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Old 09-30-2010, 03:17 AM   #41
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Can anyone explain to me why this is a Death Magic skill? It requires a successful melee attack and favours non-stave 2H weapons.

Seriously, this is a melee (Weapon skill), so why is it classed as a Death Magic skill?
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Old 09-30-2010, 03:33 AM   #42
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Lol at overdramatic Jon's minions...please get your whole group/clan/social circle to post its so fun to watch when you comfort each other...

As usual instead of a serious patch discussion they turn it into drama, there are other places for you and for that
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Old 09-30-2010, 03:40 AM   #43
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mobs have hidden DD gems they use along with stun/daze/mez u should know that

and cleanprophet why dont you try to read the patch notes and it explains that
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There are modifiers that alter drop chance when you go AFK based on what you do when gone. We will list them here:
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Last edited by thatperson; 09-30-2010 at 03:47 AM..
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Old 09-30-2010, 04:52 AM   #44
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Who is this Jon? And what is a minion and which is its role in society? Further than that I must say I don't like TamikTheJew either And yes, r12 heals should drop in TP form of course
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Old 09-30-2010, 05:36 AM   #45
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Quote:
Originally Posted by Music
Lol at overdramatic Jon's minions...please get your whole group/clan/social circle to post its so fun to watch when you comfort each other...

As usual instead of a serious patch discussion they turn it into drama, there are other places for you and for that
as you are doing the same as them, please try not to call the kettle black miss pot.

and cleanprophet, it was meant to be 2 skills, 1 weaponry and 1 death magic.

they combined em into 1 death magic skill to keep the last weaponry skill for a latter date.
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However you want to spin it, buddy. This patch was specifically designed to somehow screw you over.

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Originally Posted by Glitchless
Tell that to the crybaby archers
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We are well aware of the over-dramatic reactions to game changes in an effort to skew perception. It doesn't work, just makes them look like cry babies.
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Old 09-30-2010, 06:17 AM   #46
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Quote:
Originally Posted by Smashbros
as you are doing the same as them, please try not to call the kettle black miss pot.

and cleanprophet, it was meant to be 2 skills, 1 weaponry and 1 death magic.

they combined em into 1 death magic skill to keep the last weaponry skill for a latter date.
In that case maybe they should have put this skill in Weaponry?! I mean the post you qouted is perfectly right, WHY IS IT A DEATH MAGIC SKILL IF IT FAVOURS NON-STAFF USERS?!?!?
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Old 09-30-2010, 06:28 AM   #47
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Could be interesting.

Glitchless: we still have a coming soon skill under social. Can it please be implemented?

Some ideas to improve over all game play, I may well repeat stuff that has been suggested but mean well:

Possibility to have different rune set for arena and non-arena. For instance the wise rune is wonderfull for farming but does nothing in arena. And vice versa things apply too. This would make it easier on those players who like to farm and play arena at same time.

Have the aura effect apply before the rune effect of that rune applies that makes more gems pop up. At the moment the rune effect quite often replaces aura slots with less beneficial runes and I think thus is less often/rarely used by casters anymore. So please make it that rune effect applies to available slots AFTER auras have taken their slots.

Cheers,

Dennis
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Old 09-30-2010, 06:50 AM   #48
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Quote:
Originally Posted by Dennisthemenace
Could be interesting.

Glitchless: we still have a coming soon skill under social. Can it please be implemented?

Some ideas to improve over all game play, I may well repeat stuff that has been suggested but mean well:

Possibility to have different rune set for arena and non-arena. For instance the wise rune is wonderfull for farming but does nothing in arena. And vice versa things apply too. This would make it easier on those players who like to farm and play arena at same time.

Have the aura effect apply before the rune effect of that rune applies that makes more gems pop up. At the moment the rune effect quite often replaces aura slots with less beneficial runes and I think thus is less often/rarely used by casters anymore. So please make it that rune effect applies to available slots AFTER auras have taken their slots.

Cheers,

Dennis
fully supported
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Old 09-30-2010, 07:09 AM   #49
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Quote:
Originally Posted by Hopilus
basically doesnt wanna get wtf pwn'd...or is trying to make it so the only ones able to have the epic gems, are those in her own clan...hmmmmmmm....now that wouldn't surprise me in the least...unless of course they wanna pay an extortionist price to have the gems crafted...hi tamik <3
if you behaved better you wouldnt have pay "an extortionist price"
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Old 09-30-2010, 07:12 AM   #50
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Quote:
Originally Posted by thatperson
cleanprophet why dont you try to read the patch notes and it explains that
The first thing I read.

