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Post by heavymetal2000 on Dec 28, 2015 6:31:01 GMT
Thought I'd mention since it was mentioned above that SD requires rogue 7. It is actually rogue 6 required. If you were to start as a rogue you need 7 levels to acquire the 10 hide class prerequisite, but should you opt to use rogue later in a build, 6 rogue levels is all that is required along with the actual class prerequisites.
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Post by halfinsane on Mar 9, 2016 5:20:47 GMT
Another question/request
I've noticed a huge shift to collaboration/partner PvM gaming vice PvP (which I love BTW) Is it time to make the Legendary Ammo makers actually a step better than the Elite maker for the Light/Dark ammo?
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Post by bdtgazo on Mar 9, 2016 14:45:53 GMT
Howz about a trapper thread? I always forget which classes give how much bonus to trapper DC.
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Post by apecraze on Mar 9, 2016 15:34:23 GMT
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Post by adamantite on Mar 9, 2016 17:16:43 GMT
Another question/request Is it time to make the Legendary Ammo makers actually a step better than the Elite maker for the Light/Dark ammo? The legendary ammo makers are crap. Their damage is alignment based and players often are not the correct alignment and the top endgame areas have the bad guys neutral. Acid for evil and fire for good is mostly terrible endgame as well. The dark one should be negative and sonic while the light should be divine and sonic. Neither should be alignment dependent in any way.
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Post by Landstrider on Mar 9, 2016 17:39:29 GMT
Another question/request Is it time to make the Legendary Ammo makers actually a step better than the Elite maker for the Light/Dark ammo? The legendary ammo makers are crap. Their damage is alignment based and players often are not the correct alignment and the top endgame areas have the bad guys neutral. Acid for evil and fire for good is mostly terrible endgame as well. The dark one should be negative and sonic while the light should be divine and sonic. Neither should be alignment dependent in any way. I couldn't agree more with this. Lifting the alignment restrictions and changing the damage types on light and dark legendary makers would make ammo much more usable pvm. The fact that you have to be a specific alignment and that the damage itself if based on alignment makes it too restrictive to be useful for mod play.
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Post by halfinsane on Mar 14, 2016 17:13:31 GMT
The legendary ammo makers are crap. Their damage is alignment based and players often are not the correct alignment and the top endgame areas have the bad guys neutral. Acid for evil and fire for good is mostly terrible endgame as well. The dark one should be negative and sonic while the light should be divine and sonic. Neither should be alignment dependent in any way. I couldn't agree more with this. Lifting the alignment restrictions and changing the damage types on light and dark legendary makers would make ammo much more usable pvm. The fact that you have to be a specific alignment and that the damage itself if based on alignment makes it too restrictive to be useful for mod play. Bump The powers that be...comments?
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Post by heavymetal2000 on Mar 14, 2016 18:08:31 GMT
I couldn't agree more with this. Lifting the alignment restrictions and changing the damage types on light and dark legendary makers would make ammo much more usable pvm. The fact that you have to be a specific alignment and that the damage itself if based on alignment makes it too restrictive to be useful for mod play. Bump The powers that be...comments? Post it up in the Suggestions forum. We can all express our opinions and hopefully sort something out.
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Post by gyoban on Mar 22, 2016 23:56:49 GMT
Any pm summon's information? Thx!!!
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Post by Cheshire Rat on Apr 13, 2017 5:20:16 GMT
*Purple Dragon Knight changes listed below. *Rallying Cry - Now gives 40% speed and +2 attack, for PDK level + char level / 2 in Rounds, max would be 25 Rounds. *Heroic Shield - Now lasts for PDK level + char level / 4 in Rounds, max would be 15 Rounds. *Inspire Courage - Now gives +4 saves to all spells, +2 damage, +2 attack for 10 + PDK level + char level / 3 in Rounds, max would be 28 Rounds. *Oath of Wrath - Now gives +4 attack, +4 damage, +4 saves, +4 to all skills against the race of the targeted creature for double your char level in Rounds, max would be 80 rounds. *Final Stand - Now gives (Charisma Mod + Strength Mod + PDK levels)D6 in temporary hitpoints and char level / 5 in Discipline skill bonus for Charisma Mod + Strength Mod + PDK levels in Rounds to the same number of people. Also gives Mind Immunity for half the number of Rounds.
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Post by gyoban on Jul 19, 2017 9:07:38 GMT
from 3towns.wikia.com/wiki/Spell_ChangesQuestion #1: it says Epic Mage Armor depend on "wiz + sorc + pm/2 levels", does bard's level work too? Question #2: Epic Warding got nerf and became +8/30 DR and absorbs 10HP per caster level, is it worthy to take if I want to farm finale area? Need infomation above for my build, thanks a lots!
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