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Old 08-09-2014, 12:49 PM   #61
Wiedeking
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I assume that the recuced duration of stun and knock is the greatest buff for all the barbs out there. With di and disp every now and again you can just run around hacking and slaying.

Funfact: You can no longer use fulm and exp wave together. But Typhoon etc. now do 150% weap dmg, what is not exactly the same but pretty much.
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Old 08-09-2014, 01:08 PM   #62
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Just got an update on Amun, and I see the total power points as 82 instead of 85. Can someone confirm this?

http://i.imgur.com/hOIsnr1.jpg
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Old 08-09-2014, 02:11 PM   #63
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It seem like a good start to me.

But Devine Intervention, please!
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Old 08-09-2014, 02:14 PM   #64
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Quote:
Originally Posted by Irsh View Post
Just got an update on Amun, and I see the total power points as 82 instead of 85. Can someone confirm this?

http://i.imgur.com/hOIsnr1.jpg
I can't, still 85.
But there are STILL some players who haven't got their missing power points back from the former feint spell ..
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Old 08-09-2014, 02:44 PM   #65
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Quote:
Originally Posted by Irsh View Post
Just got an update on Amun, and I see the total power points as 82 instead of 85. Can someone confirm this?

http://i.imgur.com/hOIsnr1.jpg
There are no changes at all there. We will look into your character to check what's happening.

Also, we added the second access to Eferias. We're working on the other castles too.
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Old 08-09-2014, 03:19 PM   #66
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Quote:
Originally Posted by Adrian View Post
There are no changes at all there. We will look into your character to check what's happening.

Also, we added the second access to Eferias. We're working on the other castles too.
Thank you

Here is the new Eferias pass if anyone's wondering.
http://i.imgur.com/WqPUC3C.jpg

Nice work.
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Old 08-09-2014, 03:25 PM   #67
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bug
concerning mass ressurrection:
"Resurrection Dizziness added on revival" does also apply for all living allies around. This means that in an area of 6 meters, everyone of your realmmates will be immune to everything for a few seconds, which probably isn't intended.

(seems noone has reported it yet)
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Old 08-09-2014, 03:54 PM   #68
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Are you thinking about revamping mage's spells? i mean a total revamp to make them scale properly according to level/staves/int/whatever?
the gear keeps growing among servers, but the warlock's damages and the conju's heals are the same from years.

i mean...something like that is in the general roadmap (maybe something that can be finished in 6 months or even in 1 year) or the general settings of the mage's spells are going to remain more or less the same with some adjustements in the long period?
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Old 08-09-2014, 04:51 PM   #69
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Quote:
Originally Posted by Adrian View Post
There are no changes at all there. We will look into your character to check what's happening.

Also, we added the second access to Eferias. We're working on the other castles too.
nice!text text
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Old 08-09-2014, 04:51 PM   #70
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Hey, i have rather mixed feeling about the changes to warlock class, at the moment i feel it will be possible to still play it in more of a solo situation when hunting or fighting single players the changes have defiantly caused some issues , i was playing alot with mag mage on Anum yesterday and we both found that there were just not enough spells to maintain a long chain normally we would just be left standing there with nothing left to cast or one of us would just run out of mana, i put this down to the the amount of points which need to be put in to have a reasonable spell level it feels a lot to me like i am back at level 50 again yet this also will defiantly cause issues with low levels i do not think at the moment that a low level warlock maybe 45-55 is going to stand much of a chance at all in the war zone and lower levels are going to have a much harder time grinding. Aside from points i see time master as a pointless nerf the spell was very defensive and extremely useful to take out players sneaking up behind or in maintaining chains the changes although i see them being useful against a barb are not worth the valuable points needed putting in to the spell and also the effect of subtracting cast speed seems to be rather pointless as i only see it being useful in a mage pvp and even then only for a very short 10 seconds if they don't dispell. In short i feel that more points need to be given to mages in order to make things easier on low levels and make the class more attractive to them and that time master defiantly needs another rethink.
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