ZAP!! OUCH
ZAP!! OUCH
Ok, It was my understanding that when 2 people are casting the same spell ie. Incen cloud, meteor swarm etc.. areas. That it would do more damage to those not in group ie mobs. but instead when 2 vokers for example cast cloud, one of them gets ZAP 250hp of damage. umm ouch.. with eq I am barely over 250 *stare* :P
so why are we getting zaped? is this going to be fixed?
Yes, I understand organizing spells so nobody gets zaped, and I could understand that if I cast ice storm and someone else casts cloud that it vetos the spells or even get zaped then. but when we are casting the same spell ?
thanks let me know whats up
so why are we getting zaped? is this going to be fixed?
Yes, I understand organizing spells so nobody gets zaped, and I could understand that if I cast ice storm and someone else casts cloud that it vetos the spells or even get zaped then. but when we are casting the same spell ?
thanks let me know whats up
You can't combine areas anymore, it was discussed on this BBS a while ago. If two players cast the same spell it usually means backfire. There are supposedly a few good combinations as well, but this would be different spells combined (not the same ones), and most likely different classes too. E.g. control weather + incendiary cloud = inferno just to give a non-existing example.
I think would be better if 2 voker casts same spell it would still work, like it used to. but if a third cast the same spell messed him up or zaped him? maybe not doing more damage, but still working. if can code that !2 cast, them maybe 2 cast but !3....not many tims do you have 3-12 vokers in any one group :P
and theire are only sooo many spells they can cast :P just curious thanks guys
and theire are only sooo many spells they can cast :P just curious thanks guys
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR><font face="Verdana, Arial" size="2">Originally posted by Masrick:
A good idea would be to cloud along with those stupid clouding dragons and see how they react maybe they'd abort </font><HR></BLOCKQUOTE>
As a matter of fact they do... but it's damn near impossible to calculate when they are gunna cast being as how you have to be the first one to start casting to not get zaped and abort.
Personally I think cloud is an extrememly weak spell... and all of this fuss over bringing too many invokers was in vain. I will _NEVER_ use cloud again thanx to this little piece of code... I really hope other area spells are not this way also.. I would hate to not be able to cast them being as that is my major function (besides getting spanked and losing levels).
-Jaznolg
FF/Nuke self one too many times.
A good idea would be to cloud along with those stupid clouding dragons and see how they react maybe they'd abort </font><HR></BLOCKQUOTE>
As a matter of fact they do... but it's damn near impossible to calculate when they are gunna cast being as how you have to be the first one to start casting to not get zaped and abort.
Personally I think cloud is an extrememly weak spell... and all of this fuss over bringing too many invokers was in vain. I will _NEVER_ use cloud again thanx to this little piece of code... I really hope other area spells are not this way also.. I would hate to not be able to cast them being as that is my major function (besides getting spanked and losing levels).
-Jaznolg
FF/Nuke self one too many times.
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR><font face="Verdana, Arial" size="2">Originally posted by Jaznolg:
I really hope other area spells are not this way also.. I would hate to not be able to cast them being as that is my major function (besides getting spanked and losing levels).</font><HR></BLOCKQUOTE>
In alpha most of them were, even swarm/inferno/prism..
So usually only one invoker was allowed to area one spell.
/Jegzed
I really hope other area spells are not this way also.. I would hate to not be able to cast them being as that is my major function (besides getting spanked and losing levels).</font><HR></BLOCKQUOTE>
In alpha most of them were, even swarm/inferno/prism..
So usually only one invoker was allowed to area one spell.
/Jegzed
with 2 invokers this is really no issue
it's very easy to co-ordinate with each other takin turns casting area spells
it's not all that hard with 3 either long as you have good communication
what I really detest however is having our spells stipped down
now there is no variety whatsoever
kinda depressing when you're the #1 dmg class and you have no options, really takes any skill outa playing this already simple to play class
kinda would like to know why alot of invoker spells were yanked? I don't really think they were overpowered.
Kaeldar Kalaze
mindless drone
------------------
What did you expect?
it's very easy to co-ordinate with each other takin turns casting area spells
it's not all that hard with 3 either long as you have good communication
what I really detest however is having our spells stipped down
now there is no variety whatsoever
kinda depressing when you're the #1 dmg class and you have no options, really takes any skill outa playing this already simple to play class
kinda would like to know why alot of invoker spells were yanked? I don't really think they were overpowered.
