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Old Jul 24, 2007, 02:46 AM // 02:46   #101
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Quote:
Originally Posted by Living Parasite
On Cracked Armor:
Izzy: The skills Weaken armor, and Shadowy burden, will be changed to apply Cracked armor as well, I'm looking at the application of cracked armor, I do think it's balanced assuming it's equal to deepwound and I don't think thats true, so I'll probably reduce the costs of the skills that apply it. AND
Izzy: This does work on shields.
So lets nerf an already unused skill. Ya, that's a good idea.
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Old Jul 24, 2007, 06:18 AM // 06:18   #102
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w t b weapon stripping skills.
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Old Jul 24, 2007, 06:48 AM // 06:48   #103
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Increase recharge on Defile Defenses to 10 seconds. Problem solved. It will no longer serve as an cover hex. And It will reduced the potential damage dealt by half.

or.

Leave it the way it is. Change it to a 10e cast. It will still be viable but not broken.
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Old Jul 24, 2007, 08:05 AM // 08:05   #104
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All I can say is a team with one para using anthem and disruption, and a bunch of rangers spamming barrage/volley would be complete and utter ownage.
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Old Jul 24, 2007, 10:28 AM // 10:28   #105
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Actually a better way to handle Disarm would be exactly that, just cause an effect that makes you fail the equipped weapon check on any attack skill, as if you didn't have a weapon equipped.

As with those, you still gain adrenaline on the abilities, you're simply unable to use them. This means it'll still be useful for short-circuiting spikes and won't be disproportionately more powerful on warriors than any other attack-reliant class.
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Old Jul 24, 2007, 02:45 PM // 14:45   #106
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Quote:
Originally Posted by Riotgear
Actually a better way to handle Disarm would be exactly that, just cause an effect that makes you fail the equipped weapon check on any attack skill, as if you didn't have a weapon equipped.

As with those, you still gain adrenaline on the abilities, you're simply unable to use them. This means it'll still be useful for short-circuiting spikes and won't be disproportionately more powerful on warriors than any other attack-reliant class.
This is a good suggestion. Makes more sense with 'disarm' too.
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Old Jul 24, 2007, 04:27 PM // 16:27   #107
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Re: disarm...it'd be nice if its effect was to strip a weapon spell, instead of the disable stuff it does now. And...Volley is just Ranger spike coming back...imagine that w/ Conjure...that'd be...80+ a shot easy?
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Old Jul 24, 2007, 04:40 PM // 16:40   #108
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why would you use Volley when you can do Glass Arrows + Sloth Hunter Shot? with Disrupting instead of Savage for a followup spike. or even both?

Sloth Hunter would replace Dual (or Forked; if they want a weaker spike but be able to use enchants and be less fragile to enchants again).

and there's imo not enough space for rangerspike so everyone can run Conjure; they all need more utility from their secondary anyways.
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Old Jul 24, 2007, 04:48 PM // 16:48   #109
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Quote:
why would you use Volley when you can do Glass Arrows + Sloth Hunter Shot? with Disrupting instead of Savage for a followup spike. or even both?

Sloth Hunter would replace Dual (or Forked; if they want a weaker spike but be able to use enchants and be less fragile to enchants again).

and there's imo not enough space for rangerspike so everyone can run Conjure; they all need more utility from their secondary anyways.
Yeah, I guess you're right. Preparation removal is what weakens volley, so I suppose glass still beats it.
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Old Jul 24, 2007, 05:27 PM // 17:27   #110
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as far as rejuvination goes, shouldn't the table for damage taken per ally healed be reversed? so that it decreases as the spell lvl increases? same for agony. they should get better with higher lvls not worse. they last longer timewise but die faster healthwise? that makes them stupid and unuseable. so if they are outside your aggro range they will last a long time at 12+ attribute lvl, but if they are closeby where they can be used, they die in seconds.that is backwards.

Last edited by Razz Thom; Jul 24, 2007 at 06:35 PM // 18:35..
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Old Jul 24, 2007, 06:58 PM // 18:58   #111
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Quote:
Originally Posted by Riotgear
Actually a better way to handle Disarm would be exactly that, just cause an effect that makes you fail the equipped weapon check on any attack skill, as if you didn't have a weapon equipped.

As with those, you still gain adrenaline on the abilities, you're simply unable to use them. This means it'll still be useful for short-circuiting spikes and won't be disproportionately more powerful on warriors than any other attack-reliant class.
That method wouldn't really short circuit a spike. You'd just wait the 4-6 seconds and then spike because your adrenaline is still there.

I like the disables ability wiping all adrenaline. This method was used for ages with blackout and imo blackout is still better. This method does stall adren spike but it doesn't stop it.
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Old Jul 24, 2007, 08:21 PM // 20:21   #112
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It just needs a higher recharge as there is NO way a hammer warrior can charge up his skills in 12 seconds.
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Old Jul 25, 2007, 06:30 AM // 06:30   #113
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Cracked armor punishes smart monks/casters who switch to their shield set when being hit because they'll be reduced to 60 armor anyhow...
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Old Jul 25, 2007, 06:57 AM // 06:57   #114
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...So you use condition removal.

Every team carries RC anyway.
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Old Jul 25, 2007, 07:01 AM // 07:01   #115
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Quote:
Originally Posted by Bankai
...So you use condition removal.

Every team carries RC anyway.
I daresay SoD is more popular than RC now.
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Old Jul 25, 2007, 08:59 AM // 08:59   #116
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Quote:
Originally Posted by holymasamune
Cracked armor punishes smart monks/casters who switch to their shield set when being hit because they'll be reduced to 60 armor anyhow...
Cracked Armor looks like a more easily-removed version of Weaken Armor. Everything that applies it is really clunky, except for Shell Shock and Sundering Weapon. Considering that you can already throw varying types of damage at someone and often just switch weapons to get by shield swaps, I'm not really impressed. It'll make Ritspike and Searing Flames hurt more, but that's about it for casters.

What it may do is make non-casters much stronger spike candidates.

Ironically though, I think it's going to fail miserably at what Izzy claims it's for: Countering passive armor buffs. Maybe if it dropped it to 70 or 80 minimum, I'd buy that, but Paragon turtle teams are not going to get crushed by having one of their zerglings get reduced to 110 AL for as long as it takes to remove a condition.

Last edited by Riotgear; Jul 25, 2007 at 09:01 AM // 09:01..
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Old Jul 25, 2007, 09:26 AM // 09:26   #117
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I actually quite like the idea of it dropping to 70 armor. Not a lot of bitching because of monk shields, and all it does is screw over warriors and paragons.
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Old Jul 25, 2007, 09:34 AM // 09:34   #118
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I'd prefer that too.
Shields would still be useful as you won't be affected by cracked armor always, but it highly reduces the point of carrying one.
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Old Jul 25, 2007, 11:57 AM // 11:57   #119
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I find that idea of cracked armor utter crap, to be honest.

Especially because carying a shield as monk should be encouraged, not discouraged...
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Old Jul 25, 2007, 04:02 PM // 16:02   #120
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Quote:
Originally Posted by urania
I find that idea of cracked armor utter crap, to be honest.

Especially because carying a shield as monk should be encouraged, not discouraged...
Cracked Armor should just make your AL 70, flat out.

If you have 110 AL, its 70 AL under Cracked Armor
If you have 70 AL, its 70 AL under Cracked Armor

fixed
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