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Old 07-17-2010, 09:37 AM   #171
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Quote:
Originally Posted by Lumi_Alsius View Post
I say buff protection dome
I say give BoW same mana cost and CD of ensnaring.
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Old 07-17-2010, 09:37 AM   #172
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Quote:
Originally Posted by Lumi_Alsius View Post
I say buff protection dome
Not to follow-up reply, but removing the aura limit would be one of the single biggest boosts to knights in combat. After all, Knights have some good auras, but no one wants them turned on because they want the Conj auras. Remove the directional problem with knight auras, and remove the aura limit, and you will start to see more strategic use of auras from multiple classes, and, in this case, it would be a direct boost to a warrior class that just... makes sense. In fact, just removing the aura limit would mean that we would start to see protection dome in use in a serious way, which, alone, would do MUCH to start keeping forces alive. You would see people working together to not just be by support auras (conj), but also by offensive unit auras (knight), depending on what people are doing on the battlefield. This should be a no-brainer.
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Old 07-17-2010, 09:42 AM   #173
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Originally Posted by Windrium View Post
we would start to see protection dome in use in a serious way, which, alone, would do MUCH to start keeping forces alive.
Tests show that it doesnt really work and doesnt stack. Could use some buffing up :/
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Old 07-17-2010, 09:55 AM   #174
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Quote:
Originally Posted by Lumi_Alsius View Post
Tests show that it doesnt really work and doesnt stack. Could use some buffing up :/
Well, then that implies bugged code (if it doesn't really work), or something, that needs to be addressed. I mean, it increases resistance to physical damage, essentially, right? Sort of like an Archer, with Acrobatic, but without the protection against magical damage? Great! So, it should work the same way, and if it won't stack with another shield wall aura, that is fine, but should stack with other resist damage abilities. Imagine, a knight in back with your marksmen, running the aura, to keep them alive, while they have acrobatic on, keeping people off a fort wall, or something. Point is...

Nerfing abilities so that we all stay alive longer just... innately, without actually having to THINK about how to stay alive doesn't increase strategy. But, by fixing some of these abilities and arbitrary aura caps, and such, that makes it so that nobody uses some abilities because they are just pointless would be great help, and force people to think about how to work together to stay alive longer.

Just... thoughts...

Mostly, I keep thinking the biggest issues are that no one wants to be a support conj anymore (cut CDs for support abilities in half), and that the knight auras are worthless because no one wants to be affected by them, since they block conj auras. Two simple fixes, and both would go a long way toward actually... keeping people alive, prolonging fights, and forcing people to work together.

Oh well.
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Old 07-17-2010, 10:47 AM   #175
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Originally Posted by Windrium View Post
I mean, it increases resistance to physical damage, essentially, right?
Lol wut.

http://regnum.wikia.com/wiki/Protection_Dome

Adds 75 spell resistance (lvl 5).

A thing that bothers me about dome is that, -- PYLONS stack, GHs stack, MCs stack, but dome doesnt.

It's effect could be compared to SOTW (adds 1500 spell resistance, lvl 5), but weaker (and not working, lol).
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Old 07-17-2010, 11:10 AM   #176
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Originally Posted by Gallus View Post
I say give BoW same mana cost and CD of ensnaring.
11 seconds of dizzy... Every 7 seconds?!

I don't think so.
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Old 07-17-2010, 11:10 AM   #177
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Oh, whoops. I meant Shield Wall, was the one I was thinking of. :P I'd love to see knights actually able to reasonably use that without it taking away from conj auras...
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Old 07-17-2010, 02:15 PM   #178
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Quote:
Originally Posted by Lumi_Alsius View Post
Lol wut.

http://regnum.wikia.com/wiki/Protection_Dome

Adds 75 spell resistance (lvl 5).

A thing that bothers me about dome is that, -- PYLONS stack, GHs stack, MCs stack, but dome doesnt.
GH and MC stack? O_o
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Old 07-17-2010, 02:21 PM   #179
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Quote:
Originally Posted by Fighting_Irish View Post
GH and MC stack? O_o
They don't stack, but both of them will work individually, to the effect of double the effect. Could easily be mistaken as a stack.
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Old 07-17-2010, 03:23 PM   #180
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Quote:
Originally Posted by Need_More_Invasions View Post
They don't stack, but both of them will work individually, to the effect of double the effect. Could easily be mistaken as a stack.
Hum AFAIK they really stack. If there's 5xGH(5) in the same area, the players will get 5x40 hp per second, even if only 1 conjurer log will be spammed with GH ticks, no ?
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