Kaeldar Kalaze
mindless drone
------------------
What did you expect?
even with good comunication it slips threw....
you tell xyz you single target I will area, you have more damage bc higher lvl specalize etc. xyz oh ok I will
you startcasting cloud
ZAP
grumble
....
I have also been zaped being the first person to cast or the second so not sure whats up with this....
I guess the days of all the invokers area'n in second gate house are over ....
maybe I could use jubs staf then I an not casting! oh wait, .....cant use that while others are in room :P
oh ya could we have a single target spell 10thcircle too plz I dont wana have 2 vokers get zaped on inferno might just kill me :P
you report I have 1 (2) hp....
[This message has been edited by Zoldren (edited 07-11-2001).]
you tell xyz you single target I will area, you have more damage bc higher lvl specalize etc. xyz oh ok I will
you startcasting cloud
ZAP
grumble
....
I have also been zaped being the first person to cast or the second so not sure whats up with this....
I guess the days of all the invokers area'n in second gate house are over ....
maybe I could use jubs staf then I an not casting! oh wait, .....cant use that while others are in room :P
oh ya could we have a single target spell 10thcircle too plz I dont wana have 2 vokers get zaped on inferno might just kill me :P
you report I have 1 (2) hp....
[This message has been edited by Zoldren (edited 07-11-2001).]
I just think this is a stupid concept. Even when your spell is aborted you get zapped. How retarted is that? If it's going to be an automatic saftey feature like that why does it hurt you? I also dont see what is special about invoker damage and why having more than 2 throw thier best area spells at the same time or otherwise would even matter. I understand it's in the best interest for the balance of the game IN THEORY. So everyone doesn't roll an invoker and go and cast area spells at the same time.. gods forbid! Say these limitations were removed... how would that change the outcome of fights? I think that it just might save that invokers life that was trying to do his job of barely wearing a mob down with a weak area spell (pretty much all of them vs. mob hp).
Again I'd like to say this is one of the stupidest concepts I've ever seen applied. Whats next? Only 3 warriors allowed to assist at once or they start cutting eachother?! Oh.. I better not give you guys ideas... *bite tongue*
-Jaznolg
*Spit*
Again I'd like to say this is one of the stupidest concepts I've ever seen applied. Whats next? Only 3 warriors allowed to assist at once or they start cutting eachother?! Oh.. I better not give you guys ideas... *bite tongue*
-Jaznolg
*Spit*
I got a small question for the admins
The area spells got feeback if the same spell is casted at the same spell, and it is posted in aphla that there would be a change or something about 2 difrent spells and side effects. I also heared rumors about feeback when just 2 area spells where casted. Could something be posted by the admin?
Its a bit to risky (with curent hp) to stand in a room with 3 invo's and check what gives feedback and what combo's don't give feedback?
The area spells got feeback if the same spell is casted at the same spell, and it is posted in aphla that there would be a change or something about 2 difrent spells and side effects. I also heared rumors about feeback when just 2 area spells where casted. Could something be posted by the admin?
Its a bit to risky (with curent hp) to stand in a room with 3 invo's and check what gives feedback and what combo's don't give feedback?
hey, any goodies wana check spell damage with me in arena? :P just for "learning" ofc
Question: this wierded out nobody liked code, was put in to stop 50 invokers grouping and somking somethi well... this code was not in last whipe and nothing stoped invokers last whipe.... and hey they where even more powerful then too... but rarely did you see more than 3 in the same group.... and invokers didnt go wax stuff by them selfs then..........so why "stop" invokers from doing it now, when they are less powerful? *boggle* powerful ie doing less dam
Question: this wierded out nobody liked code, was put in to stop 50 invokers grouping and somking somethi well... this code was not in last whipe and nothing stoped invokers last whipe.... and hey they where even more powerful then too... but rarely did you see more than 3 in the same group.... and invokers didnt go wax stuff by them selfs then..........so why "stop" invokers from doing it now, when they are less powerful? *boggle* powerful ie doing less dam
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR><font face="Verdana, Arial" size="2">Originally posted by silvea:
Becouse of all theese changes to invokers nobody wants them in groups. half the time I'm browsing around boared and the other half of mine time I'm soloing to get some xp.</font><HR></BLOCKQUOTE>
Want some cheese with that whine?!
