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#81
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![]() The Magician's Tower is back on the Wayback Machine, and here is a guide about chain casting pets:
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Last edited by Dolalin; 07-07-2023 at 08:50 AM..
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#82
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![]() It's funny how this used to work just fine but was changed for some reason? Not sure if intentional or not but never know.
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#83
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![]() So I guess this is never getting fixed? Really sucks to not have a core aspect of the classic Mage.
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#84
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![]() Bump. Fix mages!
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#85
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![]() Quote:
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#86
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![]() ^
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Green:
Rimurok 60 Ogre Shadowknight <Castle> Nilwen 53 Ogre Druid <Castle> Pygnomaniac 4 GnOgre Wizard <Castle> Mirnimhirnsvirf 13 Cancermancer <Castle> __________________ Green: ACTIVE Blue: INACTIVE Red: INACTIVE Quarm is love Quarm is life | ||
#87
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![]() Bump for mages to return to classic form
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#88
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#89
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#90
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![]() Well unfortunately the CotH thing will always persist unless a change is made to the game. Guilds are advantaged by having Mages parked throughout ToV and a few other places, and it's a waste of time to move them once they are there. That will always create a meta of most people wanting to dedicate time to other characters, since one of the key raiding aspects of the class can just be fulfilled by alts.
Our best hope with regards to p99 is the devs deeming this an unclassic behavior, since people had less alts and less time to make them during Classic EQ. The fix can be "any character that logs out in privileged areas of the game, which includes all of ToV and Veeshan's Peak, will log back on at the zone entrance if they were logged off for more than 4 hours". In a more interesting version of Everquest, CotH would be a crucial spell in raid combat that is used to summon back allies who get teleported away by the bosses. And a faster, shorter-range version of the spell should exist, allowing Mages when grouping to position themselves a good distance away from the healer and crowd control members of their party, and summon those people to them if they are getting beat down too much, giving a little extra time to cast a spell or run away.
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