Combat Logs

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  • edited November 2014
    Jacen said:
    What can monk do against lyre? Didn't see any monk abilities on that list.

    All of telepathy.  That includes:
    Mind batter
    Impatience
    Paralyse
    Mind Throw
    Radiance
    Clamp
    Crush
    Illusion
    Daze
    Strip

    And so on.  All powerful anti-lyre abilities.  Several of them directly or indirectly drop prismatic shield, and all of them ignore it.

    I usually just throw/JPK.  Lazy, but effective.

  • Jacen said:
    What can monk do against lyre? Didn't see any monk abilities on that list.
    Try using your entire Telepathy and Kaido skillsets
  • Ernam said:

    I mean, slow prepping as monk with lyre is pretty lame.  Slow prepping gets me fired up.

    Would also point out that I won that spar.


    @Santar I would definitely add Paladin, as well as Occultist

    Just for trivia's sake, it's actually possible to truelock someone as a serpent without them ever dropping prismatic, from unafflicted.  Batch curing can help (somewhat) but just illustrating my point.

    Oh yeah, also forgot to mention:
    Illusions  (illusion lyre dropping, illusion you leaving, illusion Santar walking in and starting Devour, illusion high prio serpent pet bites, and so on)
    Pickpocket the lyre (have done it)
    Actually, you didn't. That's why you raged and whined about the lyre. But good job on your recall skills.
  • Prismatic barrier should block all passive healing. Actually, this is brilliant. 

    TO THE ACC MOBILE!

    Jacen said:
    What can monk do against lyre? Didn't see any monk abilities on that list.
    This a fking joke?
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  • Nemutaur to the rescue!

    https://ada-young.appspot.com/pastebin/1354c4dc

    lol, you guys so outnumbered and you keep coming straight in for us. rave for fighting team ashtan!
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  • If resurrection of all kinds weren't enabled on Nish, this would be much more even!


  • If only a limit on how many totems can be implanted/uprooted in a day was enabled, things would be much more even! (for people who can't stay for 3-5 hours uprooting/implanting totems)

    [ SnB PvP Guide | Link ]

    [ Runewarden Sparring Videos | Link ]
  • aaand a finale.. Where'd everyone go! So not paying attention.

    https://ada-young.appspot.com/pastebin/db1a9626
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  • I'm kinda glad totems can't be implanted in "enemy" areas on nish. :P
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  • Haha, I typed in " Dalran" without the "t" according to my buffer, was still targetting falcon from the scouting earlier and couldn't really see anything in the spam. 

    That Mephaos stall though :no_mouth: 

    [ SnB PvP Guide | Link ]

    [ Runewarden Sparring Videos | Link ]
  • Mind sense needs a nerf.

    image

  • If only a limit on how many totems can be implanted/uprooted in a day was enabled, things would be much more even! (for people who can't stay for 3-5 hours uprooting/implanting totems)
    totally agree with implanting.  2 per day max!

    Uprooting should have no limit, totems are not a requirement to have, just a class perk :)
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  • AchillesAchilles Los Angeles
    Jhui said:
    If only a limit on how many totems can be implanted/uprooted in a day was enabled, things would be much more even! (for people who can't stay for 3-5 hours uprooting/implanting totems)
    totally agree with implanting.  2 per day max!

    Uprooting should have no limit, totems are not a requirement to have, just a class perk :)
    That would just mean some cities would have a ton of totems uprooted and have to take a RL month to re-implant them (and be left alone for a month to replant them).

    Better solution would be to make totems only implantable within city limits, including subdivisions, houses and sewers (and defendable).  
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  • edited November 2014

    I think @Jhui's idea for it is fine (and I've heard the same thing from others before), just don't impose the implanting limit on city property.

    The point of the idea is to allow runelorists to utilize Implant while pretty much eliminating the concept of "totem wars".

    Personally, I would suggest simply only allowing a runelorist to have a maximum of 2, maybe 3 totems outside of cities, period.