Twyl has tried not to whine about rangers.
Becouse of all theese changes to invokers nobody wants them in groups. half the time I'm browsing around boared and the other half of mine time I'm soloing to get some xp.</font><HR></BLOCKQUOTE>
Want some cheese with that whine?!
Twyl has tried not to whine about rangers.
Invoker spell damage is semi depressing these days... sure we do the most damage.. but not by that much. With all the hard/time consuming spell quests you would think that would let us reighn supreme over all others. As is now I have seriously thought of rerolling as an illithid or necro. Those are your real damage doers... with none of the drawbacks such as the main topic of this thread.
-Jaznolg
Playing the most overrated class in the game.
-Jaznolg
Playing the most overrated class in the game.
I rolled an invoker this wipe. as much as i like to complain they lvl so much faster than my cleric. they can solo stuff and they get damage xp and do have to watch other players to make sure they survive. sure they have to corinate w/ other invokers to make sure no feedback. this happened to me once and it has nevered happen again. maybe i'm just a smart cambodian. but making sure another invoker isn't casting a spell is way, like tons, unbeliably easier than making sure tank and fellow group members are healed. or doing 5-8 vits during spell up. u invoker, well me invoker have it so much easier. i'm thinking about playing a bard cuz they do nothing. that's gotta be the lazy man class i tell ya.
Heheh.. snicker.
Yeah, cleric exp is still depressing for me.
It was fairly quick from 32-36 because I was able to use holy word to kill stuff, and get more damage exp. Now at lvl 43, I'm back to the point where the lvl 47 people in my groups notch faster. bleh.
Actually, even when I was getting really good exp back in the low 30s, I was just keeping up with the other people in the group.
Yeah, cleric exp is still depressing for me.
It was fairly quick from 32-36 because I was able to use holy word to kill stuff, and get more damage exp. Now at lvl 43, I'm back to the point where the lvl 47 people in my groups notch faster. bleh.
Actually, even when I was getting really good exp back in the low 30s, I was just keeping up with the other people in the group.
I can't tell you how wrong you guys are about cleric exp. Once they get full heal they start leveling like mad. Invokers damage exp doesn't compare to cleric heal/tank/damage exp. I leveled primarily with a cleric so I'm not just talking out my ass here either. They also stay alive a lot better I've noticed for some reason...
-Jaznolg
Calls it as he sees it.
-Jaznolg
Calls it as he sees it.
Anybody who complains about feedback and the reasoning behind it obviously never saw Mplor, Mael, and Koldar in the same group.. all 3 casting inferno at the same time. 2nd gatehouse, TF, King room in SG, Manscorps.. they were all dead in 9-12 rounds. It was hugely overpowered. There wasnt anything we couldnt win. Now things are *WAY* more balanced. Yeah- it hurts if you get feedback but if you time it, you'll be ok.
Nitania
PS I know feedback hurts :P maybe it could be toned down to about 1/3 the damage it does now? Dead casters = ouch
Nitania
PS I know feedback hurts :P maybe it could be toned down to about 1/3 the damage it does now? Dead casters = ouch
I do agree on the amount of zap dammage being slightly high.
Since I didn't play in alpha this time around, I did not know that other classes w/ area spells like druids get zapped as well.
Obviously this is fair if true, and shows that they didn't target vokers only.
I also agree it is very easy to coordinate between casters using area. For those that say it is hard, its the same arguement for how hard is it for an ench. to glance and ensure timely stones, etc. Good players manage
BUT I too would like to see zap damage reduced to say...half. That way casters can take some damage from a fight and afford one mistake with a zap, not have to start dealing with deaths on the first zap.
*shrug*
Since I didn't play in alpha this time around, I did not know that other classes w/ area spells like druids get zapped as well.
Obviously this is fair if true, and shows that they didn't target vokers only.
I also agree it is very easy to coordinate between casters using area. For those that say it is hard, its the same arguement for how hard is it for an ench. to glance and ensure timely stones, etc. Good players manage
BUT I too would like to see zap damage reduced to say...half. That way casters can take some damage from a fight and afford one mistake with a zap, not have to start dealing with deaths on the first zap.
