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Old Oct 19, 2005, 02:02 AM // 02:02   #1
Grotto Attendant
 
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Default Antidote Signet: revamped

Current:
Cleanse yourself of poison, disease and blindness.
2 activation time
8 recharge time

Proposed Revamp:
Cleanse yourself of BLEEDING, CRIPPLED, DEEP WOUND, poison, disease and blindness. You are healed 10 health for each condition removed.
2 activation
8 recharge time

Explanation:
Ranger is supposed to be adept in the wilderness. Deep wound is a type of injury as is crippled. Bleeding is something you would probably expect when taming animals and such.
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Old Oct 19, 2005, 02:08 AM // 02:08   #2
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What about weakness? Cant do much damage while its on you.
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Old Oct 19, 2005, 02:09 AM // 02:09   #3
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weakness, in the sense of realism...
you wouldn't be able to cure yourself, would you?
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Old Oct 19, 2005, 02:10 AM // 02:10   #4
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Yes, Antidote Signet needs to cure more conditions in my opinion. Weakness would also be a good addition to the cleansing list. The minor health restoration is needed as well, since Rangers do not have much ways to heal themselves. Anitidote needs to be seriously buffed in my opinion.
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Old Oct 19, 2005, 06:03 AM // 06:03   #5
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Being able to fix crippled and deep wound doesn't make any sense to me, but Weakness would. However might as well change the description to "remove all conditions" then.
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Old Oct 19, 2005, 07:30 AM // 07:30   #6
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I think disease should be removed, and crippled and bleeding added, making it cure what a ranger can give you strickly by being a ranger and without necessarily using a prep (throw dirt, hunters shot, pin down/crippling shot, poison arrow)
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Old Oct 19, 2005, 07:40 AM // 07:40   #7
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Its an antidote signet, its supposed to be healing you of natural conditions. Blindness being dust in your eyes, or other factors. Poison and disease being natural health degeneration conditions. However, bleeding, crippled, deep wound and weakness are all non-natural afflictions, they dont happen because of something nature could do to you.

They happen because of something another character does to you.
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Old Oct 19, 2005, 07:51 AM // 07:51   #8
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I've seen rangers use that thing. It doesn't work very well. Curing conditions is what you have monks for, and we can do it far better. I'll tell you what would improve it though: Cure poison, disease, and blinding AND you are immune to these conditions for 10 seconds.

Because let's face it, poison is very bad for you during battle but it's pointless trying to cure it unless you can somehow prevent them from poisoning you again.
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Old Oct 19, 2005, 11:08 AM // 11:08   #9
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Actually the only conditions that seem to correlate directly to "antidote" are poison and disease.

Bleeding, crippled and deep wound should use medical kit :P
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Old Oct 19, 2005, 11:19 AM // 11:19   #10
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I always imagined Weakness was in the blood, sort of thinning it.
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Old Oct 19, 2005, 02:58 PM // 14:58   #11
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No, removing bleeding, cripple and deep wound would be too much. However, I would like to see it remove weakness, as that would seem to fit in with the theme of the signet.

As it stands, it is really only useful for removing blind, which some would argue makes it worthwhile, since blind is a ranger's worst nightmare, even moreso than weakness.
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