Hiryuu
Aug 28 2009, 11:38 PM
I Have a few ideas for Metamorphosis as the title suggested.
1: A sentinel-only morph, since druids have that wicked awesome hydra.
It's the Calopus found at:
http://www.eaudrey.com/myth/calopus.htm The Powers would be (add or subtract a few, admin's choice): Leap, Scent, Maul, Charge(goes from one room and impales someone in an adjacent room), Trip(uses tail to trip and does slight damage), Saw(uses horn to break obstructions).
2: Frenzy, a metamorphosis ability that requires the user to be unmorphed, and it calls forth a stampede of animal spirits, doing a whole lot of damage, and a random netamorphosis ability or two (affliction-type, preferably not inferno), after Icewyrm or Wyvern/Hydra.
On a completely different note, an idea for Necromancy is some actual undead minions, as it's name suggests, like a skeletal soldier or something. It's Necromancy people!
Jonathin
Aug 28 2009, 11:47 PM
QUOTE (Hiryuu @ Aug 28 2009, 07:38 PM)

I Have a few ideas for Metamorphosis as the title suggested.
1: A sentinel-only morph, since druids have that wicked awesome hydra.
Sentinels get a whole different skillset with traps and ents It's the Calopus found at:
http://www.eaudrey.com/myth/calopus.htm The Powers would be (add or subtract a few, admin's choice): Leap, Scent, Maul, Charge(goes from one room and impales someone in an adjacent room), Trip(uses tail to trip and does slight damage), Saw(uses horn to break obstructions).
2: Frenzy, a metamorphosis ability that requires the user to be unmorphed, and it calls forth a stampede of animal spirits, doing a whole lot of damage, and a random netamorphosis ability or two (affliction-type, preferably not inferno), after Icewyrm or Wyvern/Hydra.
Terrible idea.On a completely different note, an idea for Necromancy is some actual undead minions, as it's name suggests, like a skeletal soldier or something. It's Necromancy people!
Achaea dictionary =/= rl dictionaryPlus, Apostates get the balzathings, among other ents.
Plus, the name of this thread is annoying, so No to everything you just suggested.
Manifest
Aug 29 2009, 12:06 AM
I approve all of these ideas, as long as Occultists are also then allowed to doppie warp denizens.
Eurulis
Aug 29 2009, 12:22 AM
Sentinels are ok. If anything, I had a morph thought out that I figured that all meta users could be able to use, but now I think sentinels could find more use for it. It was basically a clone of jaguar the way icewyrm is, except for the difference of a needle attack (Freeze, for icewyrm). Like meteor arrows, but it couldn't be affected by reflexes. It was essentially this:
Manticore:
Maul
Reflexes
Nightsight
Fitness
Volley
Eleusiveness
Stealth
AB METAMORPHOSIS VOLLEY
When bonded with the manticore spirit, launch a volley of deadly needles at your opponent so long as he is outside and in the area.
Attacker (1st person): You thrust your hand in the air and a volley of semi-corporeal needles are launched at Person
Target hit (1st person): A rain of razor sharp needles strike you as you sense Attacker's presence nearby
Shield break (1st person): Your shield breaks under the strain of a hail of needles strike it.
3rd person looking at Attacker: Attacker thrusts his arm into the air and a hail of deadly needles are fired into the sky
3rd person looking at Target: Target looks up as a hail of vicious needles strike him from the sky.
Reload: Invisible needles along your arm lock themselves forward into place, ready to fire another volley
I know that the manticore is more or less depicted as firing in a straight line rather than a volley like arrows, but I thought at the time that it would help meta users. I think that the sentinels might find it more or less useful at the moment. Essentially, it can't be used with reflexes since it has to "Reload" each time. Hope you guys can find a use for this.
Edit: In other words, I think Sentinels should get this, if put in, as a unique class ability for their metamorphosis, since druids have hydra. It is not much at all at the moment, but I do not have my exact specifics on hand at the moment.
Edit2: No I don't think the morph will be put in, at least not for a long time if anything, but I think that at the least, the idea could be modified or spark another, better idea.
Sidonia
Aug 29 2009, 12:35 AM
QUOTE (Eurulis @ Aug 29 2009, 01:22 AM)

idea
Artie bow. I am not a fan of free meteor arrows for anyone.
Eurulis
Aug 29 2009, 12:35 AM
QUOTE (Sidonia @ Aug 28 2009, 08:35 PM)

