Terenas2006-06-04 07:29:45
QUOTE(Acrune @ Jun 4 2006, 07:26 AM) 293796
Warriors, in attacking, are afflicting and hindering. So they're doing damage, and afflictions that prevent you from curing/running.
For heartburst, if you're trying to get 12 vessels, you have 2 channels to do stuff, assuming you have nothing locked (such as forcefield). These channels have roughly a 4 second and a 6 second balance. And really, you're not going to get much done with those. Even with all three channels active, in a demesne, its a breeze to just walk away from the attacker.
Me too.
![doh.gif](style_emoticons/<#EMO_DIR#>/doh.gif)
I guess you forgot about Currents or Whirlpool or that Needlerains will also strip Waterwalking. A Geomancer can put up Duststorms, Stonewalls/Freeze ground. I'm sorry but I don't see how it's a 'breeze' to just walk away from the attacker. Do you need me to go dig up the logs of people complaining about those very effects?
Mederrach2006-06-04 07:31:32
QUOTE(daganev @ Jun 4 2006, 12:23 AM) 293795
I really wish I could be garanteed a kill in 108 seconds.
Heartburst'll never happen in 108 seconds.
This was the theoretical absolute minimum.
In reality, it is MUCH more than this, due to hindrance (Yes folks, Psionists CAN be hindered) such as stunning, stupidity, etc. Additionally, there's lag, delays, the enemy running, etc.
Guesstimating, I'd say it's at least 150-180 seconds.
Acrune2006-06-04 07:36:05
QUOTE(terenas @ Jun 4 2006, 03:29 AM) 293797
I guess you forgot about Currents or Whirlpool or that Needlerains will also strip Waterwalking. A Geomancer can put up Duststorms, Stonewalls/Freeze ground. I'm sorry but I don't see how it's a 'breeze' to just walk away from the attacker. Do you need me to go dig up the logs of people complaining about those very effects?
Currents can actually help you get away (and often hinder me from getting a kill, I rarely use it against individuals). Deluge lasts no longer then 5 minutes, most likely significantly shorter from what I've seen, so waterwalking doesn't matter for long, unless you get a lull in combat and the mage notices its gone. From my experience, yes, it really isn't that hard to wander away from a mage, especially, as Forren noted, more often then not, we don't get a chance to make a demesne of any notable size. And demesnes are tiny now too, not like you have far to go to escape these effects.
QUOTE(Mederrach @ Jun 4 2006, 03:31 AM) 293798
In reality, it is MUCH more than this, due to hindrance (Yes folks, Psionists CAN be hindered) such as stunning, stupidity, etc. Additionally, there's lag, delays, the enemy running, etc.
Blindness too.
Daganev2006-06-04 07:36:23
QUOTE(Mederrach @ Jun 4 2006, 12:31 AM) 293798
Heartburst'll never happen in 108 seconds.
This was the theoretical absolute minimum.
In reality, it is MUCH more than this, due to hindrance (Yes folks, Psionists CAN be hindered) such as stunning, stupidity, etc. Additionally, there's lag, delays, the enemy running, etc.
Guesstimating, I'd say it's at least 150-180 seconds.
Yeah, again, wish my fights where that quick. Its more like 600 seconds for me, if I'm lucky.
Acrune2006-06-04 07:36:52
QUOTE(daganev @ Jun 4 2006, 03:36 AM) 293801
Yeah, again, wish my fights where that quick. Its more like 600 seconds for me, if I'm lucky.
So you never win spars?
![huh.gif](style_emoticons/<#EMO_DIR#>/huh.gif)
Terenas2006-06-04 07:38:52
QUOTE(Acrune @ Jun 4 2006, 07:36 AM) 293799
Currents can actually help you get away (and often hinder me from getting a kill, I rarely use it against individuals). Deluge lasts no longer then 5 minutes, most likely significantly shorter from what I've seen, so waterwalking doesn't matter for long, unless you get a lull in combat and the mage notices its gone. From my experience, yes, it really isn't that hard to wander away from a mage, especially, as Forren noted, more often then not, we don't get a chance to make a demesne of any notable size. And demesnes are tiny now too, not like you have far to go to escape these effects.
Here, let me show you a log of how easy it is to walk out of an Aqua's desmene.
QUOTE(Guido)
A sudden shiver shoots up your spine, making you involuntarily jerk as a
creeping sensation crawls over your skin.
here
3940h, 4360m, 3888e, 10p exk-
ne
A the strong currents of the water spin and churn, pulling you back as you try
to swim away.
3940h, 4360m, 3888e, 10p ek-
(The Midnight Legion): Daevos says, "Are they still there?"
3940h, 4360m, 3888e, 10p ek-
ne
You must regain balance first.
3940h, 4360m, 3888e, 10p ek-
/=========================\\
{ Balance Recovered }
\\=========================/
3940h, 4360m, 3888e, 10p exk-
ne
A the strong currents of the water spin and churn, pulling you back as you try
to swim away.
