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Old 12-07-2005, 08:20 PM   #11 (permalink)
Nocturnos
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I voted life drains but not after struggling with the thought of voting for DoTs. I ultimately decided with life drains seeing as how it can overall help the fight. First being, more then likely they would cause damage, I mean they would have to right? =p. Second, and personally the most important, the healing factor that could be involved. Nothing helps a healer more then someone being able to self heal. Therefore, allowing the healer to not have to concentrate so much on the tank but on the group as a whole. Now if you add group lifetaps to that then that makes everything so much better.

DoTs however could also go a long way to helping the healer and efficiency of the group with the simple ability of adding dps to the group. Hence the target dies faster, hence the healer uses less mana during the fight.

Being able to debuff to a point would be swell also =p
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Old 12-07-2005, 08:41 PM   #12 (permalink)
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Originally Posted by Arctic_Slicer
You know I really feel that debuffs are the most important of the dread knight abilities but that wasn't an option so I went with life drains. Also it is important to note that it has already been said that the dread knight is not going to be like "EverQuest's" shadow knight. After the removal of the summoner class I would bet money that the "Vanguard: Saga of Heroes" dread knight will not be able to summon pets to fight for them in combat. This is a good thing as it will allow the dread knight to form it's own identity instead of becoming a gimp necromancer.
I'm with you on this one. It seems like the very presence of a dread knight should cause your enemies to waver a little bit... and having a good debuffing capability is a good way for the game mechanics to show this.

And by the way... welcome to the boards
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Old 12-09-2005, 03:00 AM   #13 (permalink)
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Thank you thank you
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Old 12-09-2005, 02:24 PM   #14 (permalink)
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Life taps for the win! :twisted:
But if we combine all the posibilities the only thing thats left to become EQ1 SKs its harm touch and i dont think thats the idea of Vanguard.

i will play a DK for sure...i just hope DKs dont become the SKs of EQ2 ...

( sorry for my english, not my first language )
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Old 12-09-2005, 02:48 PM   #15 (permalink)
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Your english is fine! And welcome to the boards

And I agree with you about not wanting dread knights to just be the SK of vanguard. But there will be some similarities I'm sure.
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Old 12-09-2005, 02:50 PM   #16 (permalink)
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Old 12-09-2005, 03:22 PM   #17 (permalink)
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Thanks for the welcome!!
Welcome to the boards
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Old 12-09-2005, 05:57 PM   #18 (permalink)
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...Also it is important to note that it has already been said that the dread knight is not going to be like "EverQuest's" shadow knight. After the removal of the summoner class I would bet money that the "Vanguard: Saga of Heroes" dread knight will not be able to summon pets to fight for them in combat. This is a good thing as it will allow the dread knight to form it's own identity instead of becoming a gimp necromancer.
I agree. I think there is a lot more to the class in that name than just the cool title.
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Old 12-09-2005, 06:01 PM   #19 (permalink)
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This is a good thing as it will allow the dread knight to form it's own identity instead of becoming a gimp necromancer.
This is very true - I have always believed that classes should have their own identity and not just be warrior / something else hybrids. The more depth to each class Vanguard brings to the table the better it will be for us all - class distinction is "a good thing"™
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Old 12-16-2005, 01:29 AM   #20 (permalink)
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man this was a hard first choice i pointed fear cuz those abilities generate HEAPS of aggro ( imagine a troll putted on knees and crying for momy by a "weak" humanoid :twisted: ) and second debuff imo is the best ( they really do hate this moment ) and third dmg DOT geeee i see those DK like lawnmower : chopping out the soil everything that lives or breath
and i agreed with Artic for the way Vanguard is gonna put DK
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