QUOTE (Eurulis @ Aug 29 2009, 01:22 AM)

idea
Artie bow. I am not a fan of free meteor arrows for anyone.
Not everyone has $500 to drop on an arti bow.
Edit: And it was much better than the other idea it was. Hit every enemy outside in the area. Don't know why I even thought that up!
Sidonia
Aug 29 2009, 12:38 AM
QUOTE (Eurulis @ Aug 29 2009, 01:22 AM)

Eleusiveness
Lol.
And if you can't afford an artie bow, don't use meteor arrows, I fail to see how sentinels need meteors, of all things.
Eurulis
Aug 29 2009, 12:41 AM
QUOTE (Sidonia @ Aug 28 2009, 08:38 PM)

QUOTE (Eurulis @ Aug 29 2009, 01:22 AM)

Eleusiveness
Lol.
And if you can't afford an artie bow, don't use meteor arrows, I fail to see how sentinels need meteors, of all things.
Eh, like I said, it was first ment for all meta users. This was made in the time before the hydra morph and groves changes. As for why sentinels need meteors, why do occultists or knights need meteors?
Sidonia
Aug 29 2009, 12:44 AM
QUOTE (Eurulis @ Aug 29 2009, 01:41 AM)

Eh, like I said, it was first ment for all meta users. This was made in the time before the hydra morph and groves changes. As for why sentinels need meteors, why do occultists or knights need meteors?
One class, or 5, having meteors isn't a good reason for X to have it. I think apostates should have disrupt because serpents and monks have it? Doesn't quite work that way.
Eurulis
Aug 29 2009, 12:46 AM
QUOTE (Sidonia @ Aug 28 2009, 08:44 PM)

QUOTE (Eurulis @ Aug 29 2009, 01:41 AM)

Eh, like I said, it was first ment for all meta users. This was made in the time before the hydra morph and groves changes. As for why sentinels need meteors, why do occultists or knights need meteors?
One class, or 5, having meteors isn't a good reason for X to have it. I think apostates should have disrupt because serpents and monks have it? Doesn't quite work that way.
Very true. I'd honestly take out the shield shattering thing, but I still believe the idea itself is good.
Sidonia
Aug 29 2009, 12:49 AM
QUOTE (Eurulis @ Aug 29 2009, 01:46 AM)

QUOTE (Sidonia @ Aug 28 2009, 08:44 PM)

One class, or 5, having meteors isn't a good reason for X to have it. I think apostates should have disrupt because serpents and monks have it? Doesn't quite work that way.
Very true. I'd honestly take out the shield shattering thing, but I still believe the idea itself is good.
Manticore fits the flavour, but I'd rather see something added that was more use in 1v1, rather than being tailored to a raiding situation.
Eurulis
Aug 29 2009, 12:51 AM
QUOTE (Sidonia @ Aug 28 2009, 08:49 PM)

QUOTE (Eurulis @ Aug 29 2009, 01:46 AM)

QUOTE (Sidonia @ Aug 28 2009, 08:44 PM)

One class, or 5, having meteors isn't a good reason for X to have it. I think apostates should have disrupt because serpents and monks have it? Doesn't quite work that way.
Very true. I'd honestly take out the shield shattering thing, but I still believe the idea itself is good.
Manticore fits the flavour, but I'd rather see something added that was more use in 1v1, rather than being tailored to a raiding situation.
This definitely was an old skill that was in a time when forestals, druids and sylvans espeicially, had little use in raids. What would you suggest?
Edit: Actually, I forget the timetable, as sentinels still had axestun, I think. So really, it was more for druids. Hrm.
Edit2: Let me get off my little alt... can't discuss and take trials at the same time!
Sidonia
Aug 29 2009, 12:53 AM
Some sort of basilisk clone (w/ reflexes) that can screech to disrupt
Eurulis
Aug 29 2009, 12:56 AM
I can come up with something real fast before I bug you privately for an in depth discussion.
Came up with a possibility.
Cocatrice:
Glare
Gaze
Reflexes
Screach*
Eleusiveness
Stealth
Nightsight
Resistance
Roar
Fly
Land
Screach(Sidonia's): Disrupts target if not deaf.
Screach(Mine): Afflicts one with a random mental affliction. If the target has a mental affliction, it causes disrupt.
Awan
Aug 29 2009, 02:53 AM
I'm not a particularly big fan of adding a sentinel-only morph just because there's a druid-only morph. The druid class was underpowered, possibly the weakest class in the game, and in particular it was quite underpowered in terms of offensive abilities. Where the Sentinels have axes and spears and ents and traps in Woodlore, druids had hardly any offensive abilities in Groves at all after the change to the skill to make the abilities more mobile went through. The extra morph in the druid class only was necessary to balance things out.
On the other hand, since none of the three forestal classes have a range skill that's area-wide rather than line-of-sight, this puts Eleusis at a pretty significant disadvantage when attempting to defend in raids. As best I can tell, we have significantly fewer ranged attackers than any of the other cities. And given the roleplay ties the forestal classes have with Eleusis, that's not a disparity that's going to just go away any time soon, or one we can really do anything about. Given how important area-wide ranged attacks are in raids, they should be a little more evenly spread out. If some such ability that Eurulis suggests were given to one of the forestal classes, I wouldn't even complain if it was to sentinels only.
Sidonia
Aug 29 2009, 05:05 AM
Just change grove lightning to be area wide.
edit: and up the cost to 250 sunlight
Gorlasintan
Aug 29 2009, 05:06 AM
QUOTE (Sidonia @ Aug 29 2009, 12:05 AM)

