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Old 02-22-2007, 11:15 AM   #1 (permalink)
labrat
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Last Online: 05-31-2007 04:28 PM
Join Date: Jan 2007
Posts: 131

Level: 10

HP: 9 / 237
MP: 43 / 1289
EXP: 49%
names and resisting status effects =(

This has to be the funniest thing I have ever seen in the patch notes as of yet. Time and again in beta and for the first few days of live I read that they would not reduce the effects of stun and such on named mobs, it was working as intended. I always thought, yeah right they will change that stuff.

The argument in beta was that if you increased the resistance to stun and such, several of our skills as a DK basically become crap, especially as I see it most of our symbols, cull and phantasmal blade (not even sure why you would have trained this skill) come to mind.

What is even more disturbing is that cull which was castable from the front was moved to a positional skill (yet again off tanking the skill) and can only work on a stunned mob. The response was well this was needed (BS sigil utter BS but ok) and that you would have many times when a named was stunned..........

Well guess what that just went down the drain......... Lame pure and simple LAME sigil very very lame.
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Old 02-22-2007, 05:35 PM   #2 (permalink)
Garn
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Last Online: 04-27-2007 11:36 AM
Join Date: Feb 2007
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I have already posted about Cull being a status effect ability and I would like to expand that to the whole idea that any of our abilities being positional is also absurd to me. We are a tanking class and we seem to keep geting hit with these positional attacks that indicate we should not be tanking.

Now if we are tanking and we have a rogue in the party guess we better macro a group chat to let the rogue know not to bother trying to backstab cause we are going to flip the mobs position.

IMO all of these situational abilities either need to be reworked or moved to the reaction bars. Really don't like the whole "Wind must be blowing from the east, Your toes must be curled and your fingers should be crossed to make this skill work" conditions.

It's overcomplicating a fun game and making our hotbard cluttered with skills that have rather limited usefullness.

We would be much better served with less overall abilities that had the same desired functionality IMO.
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Old 02-22-2007, 07:01 PM   #3 (permalink)
Hyatt
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Last Online: 04-15-2007 08:36 AM
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Posts: 65

Level: 6

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MP: 21 / 808
EXP: 95%
What you are missing is that before the patch, 6 dot RAID mobs did not have ANY resistances versus mez, snares and the like. They could be kited around and killed by a group of 2-3, even soloed.

An increased resistance is necessary to prevent this. This does not make Dread Knights useless, they can do their primary job of tanking a mob and debuffing through DC just fine. We just don't get the extra flavours of things like Abyssal Chains and Phantasmal Blade.
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Old 02-23-2007, 12:46 AM   #4 (permalink)
labrat
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EXP: 49%
Quote:
Originally Posted by Hyatt
What you are missing is that before the patch, 6 dot RAID mobs did not have ANY resistances versus mez, snares and the like. They could be kited around and killed by a group of 2-3, even soloed.

An increased resistance is necessary to prevent this. This does not make Dread Knights useless, they can do their primary job of tanking a mob and debuffing through DC just fine. We just don't get the extra flavours of things like Abyssal Chains and Phantasmal Blade.
Your forgetting to add our symbols which stun will now stun for a lot less, any any stun effect associated with our skills are tossed in the garbage. Something they swore up and down would not happen.

Yes I agree a necro or psi could solo way to much but they again have a reactionary fix which in turn screw balls other skills and classes.
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