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Old 02-05-2007, 03:19 AM   #1 (permalink)
Juba
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WHERE IS CULL??

Is it just me, or did they take away our single target lifedrain? I remember seeing it on the list once, "CULL", now its gone. I checked as many patch notes as possible and to no avail. I bug reported it in the mean-time. I miss my single target lifedrain. An AOE life drain is cool and all, but a single target that does twice as much....*drooL*....

If I am insane just tell me. Unless I missed something, we need to get this out to the devs.

-Juba (Technically my name is Hagen Frostemere, but I'm to lazy to change my name on the Forums >< )
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Old 02-05-2007, 09:36 AM   #2 (permalink)
Azgod
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It is in Xerokills ability list, I checked a trainer, you are right it is not there. Can we say ninja nerf?
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Old 02-05-2007, 10:31 AM   #3 (permalink)
TeamSKKeris
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Same thing happened to Shaman's Cannibalize. They had it like two patches ago, and then it mysteriously disappeared.

So, now, one of my guild shaman have it and the others do not.

Hopefully, they are working on a lot of fixes because there hasn't been a patch in a few days and there are more issues with the game now than there were in beta IMO.
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Old 02-06-2007, 02:22 AM   #4 (permalink)
XeroKill
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I never noticed that Cull was missing from the list, I will have to check that out when I log in next time. I cannot see a reason that Cull would be removed... it could hardly be considered overpowered... and even if it was, a reduction in its potency would be fine, not its removal all together.

I must admit that I am starting to get a tad bit impatient with the fixes coming to the Dread Knight. Since the launch we have been tossed a single bone and although it was a good bone, there are severe issues at hand that need to be resolved. I am not talking specifically about issues like the long recast on Malice or Word of Doom, but to the fact that Armor of Darkness is completely broken. An ability that is absolutely defining to our class garners no benefit what so ever. They may be reluctant to change the timers on DPS abilities, but Armor of Darkness not working is pretty much game breaking in my opinion.

Thus far we have seen a handful of PVP fixes to a "Primarily PVE game" and several other classes getting a lot of changes. We have had one sentence dedicated to us. I am not going to pretend that I know what is required to fix Armor of Darkness, but I would imagine that it would be a top priority. Seeing as the Warrior and Paladin stances are working just fine, and ours is basically a carbon copy of theirs minus some minute statistical differences and the effect that Dreadful Countenance has on it, there should be no reason it is still broken. Currently the only reason we have to use Armor of Darkness is if we want to lower our DPS and agro capabilities...

To be honest, if they fixed Armor of Darkness and left everything else alone, I would be pretty content with that. Aside from that the other issues are not nearly as important to me. Sure I would love to have the "6 second" recast on Armor of Darkness, a lower recast on Word of Doom, and a buff to Devour Strength, but I could live without them. Not so much with Armor of Darkness... they really need to fix it within the next two patches. It should be fixed already, but if it isn't fixed soon I am going to start questioning my loyalties to Sigil and their development team. We are already starting down that slippery slope that Shadow Knights in EQ1 and EQ2 endured so many times before.
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Old 02-06-2007, 04:26 PM   #5 (permalink)
Juba
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Well said.
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Old 02-06-2007, 04:33 PM   #6 (permalink)
Niteflyx
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Maybe they're just trying to rough us up into that Dreadknight mindset, eh? Eh?

But yeah, I agree AoD is the biggest thing in need of a fix; this seems blatantly obvious to me that it needs fixed asap-- a defensive stance for a tank, c'mon.

Malice and Word need to be tweaked as well, but on an understandably more subjective case. They 'work' at least, which is more than one can say about AoD.
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Old 02-06-2007, 04:35 PM   #7 (permalink)
labrat
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Quote:
Originally Posted by XeroKill
I never noticed that Cull was missing from the list, I will have to check that out when I log in next time. I cannot see a reason that Cull would be removed... it could hardly be considered overpowered... and even if it was, a reduction in its potency would be fine, not its removal all together.

I must admit that I am starting to get a tad bit impatient with the fixes coming to the Dread Knight. Since the launch we have been tossed a single bone and although it was a good bone, there are severe issues at hand that need to be resolved. I am not talking specifically about issues like the long recast on Malice or Word of Doom, but to the fact that Armor of Darkness is completely broken. An ability that is absolutely defining to our class garners no benefit what so ever. They may be reluctant to change the timers on DPS abilities, but Armor of Darkness not working is pretty much game breaking in my opinion.

Thus far we have seen a handful of PVP fixes to a "Primarily PVE game" and several other classes getting a lot of changes. We have had one sentence dedicated to us. I am not going to pretend that I know what is required to fix Armor of Darkness, but I would imagine that it would be a top priority. Seeing as the Warrior and Paladin stances are working just fine, and ours is basically a carbon copy of theirs minus some minute statistical differences and the effect that Dreadful Countenance has on it, there should be no reason it is still broken. Currently the only reason we have to use Armor of Darkness is if we want to lower our DPS and agro capabilities...

To be honest, if they fixed Armor of Darkness and left everything else alone, I would be pretty content with that. Aside from that the other issues are not nearly as important to me. Sure I would love to have the "6 second" recast on Armor of Darkness, a lower recast on Word of Doom, and a buff to Devour Strength, but I could live without them. Not so much with Armor of Darkness... they really need to fix it within the next two patches. It should be fixed already, but if it isn't fixed soon I am going to start questioning my loyalties to Sigil and their development team. We are already starting down that slippery slope that Shadow Knights in EQ1 and EQ2 endured so many times before.

well said. well said indeed.

I will have to say that I wouldn't be satisified with just the fix to AoD. That is just the beginning of what needs to be done with the class and honeslty my loyalties with Sigil are worn thin and will break soon. There are many more MMOs that will be hitting the market soon enough, irronically most of which have more polish on them than this currently live game and are only just entering beta 2 or possibly 3.

Sigil needs to stop avoiding the main issues and fix the problems. The simplest answer is to revert the horrible timers they added to the class and fix our stances. This alone would fix every issue this class has and that is being designed to DPS to maintain agro.


As for cull it was at lvl 30 prior to launch and had been nerfed to the point of uselessness in that it was as side or rear attack that need to be initiated after the target was stunned. Another joke of a spell we get.
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Old 02-06-2007, 04:41 PM   #8 (permalink)
TeamSKKeris
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Quote:
Originally Posted by labrat
As for cull it was at lvl 30 prior to launch and had been nerfed to the point of uselessness in that it was as side or rear attack that need to be initiated after the target was stunned. Another joke of a spell we get.
Pretty sure Cull is usable anywhere (front, back, side, etc), but relied on the mob to be stunned. The only problem was that our stuns are timed or # hits before they break, therefore Cull was useless in group situations.
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Old 02-06-2007, 08:31 PM   #9 (permalink)
labrat
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Quote:
Originally Posted by TeamSKKeris
Quote:
Originally Posted by labrat
As for cull it was at lvl 30 prior to launch and had been nerfed to the point of uselessness in that it was as side or rear attack that need to be initiated after the target was stunned. Another joke of a spell we get.
Pretty sure Cull is usable anywhere (front, back, side, etc), but relied on the mob to be stunned. The only problem was that our stuns are timed or # hits before they break, therefore Cull was useless in group situations.
when i was using it was postional in nature. maybe this was a bug.

l
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Old 02-09-2007, 04:09 PM   #10 (permalink)
Implosion
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Apparently, learning skills from Mobs is currently in the game in a buggy-half implemented kind of way.

This is purely speculation on my part, but maybe that's where Cull is.
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