Just change grove lightning to be area wide again.
We should be working away from range-based combat, not making it more prevalent.
Sidonia
Aug 29 2009, 05:09 AM
QUOTE (Gorlasintan @ Aug 29 2009, 05:06 AM)

QUOTE (Sidonia @ Aug 29 2009, 12:05 AM)

Just change grove lightning to be area wide again.
We should be working away from range-based combat, not making it more prevalent.
This was in response to Awan. I don't particularly care for forestals getting area wide attacks, but if they're going to get one, why make a new morph when you can just change a presently similar ability?
Awan
Aug 29 2009, 06:00 AM
QUOTE (Sidonia @ Aug 29 2009, 05:09 AM)

QUOTE (Gorlasintan @ Aug 29 2009, 05:06 AM)

QUOTE (Sidonia @ Aug 29 2009, 12:05 AM)

Just change grove lightning to be area wide again.
We should be working away from range-based combat, not making it more prevalent.
This was in response to Awan. I don't particularly care for forestals getting area wide attacks, but if they're going to get one, why make a new morph when you can just change a presently similar ability?
That's a good point; changing grove lightning in the way Sidonia suggests might work just as well. I...don't really care about the specifics, honestly, I just think at least one of those three classes should have one that's area-wide and not line-of sight. It can even be fairly crappy and slow. Just *something* for pete's sake.
Alternately, we could employ some fairly big scheme to make range-based combat no longer so important in raids, as Gorlasintan suggests. Range combat is more boring than melee, so that would be great. But...I have no idea how we could do that short of just deleting all area-wide range abilities or something.
Unless there's actually a plan in the works to get us away from range-based combat, then having it be prevalent and more-or-less evenly distributed is vastly preferable to having it be prevalent and really unevenly distributed.
rukimoro
Aug 29 2009, 09:32 AM
QUOTE (Eurulis @ Aug 29 2009, 10:22 AM)

Sentinels are ok. If anything, I had a morph thought out that I figured that all meta users could be able to use, but now I think sentinels could find more use for it. It was basically a clone of jaguar the way icewyrm is, except for the difference of a needle attack (Freeze, for icewyrm). Like meteor arrows, but it couldn't be affected by reflexes. It was essentially this:
Manticore:
Maul
Reflexes
Nightsight
Fitness
Volley
Eleusiveness
Stealth
AB METAMORPHOSIS VOLLEY
When bonded with the manticore spirit, launch a volley of deadly needles at your opponent so long as he is outside and in the area.
Attacker (1st person): You thrust your hand in the air and a volley of semi-corporeal needles are launched at Person
Target hit (1st person): A rain of razor sharp needles strike you as you sense Attacker's presence nearby
Shield break (1st person): Your shield breaks under the strain of a hail of needles strike it.
3rd person looking at Attacker: Attacker thrusts his arm into the air and a hail of deadly needles are fired into the sky
3rd person looking at Target: Target looks up as a hail of vicious needles strike him from the sky.
Reload: Invisible needles along your arm lock themselves forward into place, ready to fire another volley
I know that the manticore is more or less depicted as firing in a straight line rather than a volley like arrows, but I thought at the time that it would help meta users. I think that the sentinels might find it more or less useful at the moment. Essentially, it can't be used with reflexes since it has to "Reload" each time. Hope you guys can find a use for this.
Edit: In other words, I think Sentinels should get this, if put in, as a unique class ability for their metamorphosis, since druids have hydra. It is not much at all at the moment, but I do not have my exact specifics on hand at the moment.
Edit2: No I don't think the morph will be put in, at least not for a long time if anything, but I think that at the least, the idea could be modified or spark another, better idea.
Most balanced idea ever.
stuart
Aug 29 2009, 10:52 AM
I doubt sentinels will get a sentinel only morph, the reason behind hydra i think was to make druids stronger without overpowering sentinels and to give druids a skill that nobody else had.
All we need now is a druid only ability for groves aswell, and then we can be happily different.
I don't think druids should have a meteor arrow like attack, just make grove lightning area effect again.
Anyone know if they fixed the bug with might yet?
Mishgul
Aug 29 2009, 11:19 AM
grove lightning wasn't even that great.
Tribal nonCorten
Aug 29 2009, 12:19 PM
QUOTE (Gorlasintan @ Aug 29 2009, 01:06 AM)