3940h, 4360m, 3888e, 10p ek-
Mitch's eyelids flutter as though drifting off to sleep. A bank of cloudy mist
spreads across the ground beneath you.
3940h, 4360m, 3888e, 10p ek-
ne
A the strong currents of the water spin and churn, pulling you back as you try
to swim away.
3940h, 4360m, 3888e, 10p ek-
ne
A the strong currents of the water spin and churn, pulling you back as you try
to swim away.
3940h, 4360m, 3888e, 10p ek-
A hideous archdemon grabs the shoulders of Mitch and gutturally whispers
something to him in a harsh and unknown language.
A hideous archdemon forms a ball of darkness in his palm, then hurls it at
Mitch, striking him full in the chest. Shadowy tendrils burst forth and slither
over his skin.
3940h, 4360m, 3888e, 10p ek-
The white mist here washes over you in a wave of ghostly tendrils.
3940h, 4360m, 3888e, 10p ek-
Mitch eats a bunch of pennyroyal.
3940h, 4360m, 3888e, 10p ek-
ne
A the strong currents of the water spin and churn, pulling you back as you try
to swim away.
3940h, 4360m, 3888e, 10p ek-
ne
You must regain balance first.
3940h, 4360m, 3888e, 10p ek-
/=========================\\
{ Balance Recovered }
\\=========================/
Yeah, I agree, how hard it must be for you guys to hold your enemies in, oh, and it's not like it isn't taking your balance as well.
Revan2006-06-04 07:41:20
I have an idea: lets bring sentinel groves abilities in the game to replace demesne abilities... then we'll see how long it takes till you want the old abilities back ![smile.gif](style_emoticons/<#EMO_DIR#>/smile.gif)
Really, demesne are close to useless, unless you can do alot of damage... which only 3-4 people can do.
![smile.gif](style_emoticons/<#EMO_DIR#>/smile.gif)
Really, demesne are close to useless, unless you can do alot of damage... which only 3-4 people can do.
Acrune2006-06-04 07:42:53
You're using a log from guido to support a combat theory?
A tumble would have gotten him away anyways. Or even a lucky current.
A tumble would have gotten him away anyways. Or even a lucky current.
Terenas2006-06-04 07:44:58
QUOTE(Revan @ Jun 4 2006, 07:41 AM) 293805
I have an idea: lets bring sentinel groves abilities in the game to replace demesne abilities... then we'll see how long it takes till you want the old abilities back
![smile.gif](style_emoticons/<#EMO_DIR#>/smile.gif)
Really, demesne are close to useless, unless you can do alot of damage... which only 3-4 people can do.
I agree! Except for the part you know, where Sentinels don't have groves.
![smile.gif](style_emoticons/<#EMO_DIR#>/smile.gif)
And I'd rather fight in Groves than Demesne mainly because they have two passive effects, entangle and damage. Whoo! I'm sorry, but your demesnes are way better than groves.
QUOTE(Acrune @ Jun 4 2006, 07:42 AM) 293806
You're using a log from guido to support a combat theory?
A tumble would have gotten him away anyways. Or even a lucky current.
Your point? I call things as I see them, and in this case the log shows exactly my point. It is neither a breeze nor simple as you so elegantly stated.
Acrune2006-06-04 07:48:56
QUOTE(terenas @ Jun 4 2006, 03:44 AM) 293807
Your point? I call things as I see them, and in this case the log shows exactly my point. It is neither a breeze nor simple as you so elegantly stated.
My point? I doubt a single Aquamancer could keep me in their demesne, using any ability at their disposal, should I decide I didn't wish to be there. Probably not many of the other demesne guilds, but I don't know their skills as well, so its hard to say. If you're trying to heartburst, you're limiting yourself even further.
Revan2006-06-04 07:49:53
Umm... I cannot begin to say how completely and utterly... WRONG you are, terenas
Are we thinking of the same groves here? Golem, bees, lightning, etc.? And I believe Sentinels DO have groves, unles I'm mixing up the name... sentarii, maybe?
Edit: it's sylvan... my mistake.
![sad.gif](style_emoticons/<#EMO_DIR#>/sad.gif)
Edit: it's sylvan... my mistake.
Unknown2006-06-04 07:53:20
Here's sort of what I'd like to know... I don't know if anyone is able or kind enough to help me:
Druid passive demesne effects
--------------------------
Briars - walls that don't block but entangle
Squirrels - causes small blunt damage + bleeding
Spores - afflicts with confusion, hallucinations or dementia
Pollen - afflicts with asthma
Treelife - raises into trees with short stun
Thorns - cutting damage in trees only + bleeding
Swarm - afflicts with paralysis
Storm - moderate electrical damage
----------------------------
So, what is that list for Aquamancers? I'd like to see if they really are as bad as everyone makes out.
