Awesome overview!
One note on greater shields, the 3 that give you resistance to a physical attack, also make you resistant to another.
Shield of earth - 33% resistance to blunt, 33% vulnerable to pierce
Shield of waves - 33% resistance to pierce, 33% vulnerable to slash
Shield of ice - 33% resistance to slash, 33% vulnerable to blunt
Someone correct me if I'm wrong on which shie
Sacer poured hours into that thing, and absolutely has every right to decide to close it.
That being said, his post basically said since some people won't be able to enjoy the area as I intended, I'm just going to close it so no one can enjoy it. That feels a lot like taking your ball and going home because of something you didn't like.
This feels like more of the mentality
Quas took the first one.
For roundhouse, it's a more damaging version of kick that can have trip-like lag if you get the dazed echo.
For mimic, I believe it's mostly for roleplay/mischievous uses. No real mechanical benefits, but can be fun to stir up trouble in the right situation.
As mentioned, they won't drop their weapon from str loss, but if you stack enough (weaken, poison, chill touch, etc) you'll notice they don't hit as hard. I have to think they've got similar impacts to dodging with dex maledicts.
I love it when people talk about imbalances. Granted some things have been tweaked, but other than dex changes through the years it hasn't changed that much and here's what I can remember people saying were imbalanced:
Evil conjies (yes he was scion but Zhenyen was nasty)
Dexy elf/d-elf striking warriors
Throw assassins
Murder Druids (bonus for the transmute changes saying druids
Step 1: Roll up a storm giant warrior
Step 2: Rank to 20 and choose mace spec
Step 3: Get lots of food, flee past the Kuo-Toa in the tunnels, and get the crystal to get you into Silent Tower
Step 4: Fight the unlimited lvl 50 water elementals that can't hurt you and backhand them to death
Step 5: Rank to 40+ in a couple of hours
Step 6: Delete because as much fun as it was, all your ski
I miss Tar Valon and the Sa'angreals. They were awesome themselves, but also back in Empire when you could donate items and get the benefit of their value, Sa'angreals cost the amount of the clocks in TV (like 80 copper), and so it was easy to pickup 40 or 50 in a go, and they had a value of 10+k a piece so in about 20 minutes of farming you could shoot to the top of the Imperial donat
Just curious, does the gear purging code look at how much time you've played over X amount of days to determine when to purge?
I ask because I was out for a week, and then I've had two 30-45 minute logins over the past 3 or 4 days with no gear purge, then I logged in today and had a gear purge. Did I just fall below some average hourly threshold?
I also picked up a couple more li
I'd almost just rather have the instant death traps then having forget or insanity for that long (sometimes even -1 hours) plus if I remember you can get sucked into the belly of some creature there and random shit pops out of the shadows and keeps attacking. Yeah thanks no.
Whose fun has to stop when you don't full loot someone? Are you saying you only get enjoyment when you're taking somebody's pies?
Everyone has a different fun stick, but some of the best memories I have of CF are getting into grudge matches with fairly well matched opponents where we'd fight half a dozen times a day with plenty of deaths on both sides. If either party eve
It's a simple matter of wasting people's time. Some probably don't mind regearing, but for most folks it's just a chore that means you have less time doing what you enjoy about the game (pk'ing, exploring, etc).
You don't want to take out looting, because it's the risk of losing (or gaining) some nice gear that adds to the excitement of pk. However, when yo
Agreed. Once you learn the tricks with svirf int you start despising the spells that are cast without a target. I would bet well over half of the 131 hours to mastery was spent mastering things like wind wall, shields, conglaciation, vortex, etc.
I really like mages in general, but for some reason (masochism I suppose) I keep playing 7 path (often svirf) vokers and lose interest about the time I get all 7 paths mastered. My
last svirf had all paths mastered at 131 hours, I think that's my record.
I've also been on a druid kick lately. Love their versatility.
There is also a pre-req for roll the bones/spin the wheel of having the shapeshift spell (not the skill) above 85% I believe. You might already be aware of that but I see a lot of people who think those edges take a lot of edge points just because they haven't met that pre-req.
So, based on what I see with that cryptic crossword, and the special clue with all the stars, I get the impression Masters will be coming back. As a habitual mage player, I'm excited (and hope I'm not misinterpreting some things).
I believe both upper cragstone and the new arial city both sell potions of reduce and enlarge.
New arial city I think also sells potions of protection (they actually quite a few potions now).
Avg 80 shadow dagger making its way around.
Matron mother and Tiamat sitting in market square.
Non-test server:
Nazmorghul acid blasts hitting area for 1000+ dam
Warrior specs first went in giant polearm specs couldn't be touched in melee
Ruby hilted dagger from tar valon that had a chance to drop either you or your opponent to 1 hp
Shadow cabal! (Unless they still exist...)
Buying
I rarely play and generally don't take sides, but to watch that ass hat post what he did and then pretend like he's the victim....yeah, I thought Umiron's post was justified and I'm glad he called out how ridiculous it was.
Some people really do think there are people out there putting lots of effort into making their lives miserable.