*shrug*
Ahhhh sorry to reply twice *bonk*, but wanted to suggest something I realize wont get changed, but just for academic thought...
If the driver or compelling event for this code was that multiple area casters using the same spell simultaneously was an 'imbalance', couln't we just have it so that any similar spell being cast when one is already in effect, simply have extremely reduced effects or none at all? I.e. "Your hail of nails and bolts gets absorbed into the already swirling hail" or something to that effect.
This would remove the 'imbalance' while not penalizing the group for untimely deaths, etc.
If this sounds a bit biased...well it is :P This suggestion is obviously more 'user friendly' but...
-a
If the driver or compelling event for this code was that multiple area casters using the same spell simultaneously was an 'imbalance', couln't we just have it so that any similar spell being cast when one is already in effect, simply have extremely reduced effects or none at all? I.e. "Your hail of nails and bolts gets absorbed into the already swirling hail" or something to that effect.
This would remove the 'imbalance' while not penalizing the group for untimely deaths, etc.
If this sounds a bit biased...well it is :P This suggestion is obviously more 'user friendly' but...
-a
While I generally try to avoid posts, some of the information on spell interaction is incorrect.
It is exceptionally well thought out - most of you just don't understand how it interacts yet. I would suggest playing with it and seeing exactly how and why you get a spell interaction - and what the interaction actually does in damages. for your testing purposes - I will tell you that you will never ever die if you have full hitpoints when you interact(so there is no fear of dying for testing purposes). What you do after that is your own fault.
So play with it for awhile and then, if you still think its rough after understanding it, find me and we can talk about it some more. Sound good? Its meant to be harsh, but its a solution and easy to handle by competent casters with practice. It was one of several alternatives to the super-powers of invokers (and the one I feel the players would like the most).
It is exceptionally well thought out - most of you just don't understand how it interacts yet. I would suggest playing with it and seeing exactly how and why you get a spell interaction - and what the interaction actually does in damages. for your testing purposes - I will tell you that you will never ever die if you have full hitpoints when you interact(so there is no fear of dying for testing purposes). What you do after that is your own fault.
So play with it for awhile and then, if you still think its rough after understanding it, find me and we can talk about it some more. Sound good? Its meant to be harsh, but its a solution and easy to handle by competent casters with practice. It was one of several alternatives to the super-powers of invokers (and the one I feel the players would like the most).
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR><font face="Verdana, Arial" size="2">Originally posted by Nitania:
<B>Anybody who complains about feedback and the reasoning behind it obviously never saw Mplor, Mael, and Koldar in the same group.. all 3 casting inferno at the same time. 2nd gatehouse, TF, King room in SG, Manscorps.. they were all dead in 9-12 rounds. It was hugely overpowered. There wasnt anything we couldnt win. Now things are *WAY* more balanced. Yeah- it hurts if you get feedback but if you time it, you'll be ok.
Nitania
PS I know feedback hurts :P maybe it could be toned down to about 1/3 the damage it does now? Dead casters = ouch</B></font><HR></BLOCKQUOTE>
You are just saying that cuz you are a rogue!
No but seriously... you are right about that being overpowered. Look at it this way tho.. you could just get 3 ghealers and do it just as easily... why do the invokers get screwed like this? After all.. classes are balanced well.. so if you take away from invokers you will just have to have more of other stuff. My question is does limiting invokers like this really balance the mud or take away from it?
And lets face it... when you abort a spell you really should not take damage from it. I say take the backfire part of it out and just make it abort your spell...
-Jaznolg
Likes to be invisible when he is questing mobs.. *whap self*
<B>Anybody who complains about feedback and the reasoning behind it obviously never saw Mplor, Mael, and Koldar in the same group.. all 3 casting inferno at the same time. 2nd gatehouse, TF, King room in SG, Manscorps.. they were all dead in 9-12 rounds. It was hugely overpowered. There wasnt anything we couldnt win. Now things are *WAY* more balanced. Yeah- it hurts if you get feedback but if you time it, you'll be ok.
Nitania
PS I know feedback hurts :P maybe it could be toned down to about 1/3 the damage it does now? Dead casters = ouch</B></font><HR></BLOCKQUOTE>
You are just saying that cuz you are a rogue!
