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#22
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I think Fear/Charm should work but maybe half or 1/4 duration. Another idea would be (if it can be coded) for the chamred person to be confined to a small space. I'm probably not even playing a caster this go around anyway, just want to keep things classic brews.
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#23
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Quote:
IM not claiming what the magical number is but you are adamant that 100mr IS the number with no wiggle room. I agree that snare and root did not land well at all when people got a decent amount of mr but there are mr spells that did land on people with 100 mr, chaotic feed back landed with enough certaintiy that it was worth having memed and using, aswell as slow was useful in clasic and even in kunark on most melee but warriors and rogs. Both of us are giving anecdotal stories but im not delusional to say that 100mr will make you immune to non lure/modded mr spells | |||
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Last edited by Lasher; 10-11-2011 at 03:28 PM..
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#24
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When I played on live, I remember people saying that 150+ resists was pretty standard, especially for melees. It has been a while so I could be wrong. I have not played live since SoL.
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#25
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Quote:
IMHO
__________________
Woohoo Wawazzat, GL of Merciless Midgets 99-03 Tallon Zek
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#26
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probably wont matter, i dont see fear going in
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#27
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my memory... 100 you would bounce some spells, 150 you bounced a bunch and when it did land it was quick.
and fear is just as OP and dumb as player charm. Imagine the trains that would create and the excuse it would give people who wanted to train... "oh i was feared so I ran into the tentacle terrors" | ||
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#28
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Quote:
__________________
Woohoo Wawazzat, GL of Merciless Midgets 99-03 Tallon Zek
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#29
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Both are highly exploitable, and as such shouldn't be allowed in for that alone.
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#30
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mechanics are exploitable quick remove all of them
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