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PostPosted: Tue Oct 26, 2010 4:19 pm 

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so as it stands both classes will be rather useless since healing with bandies is capped at 50. making it rather pointless to make one. drop war-mage's magery to 85 or 88 or something around there so they can cast higher level spells but cant daemon poly. bring healing up to 80 and drop meditation to 30 or 0 since even at 50 that skill is pretty useless.

bring a mage's healing up to 75 or 80 cap anatomy off at 80 and drop skills like inscription peacemaking and cartograph entirely maybe even cap magery at 95 for them i think you can gate at that level not sure... :/

i think making those changes would make people think twice before just making a human mage for pvp or pvm and also for making a tank mage. since a tank with 50 healing is just crap. and will give reasons for making a raced and a human mage/tank mage.

discuss whether you like or dislike this idea.

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PostPosted: Tue Oct 26, 2010 6:25 pm 

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I agree completely with this post.

I originally wanted to create a tank as a race, but wouldn't since its capped at 50 healing.

What you have other useless skills be able to go to 100 and not healing is beyond me.


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PostPosted: Tue Oct 26, 2010 6:34 pm 

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dont forget that war-mages can use all weps.

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PostPosted: Tue Oct 26, 2010 6:48 pm 
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ok, um just a note
I agree with this, but magery shouldn't be capped on a class with MAGE in it's title lmao
just a note

AND

I commented on this because, yes blob is completely right, the worst decision i've made with sub is to go vampire, and picked war-mage as a class

the 50 healing SUCKS ASS, SO BAD, theres no way to get around it sucking so much that it ruins your character,,
needless to say, sub is back human, but for some reason he won't gain healing @_@ I just thought maybe he's bugged because i tried retraining his healing but its hard for him to even survive in graveyards with 50 healing and train,, (no exageration, skeles were killing me)
I didn't gain healing since, i blamed this maybe on slow heal gains or something, but now im thinking sub is bugged and at 50. but thats for anther topic....


Oh, and for those of us who did make the tragic mistake of becoming war-mage (even made venomous useless) can we get our healing bak to 100, so i can have sub back :( cuz i miss him :( he's just a slot wasted now

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PostPosted: Tue Oct 26, 2010 7:14 pm 

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maher wrote:dont forget that war-mages can use all weps.
It should be like that because as a war-mage having the access to all weapons is necessary.

Magery should be allowed to go to 100, healing should be gained to 100, and the useless skills that have been placed on this class should be dropped to 0, even meditation should be dropped slightly.


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PostPosted: Tue Oct 26, 2010 7:29 pm 

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Lol the one problem I see with this, is that if you put healing to 100, everyone who wanted to make a warrior and use melee and archery without a negative point


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PostPosted: Tue Oct 26, 2010 8:20 pm 

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no capping magery and healing in the 80s is a good thing for a war-mage because they can use all weapons. if you do not cap them then there is no reason to make a human tank. therefore bob will never agree to this. same with capping magery at like 95 for mage classes. you can get higher healing but you lose some magery for it.

as it stands this is the best option i could think of and have been thinking about this for awhile now. and this to me seems like the best solution people still have a good reason for making a human tank but there is also a reason to make a raced tank and mage with these suggestions.

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PostPosted: Tue Oct 26, 2010 8:25 pm 

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I agree completely with blob.

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PostPosted: Tue Oct 26, 2010 8:56 pm 
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so basically there is no reason for anyone to become a race tank atm either so.. guess its a double edged sword...

maybe put healing to 85? and cap all mellee skills at 85

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PostPosted: Tue Oct 26, 2010 9:52 pm 

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i thought about that and decided that capping healing at 80 was best for some reason call it throwing a dart at a board and using the idea the dart landed on since i was kind of stumped as to how to bring healing up. but that may be a good idea too.

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PostPosted: Tue Oct 26, 2010 10:00 pm 

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I am in total agreement for putting healing at 80 and magery somewhere in the 90's.

However, I do not think we should cap any of the combat skills at 80, those should be GM'd.


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PostPosted: Tue Oct 26, 2010 10:09 pm 

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well if you think about it you hit and miss just about as much with gm melee skills as you do when your in the 80s so its not really a big deal and for along time alot of people thought that you hit more often when you had around 85 in a melee skill so i dont think it honestly maters but yeah i tend to agree fighting skills shouldnt be capped... maybe cap archery at 80 for tanks or maybe even 75 just because they can use spells and what not.

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PostPosted: Tue Oct 26, 2010 10:25 pm 

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Archery I think should be capped due to the ability to use long-range spells, no problem with me there.

I would be semi-okay with capping the other combat skills, but not by much.


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PostPosted: Wed Oct 27, 2010 5:09 am 
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so you are saying the mage class should have a cap at magery na thats just retarded bro...I agree about tanks though.

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PostPosted: Wed Oct 27, 2010 5:37 am 

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have to give bob a reason to raise healing. thats just a fact. if you can come up with a better solution taking away a useful skill to mages in order to raise healing im all ears. other wise they are stuck with shitty healing

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