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Old 05-13-2015, 09:22 AM
Millburn Millburn is offline
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Originally Posted by Zade [You must be logged in to view images. Log in or Register.]
is this serious? if its a troll, you got me.
It's the most simple solution to the 30+ SK's each guild rolls loaded with MQ autofire scripts. It may not be classic, it may sound silly, and it may seem excessive, but holy shit if you were there for Fippy you would understand how necessary it is. I've seen Trak die before he even touches the ground. No literally I mean you know how mobs spawn just a teensy tiny bit above the ground and then fall? Yeah dead before that shit even played out.
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Old 05-13-2015, 09:34 AM
Zade Zade is offline
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Originally Posted by Millburn [You must be logged in to view images. Log in or Register.]
It's the most simple solution to the 30+ SK's each guild rolls loaded with MQ autofire scripts. It may not be classic, it may sound silly, and it may seem excessive, but holy shit if you were there for Fippy you would understand how necessary it is. I've seen Trak die before he even touches the ground. No literally I mean you know how mobs spawn just a teensy tiny bit above the ground and then fall? Yeah dead before that shit even played out.
wow this is disheartening. why they gotta mess with the only class I wanted to play. i would rather see instanced content then nefred classes
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Old 05-13-2015, 09:37 AM
Daldaen Daldaen is offline
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Originally Posted by Zade [You must be logged in to view images. Log in or Register.]
wow this is disheartening. why they gotta mess with the only class I wanted to play. i would rather see instanced content then nefred classes
That hardly is a nerf to a class. Just a fix for autofiring MQers.

Having Harm Touch lock another SK out of casting theirs for 40 seconds impacts typical gameplay almost never.
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Old 05-13-2015, 10:27 AM
Zade Zade is offline
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Originally Posted by Daldaen [You must be logged in to view images. Log in or Register.]
That hardly is a nerf to a class. Just a fix for autofiring MQers.

Having Harm Touch lock another SK out of casting theirs for 40 seconds impacts typical gameplay almost never.
i agree that it doesnt impact typical gameplay, but i feel like it totally limits the need for SKs in a raid. There's no point in having more than one now in a single target raid.
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Old 05-13-2015, 12:12 PM
Daldaen Daldaen is offline
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i agree that it doesnt impact typical gameplay, but i feel like it totally limits the need for SKs in a raid. There's no point in having more than one now in a single target raid.
Eh this is far too narrow minded.

For 32k HP dragons, yea you're probably right. But that's 2 of 21 expansions.

When Knight off tanks become more crucial to trash clears, events where you must split your raid force, events where you are forced to kite or off tank mobs etc. Having SKs becomes a lot more valuable. Most of the time I was raiding during 54-man raids, 3-4 SKs was ideal. Which was typical. The only class that regularly you wanted to see exceed 4 was Bard and Cleric (depending on balance of Druids at the time). Everything else you wanted about 3-4 of on your raid.

But if you want to take that approach you can say that about a ton of things. Magicians during most of their life raiding. Necromancers until their DPS becomes baller in PoP. Enchanters when you don't need CC. Druids pre-CHs. Rangers pre-WS. Etc.
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Old 05-13-2015, 10:19 AM
Erasong Erasong is offline
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Originally Posted by Millburn [You must be logged in to view images. Log in or Register.]
It's the most simple solution to the 30+ SK's each guild rolls loaded with MQ autofire scripts. It may not be classic, it may sound silly, and it may seem excessive, but holy shit if you were there for Fippy you would understand how necessary it is. I've seen Trak die before he even touches the ground. No literally I mean you know how mobs spawn just a teensy tiny bit above the ground and then fall? Yeah dead before that shit even played out.
who were you on fippy?
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Old 05-13-2015, 10:30 AM
Millburn Millburn is offline
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who were you on fippy?
Favonius was my main Wizard.
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