it never happened.
This spell is a wonderful addition to both Necro and Shaman both...


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 Post subject: Re: Spell idea: enervation
PostPosted: Sun Jan 27, 2013 8:09 am 
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Joined: Mon Sep 16, 2002 4:06 am
Posts: 756
Location: Murfreesboro/Cookeville, Tennessee
Not sure I'd call Shamans OP, but they probably don't need any changes unless you're doing something to voodoo. They're already a pretty solid class.


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 Post subject: Re: Spell idea: enervation
PostPosted: Sun Jan 27, 2013 8:37 am 
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Joined: Fri Dec 02, 2011 6:52 pm
Posts: 313
Location: Strawberry Fields Forever~♫
Hasn't it already been discussed in prior threads that voodoo is likely harder to land with the recent changed that have been established? Drop the Voodoo being OP already. There are worse things out there...


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 Post subject: Re: Spell idea: enervation
PostPosted: Sun Jan 27, 2013 8:40 am 
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Joined: Mon Sep 16, 2002 4:06 am
Posts: 756
Location: Murfreesboro/Cookeville, Tennessee
I never said voodoo was OP. I simply said they are a solid class and the only changes they could possibly use vs other class changes is a change to voodoo. Even without voodoo, they are a solid class.

PS: I'm not on the nerf Voodoo train.


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 Post subject: Re: Spell idea: enervation
PostPosted: Sun Jan 27, 2013 10:28 am 
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Joined: Thu Dec 22, 2005 7:27 am
Posts: 5014
Location: Hiding
So theres this cabal called the crucible of shadows..


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 Post subject: Re: Spell idea: enervation
PostPosted: Sun Jan 27, 2013 2:00 pm 
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Joined: Fri Aug 24, 2012 3:21 pm
Posts: 906
Curious, on how shamans are supposed op or solid. They are massively stat heavy, half as good as any tank, half as good as a priest in healing. Half as good as a maledictor compared to hellions. If solid means that they can do everything half as good as their counterparts, suuuuuure. If all shamans are supposed to be voodoo cannons/brew bitches, wow... very boring.


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