Druid passive demesne effects
--------------------------
Briars - walls that don't block but entangle
Squirrels - causes small blunt damage + bleeding
Spores - afflicts with confusion, hallucinations or dementia
Pollen - afflicts with asthma
Treelife - raises into trees with short stun
Thorns - cutting damage in trees only + bleeding
Swarm - afflicts with paralysis
Storm - moderate electrical damage
----------------------------
So, what is that list for Aquamancers? I'd like to see if they really are as bad as everyone makes out.
Terenas2006-06-04 07:56:41
QUOTE(Revan @ Jun 4 2006, 07:49 AM) 293811
Umm... I cannot begin to say how completely and utterly... WRONG you are, terenas
![sad.gif](style_emoticons/<#EMO_DIR#>/sad.gif)
Sentinels have long lost Groves, before Lusternia even came out. Bees/Golem are both damage, with a minor chance of paralysis or single limb break. And lightning is an active ability, not passive so they have to use EQ to cast it.
QUOTE(Acrune)
My point? I doubt a single Aquamancer could keep me in their demesne, using any ability at their disposal, should I decide I didn't wish to be there. Probably not many of the other demesne guilds, but I don't know their skills as well, so its hard to say. If you're trying to heartburst, you're limiting yourself even further.
And I doubt any warrior can keep me in the same room if I choose not to be there, no matter how good his wounding or afflictings are. As I've said before, your opponent have to want to be there to fight you, and in this case Heartburst will easily kill anyone within less than 2 minutes.
Revan2006-06-04 07:59:08
Groves entangled ALOT, and the damage of golem and bees COMPLIMENTED the incinerate instakill that druids had. groves were 90% sure death for anyone idiotic enough to stumble into one owned by a MILDLY competent fighter. Add totems to a grove, and bam... no contest.Demesnes are like... 20% at most. Groves are assloads better than demesnes ever will be due to their synergy, totems and summoning. End of story =/
Rhoan2006-06-04 08:00:56
Sentinels have ents.
Druids/Sylvans have groves.
Grove abilities are:
Grove vines - passive entangle
Grove barrier - passive prismatic barrier for grove user and allies
Grove cage - keeps people either in or out of your grove, need to crash to get through it
Grove lightning - active electrical damage attack
Grove bees - passive paralyse attack
Grove hypercure - passive affliction healing
Grove golem - passive damage/hammer tattoo
Grove eject - launches all enemies out of your grove.
Those are pretty much it for Grove combat. There are of course other abilities, but for the actual fighting, that's about it. I may have missed something. Been ages since I played in a grove.
Edit: Should be noted that both Bees and Golem can turn on the Druid/Sylvan with disloyalty.
Druids/Sylvans have groves.
Grove abilities are:
Grove vines - passive entangle
Grove barrier - passive prismatic barrier for grove user and allies
Grove cage - keeps people either in or out of your grove, need to crash to get through it
Grove lightning - active electrical damage attack
Grove bees - passive paralyse attack
Grove hypercure - passive affliction healing
Grove golem - passive damage/hammer tattoo
Grove eject - launches all enemies out of your grove.
Those are pretty much it for Grove combat. There are of course other abilities, but for the actual fighting, that's about it. I may have missed something. Been ages since I played in a grove.
Edit: Should be noted that both Bees and Golem can turn on the Druid/Sylvan with disloyalty.
Acrune2006-06-04 08:00:59
icefloe - passive freezing
jellies - stun, ~100 damage
tsunami - knocks people out of the sky
typhoon - knockdown, take a little damage if no waterbreathing
needlerain - strips a random elemental defense, does 150 or so damage maybe
currents - moves people about
deluge - makes water deep
healspring - heals a little damage and a little deepwounds
sweetfount - heals a random affliction
Thats all I can think of. Jellies, needlerain, and something else are stopped by protection scrolls.
Edit: And I might have tsunami and typhoon switched. Names are too similar for me to keep straight.
jellies - stun, ~100 damage
tsunami - knocks people out of the sky
typhoon - knockdown, take a little damage if no waterbreathing
needlerain - strips a random elemental defense, does 150 or so damage maybe
currents - moves people about
deluge - makes water deep
healspring - heals a little damage and a little deepwounds
sweetfount - heals a random affliction
Thats all I can think of. Jellies, needlerain, and something else are stopped by protection scrolls.
Edit: And I might have tsunami and typhoon switched. Names are too similar for me to keep straight.
Unknown2006-06-04 08:03:34
It's also a single room that's mostly non-moveable. Unlike sprawling Demesne. Totems don't exist in Aetolia either.
Kharvik2006-06-04 08:03:54
Fighting Acrune I actually found it harder to stay in the room with him than anything else.. damn currents.
Acrune2006-06-04 08:05:48
QUOTE(terenas @ Jun 4 2006, 03:56 AM) 293815
As I've said before, your opponent have to want to be there to fight you, and in this case Heartburst will easily kill anyone within less than 2 minutes.
Sure, lets make false statements with nothing to back it up. I doubt heartburst will ever be done 1v1 in under 2 minutes in a reasonable combat situation.
Unknown2006-06-04 08:08:42
Can you tumble in deep water?