QUOTE (Sidonia @ Aug 29 2009, 12:05 AM)

Just change grove lightning to be area wide again.
We should be working away from range-based combat, not making it more prevalent.
Not everyone can tank the 3-5 Dragons that Mhaldor raids with everytime. (And the random kid that assumes he's beast just because he's Mhaldorian. Sabiru still runs around with a tinderbox causing nasty wittle fires when Mhaldor raids, doesn't he? He's so naughty!)
There are no successful defenses that do not require some form of ranged attack. Think about it. I really don't think Grove lightning would be worth the trouble to change though... it sucks. Why not just make incinerate destroy everything within a 5-room radius if you want a retarded upgrade to an attack?
But anyways, back on topicness. Sentinels don't need an attack like that. As mentioned prior to my post, buy an artie bow. You can't be THAT effective as a Sentinel in combat unless you buy arties anyways. Whether it's a spear, str gauntlets, const. belt/girdle, sip ring, knuckles, or an artie bow (lol) You gotta buy some stuff to be good at combat anyways. That's how balanced they made this game. Because they're out to make money. And they do. On a daily basis.
Mishgul
Aug 29 2009, 12:19 PM
what. Sentinel are great without arties
Sabiru
Aug 29 2009, 01:13 PM
I am beast.
Tribal nonCorten
Aug 29 2009, 01:17 PM
QUOTE (Mishgul @ Aug 29 2009, 08:19 AM)

what. Sentinel are great without arties
So you'd be a Sentinel Mark without any arties whatsoever?
QUOTE (Tribal)
And the random kid that assumes he's beast just because he's Mhaldorian.
QUOTE (Sabiru)
I am beast.
Trici
Aug 29 2009, 01:52 PM
QUOTE (Mishgul @ Aug 29 2009, 06:19 AM)

Grove lightning wasn't even that great.

Lies and propaganda.
Lightning was really good as a Siren Sylvan,
almost as good as my stormhammer, I can only imagine how it was as a Grook/Tsol'aa.
Sabiru
Aug 29 2009, 02:20 PM
I think you are doing it wrong, Trici
Mishgul
Aug 29 2009, 02:23 PM
I was a sentinel mark without arties. I killed a lot of people with just trip/behead. Ask Gorlasintan.
Lightning is terrible against anyone who has more than 70% of a brain, a shield tattoo, and the courage to go inside.
Trici
Aug 29 2009, 02:29 PM
QUOTE (Mishgul @ Aug 29 2009, 09:23 AM)

Lightning is terrible against anyone who has more than 70% of a brain, a shield tattoo, and the courage to go inside.
As far as ranged attacks go, I don't see how it was bad.
Stopped by shield and being indoors are both things that stop Cata as well, so I don't really see how that would make lightning terrible.
Firey
Aug 29 2009, 04:44 PM
QUOTE (Trici @ Aug 29 2009, 04:29 PM)

QUOTE (Mishgul @ Aug 29 2009, 09:23 AM)

Lightning is terrible against anyone who has more than 70% of a brain, a shield tattoo, and the courage to go inside.
As far as ranged attacks go, I don't see how it was bad.
Stopped by shield and being indoors are both things that stop Cata as well, so I don't really see how that would make lightning terrible.

