Had a healer with early empowerment. Found out I can't heal mobs which was part of my role. Then they changed gate which was also going to be part of it. Already was having trouble deciding to play and now this. Full time into Legion I guess.
So not really a big difference there. Those good at pvp will still be better at it with the same amount of edge points. I do think there should be more edges dedicated to specific choices though kinda like some bard or conjurer edges require a certain number of pks while there isn't anything like it for exploration.
A lot of people like to roleplay, explore, do puzzles, etc. Mind, I think that PK and other options should benefit from edge points. The more options the better. But I don't necessarily like that you then feel you have to do one or the other. I'd have it set so you get edge points from any source with it slowly giving less. So if you like to pvp you can focus on that. If you like to exp
If someone died to him pre insects... well damn that's just sad. Granted, it would be annoying as hell dealing with it HENCE the change I wanted to see instead of this.
Like when they are fighting a necromancer or AP. No one wants to turn on trustall or nosummon in those situation. Further, I liked being able to just pop in on people for RP reasons. I still think my idea is better. Every time you gate to someone it gets a counter for 15 minutes. Each counter subtracts 15% success rate of gate. So a serial gate killing healer could only manage maybe 4 gates befor
and used the eagle staff or whatever it is that auto stuns by itself. That combo made it nasty. Gate did not so why bother nerfing it? Besides, it wasn't just about PK. Removing fly means you can't put it on allies. The gate change also means you can't gate to allies who are not in your cabal or if you are uncaballed. No one is running around with trust all on...
I liked being able to gate to random peeps for ARPEE. That and a lot of times friends/allies aren't running around with trustall on when they need help.
I got my dream combo about a year or two ago, fox/croc, but then almost never used croc because it's regen and damage reduction weren't enough to tank anything tough. Ragers would just tear through it like butter and even ranking mobs tore through it. Any maledictions halved the regen too.
Looked in old notes for the actual details and found this note about the five magics. Actually used this for interviews of potential members as well as when I would be interviewed to join. Interestingly they don't really sound accurate to me now as I am older which is probably one reason they are gone. And yes, Frostys post actually had them in it but I am not sure people paid attention beca
I don't know about this mind cloud thing as I don't recall any such thing, but as I answered below, the blank one was damage reduction I'm pretty darn sure.
Pre Lord Adept of Necromancy...
<802hp 12m 551mv> af
You are affected by:
Spell: 'transform' modifies none by 0 for 22 hours.
Spell: 'transform' modifies damage modifier by -10 for 22 hours.
Sp
Target = hp and small damage reduction. Non target was more hp bit no reduction. I may have some bits mixed up as it was long ago but your affect asking for was damage reduction though I don't know specifics. I always used that damage reduction version when I was Lord Adept if Necromancy though.
Think of a good fantasy novel you've read or solid story based RPG you've played. Get some ideas for how the characters are presented in there. Put some character into your character in the story. It needs to hold the readers interest or they won't enjoy it and move on to the next. Think back to school. Have an exciting intro that captures attention. Move on into some fleshing out
<711hp 306m 215mv>
Azaera has arrived.
<711hp 306m 215mv> Park Road
<711hp 306m 213mv> gt together we can beat them...
You tell your group 'together we can beat them...'
<711hp 306m 213mv>
Tiernvael yells 'Help! I am being attacked by an eagle!'
<711hp 306m 213mv> whe pk
w
People near you:
(PK) Therrath P
You're right to a degree as it looks like I followed the wrong column and saw all the 51s, they were all 47+ deaths though not academy. Anyhow, you do know you don't have to be a total prick in life, or is that NOT subtle point lost on you?
I mean, in your role you were born mystically in the academy were you? And yet, mechanically you were. Just like everyone else. If you went that route then there are a great many roles that would be ruined if going through the academy ruined the char. I always assumed, based on how and where the academy/your char creation is done along with some of the descriptions in the Academy that we are jut
"No, there's no such thing as vuln_age, but when you're talking about things that age your character by years then orcs, arials, and humans get the short end of that stick. It's going to hammer those characters if they lose ten years of life (What, 10% to 25% of their lifespan?), whereas an elf, gnome, dark-elf, etc that loses ten of over 1000 years barely cares." This is
It looks like it just shaves a bit of life away. Maybe a year or more per tick? But a lich can live, I assume, for thousands of year so that doesn't really bother them.
Each protection would have a score based on it's damage reduction. So full ABS would be what, 20 + 20 + 50 points? Then throw on detect invis another 5 points, enlarge 10 points. There the mage/warrior/orc has a total of 105 points of magic based on affects. Next we look at their armor. Oh, they have a healing ring that is worth 5 points, a flaming sword worth another 10 points and a belt of
Aura/shield/stone skin/fly/enlarge/reduce/detect invis to name just a few, not to mention any magic flagged gear. I also may have not been clear that I think they should still have deathblow, just that it's power should rise or wane based off the total magic value of the target. Besides that, villarges get fucking resist! That shit is a LOT of inherant damage reduction that your orcs and war