    Or we could just use player restraint, and this would never be a problem.  Does every abusable thing really need hard-coded solutions?  Especially when the people doing it are the ones suggesting it should be fixed (see: @Jhui on totems, staff, eq gem)
  • Achilles said:
    Jhui said:
    If only a limit on how many totems can be implanted/uprooted in a day was enabled, things would be much more even! (for people who can't stay for 3-5 hours uprooting/implanting totems)
    totally agree with implanting.  2 per day max!

    Uprooting should have no limit, totems are not a requirement to have, just a class perk :)
    That would just mean some cities would have a ton of totems uprooted and have to take a RL month to re-implant them (and be left alone for a month to replant them).

    Better solution would be to make totems only implantable within city limits, including subdivisions, houses and sewers (and defendable).  
    Read the part after you bolded
    image
  • AchillesAchilles Los Angeles
    Jhui said:
    Achilles said:
    Jhui said:
    If only a limit on how many totems can be implanted/uprooted in a day was enabled, things would be much more even! (for people who can't stay for 3-5 hours uprooting/implanting totems)
    totally agree with implanting.  2 per day max!

    Uprooting should have no limit, totems are not a requirement to have, just a class perk :)
    That would just mean some cities would have a ton of totems uprooted and have to take a RL month to re-implant them (and be left alone for a month to replant them).

    Better solution would be to make totems only implantable within city limits, including subdivisions, houses and sewers (and defendable).  
    Read the part after you bolded
    They are definitely a requirement within city grounds.
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  • Only in a few rooms
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  • You feel like every room needs a totem? 
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  • edited November 2014
    Better fix: Stop implanting nonsense totems.


    Mass toteming areas for the sake of griefing a group of people has always been frowned upon by the administration.

    I did it once and 2-man owned Mhaldor for a couple RL months before the admins made me remove them all.

    image

  • AchillesAchilles Los Angeles
    Jhui said:
    Only in a few rooms
    lol no.  Go home Jhui, you're drunk
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  • Nah just see things the correct way. 
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  • edited November 2014
    I've always been in favour of a less totems, less guards thunderdome.

    95% of the playerbase doesn't want that, though.

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  • Shit I'm all for that. Remove the guards, remove the totems, dust the shrines. Let's do it.


  • Honestly, I liked how guards used to be, where there were only about 3-4 guarded rooms per city.

    That way you had a few nigh impenetrable rooms. 

    These days there's guards freaking everywhere.

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  • It's a class perk but I think totems were designed with moderation in mind. Being able to "control" high-conflict areas just because you have a larger group of runelorists that are willing to sit around for hours on end doing nothing but uprooting/implanting in an area is slightly metagamey.

    Though, I also see your point. It's more about totem mechanics being more viable the more time you have and is harsher on runelorists that don't have as much free time(to undo your totems).

    [ SnB PvP Guide | Link ]

    [ Runewarden Sparring Videos | Link ]
  • Totems are more of a tradeskill.

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  • edited November 2014
    Santar said:
    Totems are more of a tradeskill.
    I'd happily trade off my totems for more than two functional runeblade empowerments
    ~Kresslack's obsession~
  • Santar said:
    Better fix: Stop implanting nonsense totems.


    Mass toteming areas for the sake of griefing a group of people has always been frowned upon by the administration.

    I did it once and 2-man owned Mhaldor for a couple RL months before the admins made me remove them all.
    we have purposely kept toteming to UW to a) counter Aelios' implanting because everything has a counter (we don't need to complain on forums to find solutions ourselves) and b) create another avenue to start some conflict.

    UW is a pretty 'fuck you' area, can easily be baited into a trap.

    We will still implant defendable if the situation asks for it, but we can only defend it for the duration of the raid which is a reasonable expectation.

    Definitely not going to put totems all over the mainland, that definitely is borderline griefy.
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  • It's a class perk but I think totems were designed with moderation in mind. Being able to "control" high-conflict areas just because you have a larger group of runelorists that are willing to sit around for hours on end doing nothing but uprooting/implanting in an area is slightly metagamey.

    Though, I also see your point. It's more about totem mechanics being more viable the more time you have and is harsher on runelorists that don't have as much free time(to undo your totems).
    agree, should be limited to 1-2 implants a day, in city or out to avoid this problem.  We're reasonable enough not to go this far (even though we could, we never would).




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