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Old Oct 26, 2006, 06:13 PM // 18:13   #41
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Quote:
Originally Posted by moriz
anyways, the vitae runes are bugged: they can be stacked. my monk was running around with 680hp a little while ago.
That's not a bug, it's design intent.
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Old Oct 26, 2006, 06:30 PM // 18:30   #42
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*boggle*

Really? That's sorta insane. Dual Superior Runes on characters might become the norm if games are going to be less about spiking and more about which team can play the most efficiently and have more pressure over time.
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Old Oct 26, 2006, 06:41 PM // 18:41   #43
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Originally Posted by JR-
How recently have you tested this? I heard a rumour it was already fixed.
Not fixed yet. But fortunately Alex said that is a bug. So hopefully it will be fixed soon. Very annoying.
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Old Oct 26, 2006, 06:57 PM // 18:57   #44
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Quote:
Originally Posted by Zuranthium
*boggle*

Really? That's sorta insane. Dual Superior Runes on characters might become the norm if games are going to be less about spiking and more about which team can play the most efficiently and have more pressure over time.
You still only have 5 rune slots. Now you have to choose between minor runes for your lower attributes or a +10 to health. Running dual superiors and all other health runes would put you at a solid -80, while a single superior attribute + a superior vigor puts you at -25. Big difference.
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Old Oct 26, 2006, 07:11 PM // 19:11   #45
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So for a warrior you can now go 16/9/9 and recover +20hp from losing a point on strength (which you won't miss at all) and tactics.
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Old Oct 26, 2006, 07:12 PM // 19:12   #46
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Oh, the new rune is only +10 health? Nevermind then. That 680 health monk must have had horrible attributes.
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Old Oct 26, 2006, 08:14 PM // 20:14   #47
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who cares about stats when you can dump a 450hp infuse.

anyways, monks can run pretty well with lowered stats. but i still kinda prefer 1 vitae rune, giving my monk 600hp minimum, and 640hp in hp gear. it's the best of two worlds.
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Old Oct 26, 2006, 08:14 PM // 20:14   #48
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For reference: 'base' health on a monk with +hp armor and vigor is currently 570. Add +60 from weapon/offhand and you have 630.

So yes, hitting 680 would have required 5 vitae runes.
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Old Oct 26, 2006, 08:21 PM // 20:21   #49
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sorry, a little misread on my part. it should be 670hp.

but hey, i can do 685hp: use +hp while enchanted stuff.
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Old Oct 26, 2006, 08:42 PM // 20:42   #50
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oooh so now those wammos in ascalon can show off there epeens even better with a sup vigor + 4 vitae + endure/defy.

Really...it seems like everytime I go out to PvE a wammo either wants everyone to know how much health he can get or an ele stays in +30/-2 and sup energy storage just to have over 100 energy...am I then only one annoyed by this? There should be an algorithm in the game that causes people who do this to automatically uninstall.
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Old Oct 26, 2006, 10:42 PM // 22:42   #51
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What If I swap up to a high-energy set to cast deep freeze? does it unistall my game? Or is it duration based, like if you stay in your high energy set for like half an hour straight in an instanced area?
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Old Oct 26, 2006, 11:19 PM // 23:19   #52
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No there are very realistic uses for high energy sets and at times high health, I just think the algorithm should kick in when someone is spamming team chat with it. On the same note, anyone spamming that they are wielding a Fiery Dragon Sword should be auto uninstalled as well (but rurik uses one! *gasp*)

I think the two main reasons I don't PvE anymore are...well I am to lazy to change my skill bar and attributes :/ and then secondly I think I die a little inside whenever I see someone use Fire Storm.
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Old Oct 26, 2006, 11:38 PM // 23:38   #53
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I've always felt that a lot of PvPers are a bit too addicted to high health totals. Listening to some of the comments on various PvP forums, it seems like a lot of players are willing to sacrifice some pretty crucial attribute levels just to use more of these +10 health runes.

Having spikes that bring a character to within 10 or 20 health before they're saved seems like a pretty rare occurance to me. When I play GvG, there is usually only one or two spikes like that over the course of several games. In most spikes, either the target dies or they're saved well before they hit 10 health.

I can understand stacking vitaes on a character that doesn't use a lot of attributes (warriors, for example) but when I hear about people dropping minors on characters that need those points, I can't help but wonder what they're thinking. A possibility of being saved once every few games, or an extra second duration on Crippling Shot that has a constant effect in every match you play. It doesn't seem like a difficult choice to me.

