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Old 05-21-2009, 12:11 PM   #71
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Quote:
Originally Posted by _dracus_ View Post
- I believe conju won't skill mana communion for +15 mana at level 5. Mana comm was a sacrifice in support conju setup, nice it won't be now.
Conjurers who want RP will now less likely play a support conj though because MC was the biggest RP giver for conjus. Also the nerf of almost all offensive areas besides evendim's fury would suggest that.

A support conj will now likely need to spend more time with synergy bond and ambitious sacrifice.

So likely I can save the discipline points in SM now but I will need more power points to get some better regen self, ambitious sacrifice and synergy bond. But it makes it easier to get Mass Dispell then.

Conjus will need to team better and call their synergy bond targets or assign themselves to a couple of allies to provide with mana.


As for the other changes - man a lot of changes in the gameplay - I am quite interested into the cremation/camouflage corpse combo. I just need to check what the point of the different lvls for these spells are because I did not have the chance to check that yet.
Also the nerf for offensive areas should be a good one.
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Old 05-21-2009, 12:13 PM   #72
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"- Mana Communion: Effect area reduced to 6 mts. (10 before.) Mana regeneration value reduced for each level."

OH PLEASE remove that spell totally! Giving mana is enough difficult, making it like this you make conju life harder. Now only with synergyes our allies will be always without mana. Awesome!! As a conjurer i will not use mana communion anymore. Thanks NGD!


"- Stars Shield: Moved to the “Shields” discipline. Effect area is now 90° behind the Knight. This spell's protection has been raised. Damage reduction is now correctly described."

Well atleast you make that spell usefull but still not at all :/


"- Precise Block: Now the blocking value raises proportionally according to the character's blocking statistics."

OK nice one. But wont this bring grinding for knights kinda ... hard? Since mobs have powers and the spell Caution is changed i find grinding with precice block better. How this will affect low lvl knights? Please make me lvl 35 on amun to test it. Gracias!
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Old 05-21-2009, 12:28 PM   #73
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Quote:
Originally Posted by -Edge- View Post
NGD said long ago that's because Amun is filled with alot of junk data and hidden things you never see make it to Ra.
What?? WTF. I'm sorry - this post flabbergasted me. Here's why....

IF Edge is correct AND NGD knows AMUN is full of crap that screws with your system resources, then this statement is directed to NGD:

NGD - Someone should be REALLY PISSED that your not testing "what is shipped". If your test system IS NOT EXACTLY like what your releasing - then what you are releasing is alot of unknowns. Perhaps this explains alot of the "oh shit" updates we get after releases. I can't see how whoever your QA manager is letting this happen....
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Old 05-21-2009, 12:33 PM   #74
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they have a QA manager?
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Old 05-21-2009, 12:37 PM   #75
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EDIT: Reposted to another thread:

http://regnumonline.com.ar/forum/sho...732#post705732

Mods delete this if you want.
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Last edited by e30ernest; 05-21-2009 at 12:52 PM.
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Old 05-21-2009, 12:38 PM   #76
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how about ngd fixing the mobs spawning in impossible locations (stupid silly non game impairing problem you see..one ive reported a few months ago)

fire spiders are still hiding in the trees..and thus making ALOT of potential quest xp lvls 30-40 un doable..

guess ill just enjoy my new shiny toys though.
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Old 05-21-2009, 12:45 PM   #77
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Quote:
Originally Posted by e30ernest View Post
Personally I'd like Mana Communion replaced altogether. Make it an area Ambitious Sacrifice. It can work like this:
I kind of like the idea although it should not affect the caster (which was likely what you intended anyway).
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Old 05-21-2009, 01:46 PM   #78
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Interesting updates. I have yet to play since the updates, but I see a lot of re-learning ahead for all of us.

Mana Communion: Well, there goes my second-most important job as a conjurer. Thanks for lightening my workload NGD. No more am I even going to worry about my allies screaming for mana, since I can't do a thing about it. Guess they'll just be suffering on their own......

Movement Speed: Not so bad in my opinion, since we can now knock down enemies in a shorter cast time. This will just require a change of strategy and points, at least, I hope.

Corpse Camo/Cremation: This is an interesting twist, certainly. Warlocks now have another uber spell, just one more reason to Tremor them into oblivion. Oh wait, my tremor is gone. Now I have to stand another 5 mts. in front of my group to try it. Plus, its already short duration is now nerfed by 3 precious seconds. Oh well............ Maybe this will give hunters a use now, since they are the only protection I can see against this super-power.

At any rate, things are definitely going to be interesting and different. We've been asking for updates and new features, and I guess we got them! In my opinion, it would have been better to leave what works alone and simply add new spells, but this is what we have now. :/
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Old 05-21-2009, 10:04 PM   #79
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I cant really comment on the changelog much since I havent played RO since the update. However...

What were you thinking when you created Cremation? Any Warlock who uses that better have long cooldown time and mana drained, otherwise it counter-acts one of the healer's most fundamental spells. *FAIL*


....
*yay 100th post for me*
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Old 05-21-2009, 10:46 PM   #80
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Quote:
Originally Posted by Bladnoch View Post
What were you thinking when you created Cremation? Any Warlock who uses that better have long cooldown time and mana drained, otherwise it counter-acts one of the healer's most fundamental spells. *FAIL*
Cast time is 4s, and it's a chance spell. Try to find a lot of warlocks who would like to sacrifice 4 points in a spell like that. Also, add the fact that hunters can camouflage corpse (and again: please find anyone who would seriously spend points in it). And the fact that the 20% increased base speed will make the long run back to a fort less painful.. well, my guess is that the ones that are being sent back to save with this spell probably could be considered "dead" anyway?

However, I might share some of your concerns about conjurers. The nerf of mana communion, the introduction of cremation and the absence of a SM-nerf might cause even more conjurers to become offensive -- and I wouldn't like that..
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