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Old Sep 12, 2008, 03:24 AM // 03:24   #181
Wilds Pathfinder
 
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The appeal of UA was that it is the perfect pug safety net....part of the reason people don't like to bring rez is that alot of the time someone dies IN the mob making it impossible to rez even with rebirth. Mid battle rez under heavy pressure is also not viable, the guy usually get rezed and get spiked again 10 sec after because the dp gives him the lowest HP.

I guess I shouuld go support the 7 hero now cuz all the recent update seems to be pug unfriendly.
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Old Sep 12, 2008, 06:46 PM // 18:46   #182
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Quote:
Originally Posted by lutz
No, they nerfed the right one.

RIP FC Water.
No, you don't understand. Wait until some other elementalist skill gets buffed or noticed, and maybe you'll realize which profession needs the nerf.

P.S. Hints: fc air spike, fc ward, fc mind blast, fc snare. See a pattern?
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Old Sep 12, 2008, 07:00 PM // 19:00   #183
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Just so you guys know [unyielding aura] is not a reliable mode of rez any more if you have more than one part member dead. We discovered this bug last night in DoA. The game targets a random dead party member and if that party member is outside your cast range the rez fails, even if you have a dead member in your cast range.

Another epic phail anet...
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Old Sep 12, 2008, 07:58 PM // 19:58   #184
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you shouldn't die in the first place you nubs!
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Old Sep 12, 2008, 08:27 PM // 20:27   #185
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Quote:
Originally Posted by EPO Bot
you shouldn't die in the first place you nubs!
Uh huh. You ever done a DoA full clear in HM? At least a couple deaths are almost guaranteed.

Of course, I assume (based on the ), that you are being sarcastic.
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Old Sep 13, 2008, 07:20 PM // 19:20   #186
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I've been a bit busy recently, so I'm kinda late posting an opinion here.

By and large, I'm pleased by this update.

Order of Undeath badly needed the revert, and it got it. I'm still disturbed that Izzy is so far out of touch that he could possibly think that was a good idea in the first place, but at least he had the sense to recognize his mistake and fix it. (If only he'd do the same with Soul Reaping...)

Ghost running was very obviously broken needed fixed, and it got it. It's too bad the introduced a bug into UA when they did it; and it should have been radar range instead of spell range; but at least ghost running is ended.

As for the ele spells...

Quote:
Originally Posted by KycooGhost
They were linked to their element. Gaze to fire (10 energy at 16 fire if they were burning) Glow to earth (10 at 16 earth if they were weakened) and the last to Ice (10 energy at 16 water if they were under a water hex.)

The new version links them to energy storage. So you get 5 energy right off the bat, and +1 for every 2 ranks of energy storage, Which means 10-11 energy gain total (10 gained at 10 energy storage (5+(1/2*10)) and 11 at 12 energy storage (5+(1/2*12))
For primary eles, this is a significant buff. Assuming a mono-element build with 13 ES, you get an extra +1e (even more if you're one of those people who insist on only using minor runes, so you weren't getting 10e before). Perhaps more importantly, these skills have been essentially freed from their primary attributes. You can use Shock Arrow or Glowstone (+ someone with Enfeebling Blood) at 0 spec on any build and get full energy. Assuming you cast it on the recharge, either of these gives more e/sec than GoLE used on two 15e+ spells.
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