Cata is terrible against anyone who's 70% half a brain.
-Firey-
Mishgul
Aug 29 2009, 09:34 PM
Cata does a lot more damage than grove lightning. Staffcast has a faster balance than grove lightning did. also Cata isn't used JUST for damage.
Awan
Aug 29 2009, 09:43 PM
Well good. If grove lightning sucked that bad, no one will mind giving it to us area-wide again.
(Yay!)
Lisbethae
Aug 29 2009, 11:50 PM
QUOTE (Trici @ Aug 29 2009, 06:52 AM)

QUOTE (Mishgul @ Aug 29 2009, 06:19 AM)

Grove lightning wasn't even that great.

Lies and propaganda.
Lightning was really good as a Siren Sylvan,
almost as good as my stormhammer, I can only imagine how it was as a Grook/Tsol'aa.
It was awesome, and even better when 10 of us were all hitting random evil person.
Awesome.
Mishgul
Aug 29 2009, 11:59 PM
incinerating 1 person 3 times is much more effective then 32 grove lightnings.
Eurulis
Aug 30 2009, 12:02 AM
Yeah, bring back the old grove lightning, and none of that chance to fizzle crap either.
Mishgul
Aug 30 2009, 12:06 AM
i dont' understand the chance to fizzle crap either. >(
grove maelstrom was better.
Eurulis
Aug 30 2009, 12:42 AM
QUOTE (Mishgul @ Aug 29 2009, 08:06 PM)

i dont' understand the chance to fizzle crap either. >(
grove maelstrom was better.
I was told "Oh, arrows have a chance to miss! Lightning should have a chance to miss too!"
Rynn
Aug 30 2009, 12:57 AM
QUOTE (Eurulis @ Aug 29 2009, 07:42 PM)

QUOTE (Mishgul @ Aug 29 2009, 08:06 PM)

i dont' understand the chance to fizzle crap either. >(
grove maelstrom was better.
I was told "Oh, arrows have a chance to miss! Lightning should have a chance to miss too!"
Lightning != Arrow. Faulty logic. Not all LoS needs to replicate an arrow.
OH GOD DAMMIT I POSTED IN THIS RETARDED THREAD AND ANTI-BUMPED MY BETTER THREAD.
Santar
Aug 30 2009, 01:40 AM
It takes roughly the same amount of incinerates as lightning's to kill the average person, and incinerate only works in room, and can only be used after a long build up.
These estimates include sips and mosses:
If a Mhun has 4.4k, on average it'll take about 5 incinerates to kill. Making the mhun go from 4.4k-3.4k-4.4k-3.4k-2.k-1.4k dead.
Lightning will take 6(if done at the same time), can be done from range, and is spammable. 4.4k-3.4k-4.4k-3.4k-2.4k-1.4k-400-dead.
Let's say you have 3 Druids. Incinerate will not be able to kill the person because they will run after they tank the first 3.
However, if you lightning 3x, lightning can be used again right away, and it's faster than sip/moss balance, so two rounds of 3 lightning a piece is a kill if they don't get out of the area/shield/etc.
Entaro
Sep 2 2009, 11:50 AM
QUOTE (Santar @ Aug 30 2009, 02:40 AM)

It takes roughly the same amount of incinerates as lightning's to kill the average person, and incinerate only works in room, and can only be used after a long build up.
These estimates include sips and mosses:
If a Mhun has 4.4k, on average it'll take about 5 incinerates to kill. Making the mhun go from 4.4k-3.4k-4.4k-3.4k-2.k-1.4k dead.
Lightning will take 6(if done at the same time), can be done from range, and is spammable. 4.4k-3.4k-4.4k-3.4k-2.4k-1.4k-400-dead.
Let's say you have 3 Druids. Incinerate will not be able to kill the person because they will run after they tank the first 3.
However, if you lightning 3x, lightning can be used again right away, and it's faster than sip/moss balance, so two rounds of 3 lightning a piece is a kill if they don't get out of the area/shield/etc.
Mishgul
Sep 2 2009, 12:03 PM
because shielding is so terribly difficult

incinerate > shields
3 times wildgrowth > movement
Alascia
Sep 2 2009, 06:30 PM
QUOTE (Santar @ Aug 30 2009, 02:40 AM)

