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Old 02-08-2008, 08:15 AM   #11
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Quote:
Originally Posted by Miraculix
nah, offensive warriors (barbarians) die fast too cause everyone targets them, if you let them get to you, you're dead. Offensive mages (warlocks) will usually take a lot of people down before they die.

It's all KINDA balanced though - defensive warriors (knights) are always the last ones to die in a fight cause of their immense defence and hit points, but they dont deal that much damage, and defensive mages (conjurers) are usually protected because they can heal and resurrect people.
I only take out lots of people on hunts.

We're the second most vulnerable class, after barbs.

Warlocks die very fast, they're the most targetted class, so you really have to predict when you'll be targetted and start casting SK early on.

Quote:
Originally Posted by mann2411
not true really i cant stress the importance of mana barrier for warlocks(sorry was listening to speechs telling me how i gotta work hard in yr 11 all day i tihnk it went to my head) if you become a warlock you should have mana barrier at the highest lvl possible also for warlocks dont use spells that could affect nearby mobs(animals) cause thatll just make them chase you and attack. if you choose a warlock youll be doing offensive basically staying more towards the back and casting massive damage spells if you become a conjurer youll be expected to stay at the back of the group healing veryone and making sure no one falls and rezzing people
Actually energy barrier is quite weak. And areas are our biggest strength, taking out people one at a time is more for marksmen.
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Old 02-08-2008, 12:53 PM   #12
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One issue that I would like to address is:

When you create a mage character, is it wise to raise intlligence to the fifth? Or is it concentration? Or the others?
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Old 02-08-2008, 01:57 PM   #13
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From my experience i'd give all 5 points to the characters main ability. +5 dex to archers, +5 int to mages, +5 str to barbs/+5 const to knights.
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Old 02-08-2008, 06:05 PM   #14
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oh goody, i use it all for int.
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Old 02-09-2008, 03:28 AM   #15
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Quote:
Originally Posted by Miraculix
From my experience i'd give all 5 points to the characters main ability. +5 dex to archers, +5 int to mages, +5 str to barbs/+5 const to knights.
That's your experience.

Int is, believe it or not, rather useless. You're better of with const.
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Old 02-09-2008, 07:47 PM   #16
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With the current settings of the game, for any Mage, I would put all my points in int and chose the race with more int.
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Old 02-09-2008, 11:46 PM   #17
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You have the int passive(+5 on lvl 1) if you want the resists. Anyway, putting points into int does make it easier during the first 10 lvls.
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Old 02-10-2008, 09:06 AM   #18
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Quote:
Originally Posted by Necrovarus

Actually energy barrier is quite weak. And areas are our biggest strength, taking out people one at a time is more for marksmen.
ops my bad i only ever played warlock for like 20 mins or so
still though isnt at low lvls for warlocks it a good spell?
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Old 02-10-2008, 09:09 AM   #19
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Quote:
Originally Posted by mann2411
ops my bad i only ever played warlock for like 20 mins or so
still though isnt at low lvls for warlocks it a good spell?
Yeah, it's still good to have. Especially at the low lvls, it's fine at higher lvls but at war it's good pretty quickly. Better off having Wind Wal.
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Old 02-13-2008, 08:13 AM   #20
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yes i've noticed that
i've also noticed how much tear apart owns that spell
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