No but seriously... you are right about that being overpowered. Look at it this way tho.. you could just get 3 ghealers and do it just as easily... why do the invokers get screwed like this? After all.. classes are balanced well.. so if you take away from invokers you will just have to have more of other stuff. My question is does limiting invokers like this really balance the mud or take away from it?
And lets face it... when you abort a spell you really should not take damage from it. I say take the backfire part of it out and just make it abort your spell...
-Jaznolg
Likes to be invisible when he is questing mobs.. *whap self*
There is a major issue with this implementation of code. Well, I actually think it has more to do with the mentality of the gods this time around, but that is a can of worms I'm not going to open. It seems that we are doing more work this time around than having fun *BOGGLE*. This is a *GAME*, and the more I have gotten into it, the more I have found it to be work than gaming (ESPECIALLY when leading, but that has alot to do with the expertise of the players), however I still have fun . This implementation of code regarding backlash just adds more bullshit (pardon the french) to pile on what I already have to deal with. This change was directed towards invokers, and anyone who says differently is lying, yet the gods had to do it to every class, otherwise it would be viewed as singling out a class, and that is more political bullshit the gods would have to deal with, and they have plenty to deal with already. I dont think screwing all classes is an answer to a problem that was created by 1 class, by the gods.
One dream that will not be realized by me with the current code, is to take all the druids, and either do a zone (not a huge zone cause we would all prolly die), or try to kill the Hierophant and claim a new Hierophant, ME BITCH! hehe (RP stuff that would be fun for druids).
I can understand the not bringing 5 vokers in a group, cause that is broken, but to screw every class is wrong IMO? The problem with this code is that it screws EVERY casting class, when the "fix" is directed towards vokers.
NOW.... I heard that certain spells might do MORE damage or create a special effect in the same respect. However, you want us to nearly kill ourselves for hours on end testing it out for the glimmering hope that there is some special effect out there and the chances of it happening are so miniscule its ridiculous to think it would work in a real situation, yet we can easily screw ourselves in a real situation using the same tactics (spells). I have already died this time around. Its been a few days and I'm over being pissed about the death (which someone posted about 2 druids dying in astral), and I STILL feel it is poor judgement.
Nobody in their right mind is going to try this. You as gods know this is the case cause only a select few that HAVE the hours on end to try this kind of stuff.
To sum it up, it was a poor decision to screw all classes, because of a short-sight of the invoker class.
Gordex - Gordex Travel Agency (almost there!)
My 2 Cents
One dream that will not be realized by me with the current code, is to take all the druids, and either do a zone (not a huge zone cause we would all prolly die), or try to kill the Hierophant and claim a new Hierophant, ME BITCH! hehe (RP stuff that would be fun for druids).
I can understand the not bringing 5 vokers in a group, cause that is broken, but to screw every class is wrong IMO? The problem with this code is that it screws EVERY casting class, when the "fix" is directed towards vokers.
NOW.... I heard that certain spells might do MORE damage or create a special effect in the same respect. However, you want us to nearly kill ourselves for hours on end testing it out for the glimmering hope that there is some special effect out there and the chances of it happening are so miniscule its ridiculous to think it would work in a real situation, yet we can easily screw ourselves in a real situation using the same tactics (spells). I have already died this time around. Its been a few days and I'm over being pissed about the death (which someone posted about 2 druids dying in astral), and I STILL feel it is poor judgement.
Nobody in their right mind is going to try this. You as gods know this is the case cause only a select few that HAVE the hours on end to try this kind of stuff.
To sum it up, it was a poor decision to screw all classes, because of a short-sight of the invoker class.
Gordex - Gordex Travel Agency (almost there!)
My 2 Cents
Just to make this clear.. I was not saying to limit any other classes. I was just making a point. Why limit offensive power this way when there are plenty of other ways to make a fight really really easy. Offense is important indeed... but is it more important than defense? I understand by too much offensive power you can take away from the need of a lot of defense in extreme cases... but I think this is the wrong way to go about doing that.
At least take the backfire damage out and make it abort your spell please. Backfire damage is just unecessary and unreasonable.
-Jaznolg
At least take the backfire damage out and make it abort your spell please. Backfire damage is just unecessary and unreasonable.
