New Animist Spells

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Rector
Alerion Knight
 
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Postby Rector » Nov 26, 2008 16:56

Yay!
Image

:->

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Astealoth
Eagle Knight
 
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Joined: Jul 10, 2008 00:00
Location: Upstate NY

Postby Astealoth » Nov 27, 2008 01:17

Rector
Eagle Knight


Joined: Mar 02, 2006
Posts: 666


He's the devil !!

:twisted:

mash
Warder
 
Posts: 28
Joined: Nov 18, 2008 01:00

Postby mash » Nov 27, 2008 09:41

or even imp?


diRECTOR kobil

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Supafly
Myrmidon
 
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Joined: Nov 10, 2008 01:00

Postby Supafly » Nov 27, 2008 14:01

It's good to see that the staff are really doing their best to keep updating this shard and it's definately appreciated.
But these shrooms are now gettin out of hand, and i'm referring to RVR here (more specifically Wilton last nite - GMT +2) Everwhere u go: be it keep, bridges even forests are now spammed with these shrooms!!! it's insane!! 8O

Just to break first door we gotta take out a whole forest of these shrooms (not to even mention inner keep door) and by the time we do that half of us are dead, by the casters on wall or rangers. Even the infi climb spots on keepwall are infested with these things.. I think it's really unfair, these shrooms can't be mezzed either on uthgard server! :@ being a sorcerer that i am, a yellow con shroom hit me for 130dmg +/- and there were like 5 or summin stacked on top of eachother, so basically insta-death! -_-

This might sound like complaining, but seriously something has to be done, they should either be capped (in other words, set a limit as to how many shrooms can be summoned) or enable mezz on them etc. (any other ideas would do)

But please do relook into this matter as it's become a shroom forest out there which is devouring the souls of those around!!! :cry:

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DarkSaint
Warder
 
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Joined: Nov 13, 2008 01:00

Postby DarkSaint » Nov 27, 2008 14:15

I agree. These shroom forests are going a bit too far. I don't mean to complain as well, but something has to be done. My 2 opinions would be:

1) ye, the staff is doing a great job, but rather implement the "shroom makers" on every side before putting them in game for one side.
2) limit the amount of shrooms that can be made.

Thanks
DS

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massivmampfer
Phoenix Knight
 
Posts: 1387
Joined: Feb 06, 2006 01:00
Location: Hibernia (Bremen)

Postby massivmampfer » Nov 27, 2008 14:26

If i remember right hib and mid complained a lot too as theurg pets have been implemented but nothing has been done to reduce the pet amount so there wont be any change with anis too^^. Live with it.

btw. Ani is the perfect camping class and as soon has he gets the opportunity to casts his pets he has an advantage...like the theurg. Kill of the pets from save distance (shrooms have only 1000 units range, theurg ice pets have 1500, air pets stun from 1000~ range, and even simulacrum stuns on 700~ units range with high chance) and they wont deal any dmg...ae dmg is easiest in this manner.

Be happy that shrooms are ruptable. On live they arent.

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Salidor
Eagle Knight
 
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Joined: May 02, 2007 00:00
Location: USA

Postby Salidor » Nov 27, 2008 14:39

if i remember right shrooms are weak to fire ^^. and there range is crap so a good DD should do the trick. get a scout and he can farm them down a mile away ^^ also a common tatic in live is send one person in -Heavy tank with full resists- and have the healers target. ( while he has the shrooms hitting him, the caster support comes in like a wizzard/spirit master and area blasts. granted if there 10 animists your screwed lol.


animists are the fav of the month, after 2-3 months people will start heading back to there Mains and you wont see so many shrooms ^^

but besides that BDers and Necros are going to be worked on it seems ^^ and both of those classes are just like the animist are, OPed.

while a animist is nasty a right spec necro can take out a small melee group with ease, and a BDer with Healing pets can solo small groups as well lol. once those classes pop out will see fav's of the month on each of those classes, and alittle more complaining ^^

pretty soon you wont see the common melee group in argamon any more ^^

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Zippity
Phoenix Knight
 
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Joined: Oct 23, 2007 00:00

Postby Zippity » Nov 27, 2008 14:52

If you guys have issues to report see my issues thread and add what you find there please. The thread is located here:

http://uthgard-server.net/modules.php?n ... pic&t=8622




Additionally, I would recommend you take a look at my initial testing results from live to compare the behavior with what is on uth. You may find that particular thread here:


http://uthgard-server.net/modules.php?n ... 3692#73692

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Merlund
Warder
 
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Joined: Feb 07, 2008 01:00

Postby Merlund » Nov 29, 2008 02:54

Although I play mostly hib, I do also play a lot of mid, and so I totally understand the concerns of the other realms about shroom - forest encounters (lol) but then again, there will always be some OPd something-or-rather, and mostly we should just be thankful these guys are working so hard on everything. Theurgs are pretty nasty too, eh?? And soon, BDs (and next) Necros will be too, im sure. In the end, tho, it is still a group game, and a good grp will still beat the OPds, even if it is a pain in the hoo-hoo sometimes hehe. My only real concern is it does seem to sap some of the lowbie RvR in the BGs, cause once those Anis get dug in @ the keep, game over. Still, nice to see you finishing the SI stuff, and once the FOTM 3-to-1 Animist overpop wanes a bit, it will be less of an issue, I'm sure. Nice work on the implementation, especially for starters. /peace

oops, sorry, I moved this stuff to bug thread, sorry 4 duplication:
[I don't know if it is just me, but I noticed a weird bug where if you drop your main/master pet, and don't keep an enemy targeted, its hp become 0 or 1 and it gets one-shotted. If I keep mobs targeted, this doesn't happen. Of course, you can just try to keep something targeted by spamming nearest enemy, but for sure this is a glitch---just my 2cp. Also: any chance for the "Release Clump" spell/ability?? Would be really nice. For me Animist is mostly just a nice farm class, and this would help a lot.]

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