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Old 10-12-2007, 10:21 AM   #11
G40st
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Quote:
Originally Posted by Drah
Greater Healing and Sanctuary is a viable strategy when your side start getting hit with Sultar's Terror. Put them both on and get in for some additional heal/regen spells before retreating... you might just save your team when they get hit with multiple Terrors this way.

Mana Communion is usually loved by all your allies and gives them a much needed boost, especially archers.

Using those 3 is effective strategy and teamwork, it's also great for RPs.. is that "noobish"??
I would have to say that its noobish if a persons setup are built around those 3 spells yes. But using them in a smart way is in no way noobish but if someone are one of those conjurers in a fort fight that doesn't do anything except casting mana com and greater healing then yes i would call that noobish because that person doesn't help his side at all, he just wants rp which i think is lame



Quote:
Originally Posted by Drah
"there is no way to counter it"
Yes, imo a spell is overpowered when it can't be countered, if i go into sanctuary i can't be killed, if i then cast a AoE spell like mana com the enemy can't prevent me from casting it which makes casting those spells in sanctuary overpowered.



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Old 10-12-2007, 10:32 AM   #12
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Quote:
Originally Posted by G40st
I would have to say that its noobish if a persons setup are built around those 3 spells yes. But using them in a smart way is in no way noobish but if someone are one of those conjurers in a fort fight that doesn't do anything except casting mana com and greater healing then yes i would call that noobish because that person doesn't help his side at all, he just wants rp which i think is lame
Oh... you meant pretty much exclusively using those 3!! (I thought you just meant any conjurers who use those spells a lot... because I use those in practically every fort battle at some point.)

In that case... yes, I'd agree... and it'd be lazy conjuring that only uses a part of the conjurer's capabilities.
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Old 10-12-2007, 10:35 AM   #13
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oh it's nice that it has been fixed
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Old 10-14-2007, 09:24 AM   #14
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Quote:
Originally Posted by octopus
Here's a major problem I see:

You're a conjurer inside a fort, making a last stand with your teammates. You have just cast Mana Communion, and are saving Greater Healing for when the door crashes down. When it does, you cast your big healing spell. 5 seconds later, the enemy comes through, sees the conjurer, and attacks. You cast Sanctuary, now have some peace to do some miscellaneous healing... only to find that your two most powerful spells have just been canceled.

IMHO, this makes conjurers far less useful. We already have pathetically wimpy attacks, we're slow, our summons are useless in war, and we have no defenses against warlocks. All we have going for us is the ability to heal and buff others, and having Sanctuary cancel the two most powerful conjurer spells just kills it. If it stays this way, I probably won't play conjurer anymore. who wants to play a class that has no strengths to balance their weaknesses?
i think you are overreacting a bit.
Generations of conjuners played without being able to cast the AoE under sanctuary.
Sanctuary is still very powerfull with being able to cast heal and resurrect.

i can only agree with Ghost and ADW.
I feels more that they fixed a bug to me
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Old 10-14-2007, 09:03 PM   #15
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Protecting the field medic from being beaten down by mad barbarians sounds more like the job for a knight or two than some pathetic "I win"-button of which there are too many in this game.
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