Spells vs HiPSers

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Gornickthy
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Re: Spells vs HiPSers

Post by Gornickthy »

Does that mean MA can now have Rangers? :roll: :D
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Sparky
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Re: Spells vs HiPSers

Post by Sparky »

Last I checked, posted stats say PM is only 25% fire vulnerability. Annnd, if you actually made a Wizard or Sorc PM (As it is an arcane class), you'd have access to spells like Fire Shield and Energy Buffer, and if its spells and not weapons that bother you, spell mantles!

That's all for my rant, sorry there.
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Gornickthy
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Re: Spells vs HiPSers

Post by Gornickthy »

Soooo... does that mean MA can have Rangers now? :roll:

I said please. 8)
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cRaZy8or5e
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Re: Spells vs HiPSers

Post by cRaZy8or5e »

Wait wait wait wait.

There's a carebears server?

AWWW MAN! I been missin out!

Oh and Rangers hate MA, I should know, cuz I play a ranger and he Hates, i mean HATES MA. jj

MA has a quandary there no doubt about it. Really its just no fun to have to build a spot intensive build to fight a HiPSer.

Building a sorc to try and kill a HiPSer with AOE spells is hard because you have to fight them in a place conducive to fighting a HiPSer with aoe spells, ie a confined area. Unfortunately for MA, their relic cradle got moved from a nice easily defensible tower with confined areas to a monstrous temple that's a heavily shadowed area. A difficult area with the best spotters to try and fight HiPSers in.

That's just how I see it.

And. . .
If MA gets rangers--
NC wants sorces ;P
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Valhor
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Re: Spells vs HiPSers

Post by Valhor »

I think adding those two classes are not a bad idea, and actually might have some RP reasoning as well, if you wish me to dig. And if you put sorcs in NC, you could make it so they are only able to bind in the Northern Coalition Outpost for Mages, away from the city and all of it's clerical agenda. For I don't think they would welcome mages whole-heartedly into the Cleric's Temple.


But there is a NC Outpost for Mages - Why can't they use it??

cRaZy8or5e
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Re: Spells vs HiPSers

Post by cRaZy8or5e »

I think the clerics would throw a holy fit. Stupid rockstar sorces with their uber charisma, making women lose their piety and chastity, and some of the men too ;)

But oh wouldn't it be cool. We'd be some happy campers hehehe.

If I was in MA, I wouldn't want Rangers. I'd want monks.

Of course this doesn't even fall within the confines of a hypothetical discussion. This is more like a wishing on a star, dream a ginormous dream discussion.
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Celorn
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Re: Spells vs HiPSers

Post by Celorn »

MA having Rangers would allow for even more 'uber' melee toons, bard/ranger/pm, max spot, max ab, max disc, dual-attacks, possible bane of enemies, crit/sneak/stun immune...need I go on? Or Pure rangers if they turn out well, and of course ranger/sd's -- MA is ARCANE not divine, they're lucky they even have clerics ;).

Barbarian would throw it off as well, and monks -- imagine how hard it would be to stop a monk/wiz/pm from grabbing a relic?

So as I can see, things are designed the way they are for some very good reasons.
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Re: Spells vs HiPSers

Post by -Saviour Sev- »

I think Celorn has hit the nail on the head right there. Certain factions don't have certain classes due to balance issues. It's like giving AO access to pally's. Pally/bard/rdd anyone?

In saying that, I think AO should get pallys!!! :lol:
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Gornickthy
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Re: Spells vs HiPSers

Post by Gornickthy »

Hmmm Rangers and monks... I see no problem with having those in MA. Others have them... besides, PM's are easy to take down now with the nerfs.. er changes as some would like to say instead of nerf... so there should be no problem at all. Come on.. give MA some lovin... Rangers and monks for the land of Garagoth!!! 8)
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Valhor
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Re: Spells vs HiPSers

Post by Valhor »

I don't know what you are complaining about Celorn. The Last Alliance has every single class available to play, only thing they don't have is the specialized prestige classes. If any other faction believes strongly enough and wants to get a discussion started about gaining another class and actually have reason, then that should not get immediately shot down by you. I was adding the fact that NC has a Outpost for arcane arts and maybe they should be allowed to use it.

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Re: Spells vs HiPSers

Post by Amoenotep »

back in the glory days of both SL and LA....SL reigned supreme with more restrictions on builds and less ppl. LA got pretty good with overwhelming you with numbers, but you can do alot without having access to some of the "uberest" of cheese builds.
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LinuxPup
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Re: Spells vs HiPSers

Post by LinuxPup »

Hmmm Rangers and monks... I see no problem with having those in MA. Others have them... besides, PM's are easy to take down now with the nerfs.. er changes as some would like to say instead of nerf... so there should be no problem at all. Come on.. give MA some lovin... Rangers and monks for the land of Garagoth!!!
Hmmm Rangers and monks... I see no problem with having those in MA. Others have them... besides, PM's are easy to take down now with the nerfs.. er changes as some would like to say instead of nerf... so there should be no problem at all. Come on.. give MA some lovin... Rangers and monks for the land of Garagoth!!! 8)
No you're right, they are nerfs... but you're wrong in that they're easy to kill now... they're still the toughest class on the server without a summon, and it happens that they have the best summon. You realize divine might doesn't consider divine vulnerabilities right? A paladin's divine might still only does 20 damage max, not 30.
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Sparky
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Re: Spells vs HiPSers

Post by Sparky »

I disagree that the change is a nerf Linux. A "nerf" implies changing the class in such a way that it is no longer playable. Its mearly semantics, but that's how I am.

From what I've seen, PM's of all forms still flourish, as you've said.
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Gornickthy
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Re: Spells vs HiPSers

Post by Gornickthy »

LinuxPup wrote: No you're right, they are nerfs... but you're wrong in that they're easy to kill now... they're still the toughest class on the server without a summon, and it happens that they have the best summon. You realize divine might doesn't consider divine vulnerabilities right? A paladin's divine might still only does 20 damage max, not 30.
Shhhh.. you are making my case for other classes more difficult!!! :wink: :mrgreen:
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disastro
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Re: Spells vs HiPSers

Post by disastro »

Celorn wrote:... 'uber' melee toons, bard/ranger/pm, max spot, max ab, max disc, dual-attacks, possible bane of enemies... So as I can see, things are designed the way they are for some very good reasons.
uh, all that and more can already be done with ftr/bard/pm. and i have yet to witness the "Pale Master Apocalypse."

care to restate?

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