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Old Jul 14, 2006, 05:26 PM // 17:26   #21
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Quote:
Originally Posted by tomcruisejr
omg they didnt delete the warriors in this update? when will iway get nerfed?

nah, they can't nerf IWAY, the game needs to remain accessible for beginners too.
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Old Jul 14, 2006, 06:22 PM // 18:22   #22
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Today I played against a very bad sb/ri spike, we won more or less easily, but the spike itself was still not stoppable. We had only a convert and 1 blessed light + 1 boon prot. So not really the best matchup against sb/ri...

so it still is a very very very strong spike...



The nerf to smiting felt quite ok when I played a smiter. You can still smite easily with AoE, Guardian and RoF - but you can't afford all the extra stuff that made smite so nice (ie spam draw condition, spam windborn, keep aegis up,...).
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Old Jul 14, 2006, 06:55 PM // 18:55   #23
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Single or dual smite is still viable, but I think triple smite is dead. That build really needed the extra defensive skills to hold up against a competent offense. Sure it'll still roll over terrible teams, but it's a whole lot more fragile now.

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Old Jul 14, 2006, 08:46 PM // 20:46   #24
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No more global damage reduction from knights boots . Not sure how much of a difference that makes, but did I read something about damage reduction only being for physical damage now on warrior armor?
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Old Jul 14, 2006, 09:22 PM // 21:22   #25
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Im kinda confused with the blackout time reduction. If it was a change aimed at rangers, then they could have just made rangers pay full price for the full effect instead of trimming the overal effect back.

After the trimming of blackout and the change to attunement, it just feels like its a small movement to putting more emphasis on certain primaries. Overal though, the tuning feels kinda limited. The warrior changes are different, but they still have at least 80AL + shield with the same mod options as everyone else. Stuff that ignored AL wasnt affected that much by the reduction anyway and stuff that doesnt ignore AL will still be heavily punished.

I dunno, it just feels like they had/have more in mind to change, but decided to cut it short this time around.
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Old Jul 14, 2006, 10:12 PM // 22:12   #26
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The buff to siphon speed is amusing given that the skill STILL doesn't work properly (doesn't actually snare the target).

Way to go a.net!
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Old Jul 16, 2006, 12:00 AM // 00:00   #27
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Quote:
Originally Posted by Phades
Im kinda confused with the blackout time reduction. If it was a change aimed at rangers, then they could have just made rangers pay full price for the full effect instead of trimming the overal effect back.
before the update, if you have 1 superior expertise rune, expertise mask and rest minors + superior vigor, you can spec a crip shot blackout ranger this way.


3 illusion < breakpoint for distortion at -3 energy (2 = -4 energy)
8 domination < breakpoint for blackout 5 seconds, (7 = 4 seconds)
10 wilderness < breakpoint for troll unguent to generate 8 pips of regen, (9 = 7 pips)
10 marksmanship < breakpoint for crip shot to last 6 seconds cripple, (9 = 5 seconds)
14 expertise = is the wootness number for expertise.
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Old Jul 16, 2006, 12:51 AM // 00:51   #28
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I use 16 expertise usually. 15 is the lowest I go.
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Old Jul 16, 2006, 01:04 AM // 01:04   #29
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14 is pretty standard.
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Old Jul 16, 2006, 01:28 AM // 01:28   #30
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I feel it's too costy, just a matter of preference I suppose.
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