-Jaznolg
invoker class in a few lines:
advantages:
- barly most dammage in the game (doubt this on direct dammage spells compared to thieves, shamans or druids).
disadvantages:
- worse xp table posible
- almost no dammage xp
- feedback (often from mobs)
- fewest hitpoints in the game
- expect to die more often then a warrior
enlighten me if I forgot something.
advantages:
- barly most dammage in the game (doubt this on direct dammage spells compared to thieves, shamans or druids).
disadvantages:
- worse xp table posible
- almost no dammage xp
- feedback (often from mobs)
- fewest hitpoints in the game
- expect to die more often then a warrior
enlighten me if I forgot something.
Did I open a can o worms?
BTW: being that we are limited now in area spells and some fights are to go to fast for 2 or even 3 invokers to get off their area spells.... could we have a single target spell for 9th and 10th circles? :P
1 area spell is nice but... *cough upgrade me!!! * :P
thanks
weak arse drow sex slave
BTW: being that we are limited now in area spells and some fights are to go to fast for 2 or even 3 invokers to get off their area spells.... could we have a single target spell for 9th and 10th circles? :P
1 area spell is nice but... *cough upgrade me!!! * :P
thanks
weak arse drow sex slave
Silvea: Oh, you do MUCH more damage than thieves do, unless Nitania made a big typo about the ranger vs. rogue damage figures gleaned from alpha. A few weeks ago when Razzable and I were doing elites, I decided to study the group combat stats. The spell damage was a few k higher than the melee damage. The members of the group were Razz (38 or so invoker at the time), me (38 or so ranger at the time), Veldrex (warrior around the same level), Kazziblie (enchanter around 34 at the time), and Odila (level 28 or so cleric at the time). The vast bulk of the spell damage was obviously from Razz and the bulk of the melee was from Veldrex and me. Roughly speaking, Razz did around the damage of a warrior and ranger combined while constantly running out to remem and not staying the whole fight to toss spells. And also before he got multiple force missiles per cast. I don't know how this compares to other casters, but invokers still bury the hitters in terms of damage. (The issue of adjusting exp tables for the class is another issue altogether though).
To get some figures in:
2 thieves
1 enchanter
1 paladin
1 ranger
1 cleric
1 druid
1 invoker
We doing ship xp. The thieves are hasted just like paladin. First reaver I get some nice dammage in (6 beams 6 meteors 2 bigby). Before I'm ready memming them up again all other reavers are dead and they got captain at few wounds......
Half the time I just cast 3 or 4 spells and even thoes I can't mem up in time to see the deathblow of the next mob. You need not only count the combat time the dammage was put out but the mem times as well.
When the gc command was in you would see that about 1/4th of the dammage would be spell dammage in such group. I can't check this now gc is gone... but this was about right 1 month back.
2 thieves
1 enchanter
1 paladin
1 ranger
1 cleric
1 druid
1 invoker
We doing ship xp. The thieves are hasted just like paladin. First reaver I get some nice dammage in (6 beams 6 meteors 2 bigby). Before I'm ready memming them up again all other reavers are dead and they got captain at few wounds......
Half the time I just cast 3 or 4 spells and even thoes I can't mem up in time to see the deathblow of the next mob. You need not only count the combat time the dammage was put out but the mem times as well.
When the gc command was in you would see that about 1/4th of the dammage would be spell dammage in such group. I can't check this now gc is gone... but this was about right 1 month back.
I remember doing dock masters with Kaeldar- we would major paralyze them and he would nuke them to a crisp whilst I attacked normally and backstabbed repeatedly. I would regularly check the gc command and even with continual backstabs, his spell damage was always ahead. I'm sure without the paralysis, and just normal melee and circle damage, his spell damage would easily do 1.5x to 2x as much as my melee. There is no way a rogue can outdamage an invoker, except for possibly highly magic resistant foes.. like demons.
Yayaril
Yayaril
Necromancers are able to deal near to the same damage as an invoker of the same level, up until level 46. At level 46, it's a whole new ball game. Jaznolg sped ahead of me easily with 3 force missiles, inferno, swarm, etc. That's a -huge- increase in his damage output, for gaining one level. It's always seemed to me that damage increases in large increments instead of gradually. I feel that you all aren't looking at what things will be like at the high end. A necromancer, shaman or druid might be able to deal close to your damage (still less), but once you attain the higher levels, none are your peer. Rogues, rangers, hitters in general? No chance.
-Todrael
-Todrael
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