Mass Shrooms on Tower Walls?

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Miska
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Postby Miska » Mar 17, 2009 18:43

"Right now a few animist can hold off 1-2 fg of people attacking or defending a keep. How fair is that? Name ANY 3-4 man group that can beat a few animist when it comes to this? (castle attack and defense) You cant because 1 animist with 15 pets out is just like fighting a full group."


Your kidding, right ? If this is realy your problem, then i give you a clou : Just take some casters into your groups.

Everybody crys about Anis... come on. You realy want to tell me you can not kill an Ani who needs 2 min. to get his full 30 Pets build ? Sure... if you only run with tanks and supps then you will bite the dust, sooner or later.

Every caster in Alb and Mid who can cast an AE dot or AE DD is able to kill a shroom farm in a fraction of the time the Ani needs to build it.

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panachier
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Postby panachier » Mar 17, 2009 19:43

@ miska. and what s happen if the animist got a brain and split a bit the shrooms?

AE is useless. AE dot doesnt kill shrooms, you need 3 or 4 AE casts to kill shrooms...

i still think the best way to take a keep that is defended by animists is to attack another keep ^^
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tazok
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Postby tazok » Mar 17, 2009 19:53

If your attacking a keep with no casters who can aoe and there are anies defending, your at a tactical disadvantage. it's as simple as that.

Annies are very weak in the open and strong in keepdefense and attack, it seems like a fair deal to me.
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panachier
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Postby panachier » Mar 17, 2009 20:07

tazok please read again what i posted...

i told you that AE are useless...i have a cabi spe matter that should be animist killer, but it's not at all. it s not difficult for an animist to split mushrooms, it doesnt take more time.

i think the best way to place mushrooms is to split them by group of 2 shrooms and maybe place 1 or 2 groups of mass deadly shrooms that will deal a huge front load damage.

and btw animist are a strong char in open field. just take the rooting shroom. it will root any char that has no root imune and will perma rupt casters that become useless. you can't hope to quickcast kill them cause they are not ruptable... one caster that got rooted by a shroom is a useless caster for 2 mins.

and you can place an area that become a deadly zone for enemies and so a free casting area for your supporters.

i really think that max of 10 shrooms in a 1500 range is already a lot. AND shroom HP must be lowered
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massivmampfer
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Postby massivmampfer » Mar 17, 2009 20:23

Perman rupted by root shrooms? Root Shrooms ignore CCed targets.

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devilsfury
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Postby devilsfury » Mar 17, 2009 20:36

Aparently none of the replies after my last post were even read. I said that most of the guys place shrooms around corners and/or in a place that the shrooms cant be targeted yet they can still attack. So now smarty. How are you going to Mezz 1,2,3 groups of shrooms around corners or in bugged areas of the keep? Run in and try to do an insta before you die? Cause if you have to cast you are not ever going to get a cast off. Tanks, dead in 1 second. Now i know that animist arent the beat all but how many times have you done a keep raid or a castle raid and people put 15 shrooms around the corner of the room? Typically the first 2-3 people into the room die then their might be a CC spell cast and 1/2 the shrooms are mezzed before the caster hit dead or near dead from the rest of the pet spam.

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Clarex
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Postby Clarex » Mar 17, 2009 20:54

mhh and? where is the problem? On live. This was exactly the same. And the Mids/Albs managed this problem too. (or not?)

You wanna nerf the Animists more then they are? oô or what you want?
If you make an nerf like max. 5 shrooms per Animist. You also can say: remove them again from the game. Because - what is a Animist with 5 shrooms? HE IS NOTHING!!! And i hope there is no more nerfs for the Animists before they dont get their strong bombers.

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Ulfvitr
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Postby Ulfvitr » Mar 18, 2009 00:06

Clarex wrote:mhh and? where is the problem? On live. This was exactly
If you make an nerf like max. 5 shrooms per Animist. You also can say: remove them again from the game.


Sounds like a plan... we will trade in all of our Bone Dancers for your Anamists.

Zarkor
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Postby Zarkor » Mar 18, 2009 00:10

Ulfvitr wrote:
Clarex wrote:mhh and? where is the problem? On live. This was exactly
If you make an nerf like max. 5 shrooms per Animist. You also can say: remove them again from the game.


Sounds like a plan... we will trade in all of our Bone Dancers for your Anamists.


Albs must give there necromancers too! ..oh wait 8)

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monty
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Postby monty » Mar 18, 2009 00:23

you can have mine.. 2 years wayting atm...

mushroom are only good to put on steack or in spaghetti sauce.. who ever got the stupid idea to put fungus into daoc? did people eat that stuff in the middle ages? or did mythic take a star wars side step while smoking pot?

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Maidrion
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Postby Maidrion » Mar 18, 2009 00:24

monty wrote:you can have mine.. 2 years wayting atm...

mushroom are only good to put on steack or in spaghetti sauce.. who ever got the stupid idea to put fungus into daoc? did people eat that stuff in the middle ages? or did mythic take a star wars side step while smoking pot?


I wouldn't go down that path.
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monty
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Postby monty » Mar 18, 2009 00:33

you are right, i don't smoke that stuff

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panachier
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Postby panachier » Mar 18, 2009 02:09

massivmampfer wrote:Perman rupted by root shrooms? Root Shrooms ignore CCed targets.


DD shrooms ignore crowd controled target, but root shroom keep casting on a rooted target if no other enemies around.

shrooms are much more intelligent than any player. they ll never break a CC, they ll rupt, they have perfect reaction timer even when you think you can't target the enemies and so on...

that s really a pain. even when you have all your time to react, it's a problem cause they are difficult to kill, very hard to mezz and impossible to rupt.
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salbei
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Postby salbei » Mar 18, 2009 02:41

the chain-rooting shrooms got fixed a couple days ago , it´s not in the changelog though :?

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MT-Pear
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Postby MT-Pear » Mar 18, 2009 03:48

cant understand how an animist can hold a keep against a fg Oo (not talking about BGs)

Normaly they treb the outergate, than the innergate and rush in.

And nobody can tell me 2 healers cant hold one against shrooms Oo it works in braemar, why you shouldnt can do it??

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