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Old 10-14-2010, 02:43 PM   #11
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Im guessing the pendant holder quests are more challenging now as well
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Old 10-14-2010, 02:48 PM   #12
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Yes ,I was very concerned about rate of regeneration and raised the topic very early on when it hit AMUN. I also felt that NGD was not going to change back either.

Because of this I felt the need to try and formulate some kind of strategy. Now, I am a very poorly skilled archer so I am not really one to debate this properly.

Before, my marks would get hit regularly before I could finish the mob. usually once or twice. This could be because of my abysmal marks skills. After the range patch I could basically kill with impunity using only RA and Maneuver with a 35 range bow. I hardly used any mana, lost no health and suffered no armour damage. Since the patch I use controls and sometimes have to let the mob hit me once or twice to pin it. I suffer a penalty but not too bad.

With all this said I do agree that the rate of regenerate is too much. The mob should regenerate but not at that ridiculous rate. Also it should only regen to a point and stop or slow. Example, if you cannot get it past below 75% it regens quickly to 100% . If you get it to below 75% it regens to 75% quickly and more slowly after that. Same for 50% and 25%.

The thing with this is that it hurts conjurers much harder that it hurts the marks and hunter. In effect it compounds the problem for lower level conjus who have to contend with the new summons, SM cuts and now regens. It hurts locks somewhere in between the two extremes.

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Old 10-14-2010, 06:41 PM   #13
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How would players feel if whenever a player got out of your attack range..they regained full hp?

I dislike it because it adopts a different system for pve that should work the same in both pvp/pve, thats why i also think the soulkeeper and heal resistant summons are stupid. I dont even own a lock but i think that spell should work in pve..theres no reason why it shouldnt aside from adding undue frustration to grinding.
And yes this adds more. not fun. ive always thought grinding should be monotonous, but not hard, just something to get thru before you are ready for pvp, and to some extent show the player how skills/gameplay works, but how can they when we have this trend that is making up different rules for different instances.
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Old 10-15-2010, 05:47 AM   #14
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Quote:
Originally Posted by Greyman_tle View Post
Agree with hunter, hold a mob in place with a pet.

But for a marx, having to let a mob hit them, forcing a ranged character into melee is a bad move....whats nxt? making the ranged mobs keep range?
Big time exaggerating. Marks is IMO better that before since you may not to worry about mana so much. Only thing that changed is that you have run around mob (mob's starting point to be exact) at some certain distance to not to let him turn back. If mob gets too close, no problem, winter stroke or ambush him to gain some distance. So is with hunter, I can now cast 2 ensnearings(5) per mob without hurting my mana at all. This regen mob health "feature" hit archers very, very little.
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Old 10-20-2010, 09:55 AM   #15
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Quote:
Originally Posted by Dupa_z_Zasady View Post
...
fact, but since they tend to resist a lot (still) you have to be lucky.
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Old 10-20-2010, 10:47 AM   #16
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Quote:
Originally Posted by blood-raven View Post
fact, but since they tend to resist a lot (still) you have to be lucky.
Still, as I said before that hit mages a lot more, I didn't kite my mages while grinding, well, not much. I don't say that didn't cause any problems at all, but I still rely on normals while grinding archers. So my point is that, this "feature" as a solution for kiting is a fail. Completely not necessary fail.
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Old 10-23-2010, 09:39 PM   #17
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The mob does not regenerate if you die in place, so you can kill the pendant holder by dying a few times.
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Old 10-26-2010, 10:14 PM   #18
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I discovered a bug on the inner realm beach in alsius today, i was grinding my conjurer saw an aquantis on the waters edge, after dealing quite a bit of damage it run towards me with the insane regen speed, it was not a position bug as a couple of other people witnessed it.

It happened a few times but only with mobs on the waters edge, not fun
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Old 10-27-2010, 03:28 PM   #19
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It bothers me mostly cause it looks silly, makes no sense at all etc.
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Old 10-27-2010, 04:12 PM   #20
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They could have reduced the resist/evasion rate on the attack phase and increased it much more on the return phase. In this way norms and non Dot spells are the only ones affected. It would have an equivalent effect of improving the grind quality for melee and make kiting a rather irritating way to grind for rangers at the same time.

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