I guess people are trying to get the health totals they had on max sets when armor-swapping was possible. The vitae runes are a cool addition and I like using them, but it's an easy thing to overdo when building a character.
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Old Oct 26, 2006, 11:59 PM // 23:59   #54
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It's a psychological thing. You notice being spiked down to 1 health and it sticks in your mind. You don't notice that warrior you cripshotted recovering one second earlier nearly as much.
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Old Oct 27, 2006, 12:04 AM // 00:04   #55
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Quote:
Originally Posted by Wasteland Squidget
I can understand stacking vitaes on a character that doesn't use a lot of attributes (warriors, for example) but when I hear about people dropping minors on characters that need those points, I can't help but wonder what they're thinking. A possibility of being saved once every few games, or an extra second duration on Crippling Shot that has a constant effect in every match you play. It doesn't seem like a difficult choice to me.
funny, i use a weapon run, sup absorption, sup vigor, minor tactics, minor strength. thats 5 runes and 5 armor pieces, which means no room for a +10 health. And personally i wil take the loss of 10 HP for an extra 7 hp per heal sig
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Old Oct 27, 2006, 12:05 AM // 00:05   #56
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The interesting question is, are the condition armor mods worth it (vs +10hp)? On the one hand, being blinded, crippled, etc. for a shorter duration as a warrior is nice -- but on the other hand, your team had better be making sure those conditions don't last their full duration anyway.

The difference might be for short duration effects which aren't always worth the energy to remove, such as the Mo/A cripple, where you might turn a 6 second cripple into a 5 second cripple, and that would be worthwhile.
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Old Oct 27, 2006, 12:12 AM // 00:12   #57
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Quote:
Originally Posted by Gigashadow
The interesting question is, are the condition armor mods worth it (vs +10hp)? On the one hand, being blinded, crippled, etc. for a shorter duration as a warrior is nice -- but on the other hand, your team had better be making sure those conditions don't last their full duration anyway.

The difference might be for short duration effects which aren't always worth the energy to remove, such as the Mo/A cripple, where you might turn a 6 second cripple into a 5 second cripple, and that would be worthwhile.
I really don't think these will be useful on flagstand characters at all. With condition removal around it's just not enough benefit enough of the time.

I can definitely see these on skirmish characters though. If I'm sending an assassin into the enemy base in a metagame where everyone runs the flag with a Flashbot ele, 40% blind reduction is really really nice.
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Old Oct 27, 2006, 12:20 AM // 00:20   #58
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Quote:
Originally Posted by Wasteland Squidget
I've always felt that a lot of PvPers are a bit too addicted to high health totals. Listening to some of the comments on various PvP forums, it seems like a lot of players are willing to sacrifice some pretty crucial attribute levels just to use more of these +10 health runes.

Having spikes that bring a character to within 10 or 20 health before they're saved seems like a pretty rare occurance to me. When I play GvG, there is usually only one or two spikes like that over the course of several games. In most spikes, either the target dies or they're saved well before they hit 10 health.

I can understand stacking vitaes on a character that doesn't use a lot of attributes (warriors, for example) but when I hear about people dropping minors on characters that need those points, I can't help but wonder what they're thinking. A possibility of being saved once every few games, or an extra second duration on Crippling Shot that has a constant effect in every match you play. It doesn't seem like a difficult choice to me.

I guess people are trying to get the health totals they had on max sets when armor-swapping was possible. The vitae runes are a cool addition and I like using them, but it's an easy thing to overdo when building a character.
Squidget's right. In fact I dont think you can get more than one on any monk or elementalist who might need three lines, two is the most I can see tbh and not a single one on warriors.

Sam
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Old Oct 27, 2006, 12:23 AM // 00:23   #59
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Quote:
Originally Posted by Symbol
Attunements are broken. 10E spells should be returning 3+1 E, they return 2. 15E spells are returning 4E, they should return 5.

Also Moebius strike is retarded now. On a target below 50% you can easily lock them down completely with moebius - HoTo - moebius - HoTo until they die.
noonono not retarted foo. just a pimp ass skill now xD
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Old Oct 27, 2006, 01:43 AM // 01:43   #60
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Probably the best update ever, for a long while anyway.

For the first time ever without being sarcastic, I can say "Gj Anet"

Almost everything is advatageous for me as I only have (or had) 1 PVE character that I actually used in PvP, a warrior and he doesnt even have a totally complete armor collection and weapon sets.

PVE chars now have no advantage over PVP chars, I never thought I'd live to see the day.

With the addition of the increased faction gain + cap, I might not even make a new class PVE character from Nightfall :P which I was planning to do even though I cant stand PVE.

Some gimmicks and overpowered skills taken care of. Vim, smite, and some practically unused elites and other skills getting proper buffs.
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