The point I was making, but you failed (again) to understand because, for some reason, you thought I had failed to read the Glitch explanation, was that this is not a Death Magic skill. If it is going to shoehorned in somewhere, why not in Life Magic or Psych Magic, where there is lots of room for non-magic based skills like this one?
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Old 09-30-2010, 07:42 AM   #51
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Quote:
Originally Posted by Dennisthemenace
Could be interesting.

Glitchless: we still have a coming soon skill under social. Can it please be implemented?

Some ideas to improve over all game play, I may well repeat stuff that has been suggested but mean well:

Possibility to have different rune set for arena and non-arena. For instance the wise rune is wonderfull for farming but does nothing in arena. And vice versa things apply too. This would make it easier on those players who like to farm and play arena at same time.

Have the aura effect apply before the rune effect of that rune applies that makes more gems pop up. At the moment the rune effect quite often replaces aura slots with less beneficial runes and I think thus is less often/rarely used by casters anymore. So please make it that rune effect applies to available slots AFTER auras have taken their slots.

Cheers,

Dennis
Agreed DTm but this has no place in this thread...
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Old 09-30-2010, 08:18 AM   #52
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80% of the posts have no place in this thread.
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Old 09-30-2010, 08:36 AM   #53
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80% of all posts have no place on this forum
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Old 09-30-2010, 10:43 AM   #54
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Quote:
Originally Posted by cleanprophet
The first thing I read.

The point I was making, but you failed (again) to understand because, for some reason, you thought I had failed to read the Glitch explanation, was that this is not a Death Magic skill. If it is going to shoehorned in somewhere, why not in Life Magic or Psych Magic, where there is lots of room for non-magic based skills like this one?
death is a counter to life the skill is a counter to heals which happen to be in life magic does that answer your question?
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There are modifiers that alter drop chance when you go AFK based on what you do when gone. We will list them here:
  • Fix and eat a sandwich +15%
  • Watch TV -5%
  • Urinate +20%
  • Finish your homework +10%
  • Stand on your head for 5+ minutes +33%

We believe these are working as intended.
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Old 09-30-2010, 12:48 PM   #55
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Quote:
Originally Posted by Dennisthemenace
Have the aura effect apply before the rune effect of that rune applies that makes more gems pop up. At the moment the rune effect quite often replaces aura slots with less beneficial runes and I think thus is less often/rarely used by casters anymore. So please make it that rune effect applies to available slots AFTER auras have taken their slots.

Cheers,

Dennis

I've double checked this and it already works this way if I understand you correctly. The Rune of Incantation fires after Gem Handling and will not replace any of the gems already put into play via Gem Handling.
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Old 09-30-2010, 12:57 PM   #56
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Yes it does, it could seem that it doesnt but is just that you didnt get the 3rd aura cause of gem handling or whatever and you get another gem instead thanks to Incantation.
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Old 09-30-2010, 01:12 PM   #57
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Dear Glitchless:

This is a nice new skill I guess. Is there any reason that bow users were restricted from the ability to use it? I know I can toggle back and forth between my bow and a melee weapon. However, most bow users have few if any melee skills raised; the melee weapon is carried strictly for the extra enchantments, same as melee users carrying a bow, arrow and quiver for the same reason (although some do raise enough archery skills to go for the ambush opening shot). It would be nice if bow users were included in the ability to use this spell without having to raise a bunch of melee skills.

Thank you.

TJ
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Old 09-30-2010, 01:34 PM   #58
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It is clearly that the reason of this skill was to open a new lvl of arena, motivating people to go 2h and dw, or even helping them a little more.

Archers are complete in any aspect already, they dont need this skill , same as whips.

More than anything was to balance the arena case scenarios when you have a team with 2 casters and 1 tank especially.
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Old 09-30-2010, 01:48 PM   #59
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i'm with TJ on this it would be great if archers had access to this skill as well
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Old 09-30-2010, 02:05 PM   #60
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of course you are buff me pl0x king
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There are modifiers that alter drop chance when you go AFK based on what you do when gone. We will list them here:
  • Fix and eat a sandwich +15%
  • Watch TV -5%
  • Urinate +20%
  • Finish your homework +10%
  • Stand on your head for 5+ minutes +33%

We believe these are working as intended.
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