It takes roughly the same amount of incinerates as lightning's to kill the average person, and incinerate only works in room, and can only be used after a long build up.
These estimates include sips and mosses:
If a Mhun has 4.4k, on average it'll take about 5 incinerates to kill. Making the mhun go from 4.4k-3.4k-4.4k-3.4k-2.k-1.4k dead.
Lightning will take 6(if done at the same time), can be done from range, and is spammable. 4.4k-3.4k-4.4k-3.4k-2.4k-1.4k-400-dead.
Let's say you have 3 Druids. Incinerate will not be able to kill the person because they will run after they tank the first 3.
However, if you lightning 3x, lightning can be used again right away, and it's faster than sip/moss balance, so two rounds of 3 lightning a piece is a kill if they don't get out of the area/shield/etc.
Incinerate is an instakill under half health, so it would only take 4.
Tribal nonCorten
Sep 2 2009, 06:32 PM
...You people -dare- question -Santar- about combat?....
oh man...
I smell randomly generated PK cause befalling some people >_<
Santar
Sep 4 2009, 01:02 PM
QUOTE (Alascia @ Sep 2 2009, 06:30 PM)

QUOTE (Santar @ Aug 30 2009, 02:40 AM)

It takes roughly the same amount of incinerates as lightning's to kill the average person, and incinerate only works in room, and can only be used after a long build up.
These estimates include sips and mosses:
If a Mhun has 4.4k, on average it'll take about 5 incinerates to kill. Making the mhun go from 4.4k-3.4k-4.4k-3.4k-2.k-1.4k dead.
Lightning will take 6(if done at the same time), can be done from range, and is spammable. 4.4k-3.4k-4.4k-3.4k-2.4k-1.4k-400-dead.
Let's say you have 3 Druids. Incinerate will not be able to kill the person because they will run after they tank the first 3.
However, if you lightning 3x, lightning can be used again right away, and it's faster than sip/moss balance, so two rounds of 3 lightning a piece is a kill if they don't get out of the area/shield/etc.
Incinerate is an instakill under half health, so it would only take 4.
If you were paying attention at all, you'd notice that each incinerate was doing 1k, and the numbers mysteriously drop from 3.4k-2.k-1.4k
Did you think 2.k sounded weird in there? I do too, because it is a typo I made during an edit, and should be 2.4k, thus, NOT UNDER HALF, which makes it 5 incinerates.
Mishgul
Sep 4 2009, 02:26 PM
uh incinerate does % based damage that fluctuates on different opponents. As a troll with trans thermology and the frost def incinerate does 1.8k to me
Santar
Sep 4 2009, 02:33 PM
Incinerate damage is very lightly percentage based(like most damage).
My example was on a Mhun with 4.4k health, which will take minimal damage from incinerates. A lower health person will die in less incinerates.
Furthermore, my estimates were just that - Estimates. If the incinerates were to do 1.2k per or around that, then yes, it would take one less.
Using troll as an example is poor, due to the fire susceptibility.
Santar
Sep 4 2009, 02:40 PM
As you can see, my rough estimate of 1k was entirely accurate:
4017h, 4300m, 18359e, 20320w cexkdb-
Asmodron inhales deeply, then lets out an earth-shaking roar as a jet of white-hot
fire shoots from his nostrils directly at you.
2999h, 4300m, 18359e, 20320w cexkdb-
My example from before is entirely accurate. It would take 5 to kill me(if I were to have 4.4k health).
Incinerate scales VERY lightly with health. More health is always better for tanking incinerates.
It'd probably take 5 to kill me even with 4017 health, as I would possibly hit a regen tick at some point.
Incinerate, is pure and simple, not a DPS attack, but a finishing attack.
Mishgul
Sep 4 2009, 03:18 PM
However in practice 99% of the people who attack Eleusians/forestals regularly are Troll, Rajamala etc (Cain, Azuhi). That's why I suggest my methods rather than spamming lightning, otherwise I would just get the group to flow in or gate in and maul the hell out of everything after putting grove hinder on.
The last time I was in a group that spammed Grove lightning was against Cain. He took eleven of them from 6 people. over 7 seconds. And when he came back he died to -4- incinerates. This was back when I was druid just over 6 months ago.
Santar
Sep 4 2009, 03:48 PM
Situational claims in a statistical argument are pretty absurd.
Obviously, if the person is, for example, a troll monk, which will have vitality, transmute, kai heal, numbness, and etc, damage over time is going to be worse than several incinerates used as spike damage, for several reasons, such as the f act that it'll give little reaction time to use active healing skills, and will bypass vitality.
However, these notions have no utility for the discussion at hand.
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please
click here.