which the shaman doesn't need to take any damage for. This commune use to not have a cap at all (It changed when I was playing Jalrandar). Looking at the shaman's hp in this log, the max damage the commune could do is about 550 with a failed saved and no damaged reduction, but the shaman would have to take 1100 hps of damage without ever healing back to full health during the fight, w
to have fairly low expectations of evil's conduct and when those low expectations are not met, just take it as justification that their point of view is correct.
It didn't use to have a cap on it, so as long as you didn't heal fully, it kept charging up. I had some fights I strung out for a few hours and would then bust out an Unspeak that could take someone down from full health (actually I died trying to string it out more than I got the unspeak). After the change, it was capped at half of the communers total hp, and the damage it does is ba
Although it is ok to hand off things off things you have requested before and used if you getting something better. Requesting prayer beads to give to a level 30 char, not ok.. Giving prayer beads to a level 30 char because you just picked up unicorn pendants or a dragon amulet, ok.
I've played one, but can't tell much from my logs. Better off getting logs from someone who fought one.
Supps I mainly used were....
Anguish is decent low cost damage against low int races and has a chance to sap mana
Reject Pain is noticeable damage reduction and some other things. I believe it is comparable to desensitize (which it can't stack with)
Spasms isn't to
Ranks make a huge difference in landing supplications, so no exp penalty is a big deal. To me if felt like going light armor gave me a decent boost in landing supps as well. Biggest thing I noticed with heavy armor was armor deflection skills working pretty well.
If you are going dexy, go drow and try to get the edge that lets you dodge some. Dex isn't that big of a deal to a shaman ot
I think the main reason they changed it was to stop people who were going to die anyway from suiciding on tough mobs so it didn't count as a pk death. I think now, anytime you die with adrenaline still up, if anyone one else touched you at all, they get the pkw.
I will say I think you are the best I have ever seen when it comes to dictating the pace and flow of a fight and sealing kills on classes without any lagging skills that absolutely should not be able to. I'll also say I liked almost all of your evil characters, and hated your goodies. Anytime I got fulled by an elf or storm giant in the last 5 years, I was always 100% sure it was crafted,
and people tried to pk me as well, so there must have been some other incentive for PK other than edge points, although I can't quite remember what it was anymore. Oh I remember, it was fun!