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  1. #81
    Community Member SquelchHU's Avatar
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    Quote Originally Posted by Letrii View Post
    Was there any reason for them not to?
    Aside from making it completely useless?

    Quote Originally Posted by Letrii View Post
    Monks are supposed to be mage killers, but those are enemies that tear me up the most. I keep losing half my health to one caster spamming no save spells. Now some of that is due to atrocious lag that make me swing 20 times to get a single hit, allowing them to cast more spells on me.
    Supposed to be but never were anywhere, anytime.
    Last edited by SquelchHU; 11-29-2009 at 07:59 AM.

  2. #82
    Community Member Chaosprism's Avatar
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    The problem with con damage on weapons was simply that it could roll a d6 con damage. The fact that it existed with that at all was the problem. Thats why they had to remove the attribute, change it to 1d4 or 1d3 or 1d2 con damage or change what happened when con hit zero.

    So they did the later, simple enough.


    I would have prefered the former actually. Just like I would have prefered 1 point of elemental damage (or 1d4) in place of the 1d6 extra (or more) we see at the moment on weapons. But I dont make decisions on balance in the game. The designers do.

  3. #83
    Community Member SquelchHU's Avatar
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    The irony of the situation is that the changes imposed by DDO make many previously worthless items worthwhile. Elemental damage affixes being a notable example of this. Though Puncturing is the real winner.

  4. #84
    Community Member sephiroth1084's Avatar
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    Quote Originally Posted by Letrii View Post
    Monks are supposed to be mage killers, but those are enemies that tear me up the most. I keep losing half my health to one caster spamming no save spells. Now some of that is due to atrocious lag that make me swing 20 times to get a single hit, allowing them to cast more spells on me.
    Well, you can't fault monks when lag is the culprit.

    Monks can be mage killers, but they aren't an automatic foil; you have to work for it. The have great saves, innate SR, self-healing, decent damage, the ability to prevent spellcasting vai Fort save (stunning fist, quivering palm, one of their finishers) and the mobility and speed to reach casters quickly.

    So, they can be mage killers, but it's really dependent on both build and player skill.
    Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!

  5. #85
    Community Member Emili's Avatar
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    Quote Originally Posted by Letrii View Post
    Monks are supposed to be mage killers, but those are enemies that tear me up the most. I keep losing half my health to one caster spamming no save spells. Now some of that is due to atrocious lag that make me swing 20 times to get a single hit, allowing them to cast more spells on me.
    And your assumption for such is? Take this in consideration... PnP 20lvl Sorc vs 20lvl Monk... the reality is given PnP rules is difficult to tell who wins as comes down to reaction of sight, initiative die, cast time, movement and to-hit rolls... One thing I assure you is a 20th lvl Sorc can one shot a 20th level monk or vice versa (if a monk gets a palm in) ... Sorc sees monk first - monk is dead possibly, Monk sees sorc first caster maybe dead possibly... There are reasons some spells have no saves ... even in PnP.

    What surprises me is the fact you want six seconds or more to determine it without much action but the two lining up what they're about to do.
    Last edited by Emili; 11-30-2009 at 02:37 PM.
    A Baker's dozen in the Prophets of the New Republic and Fallen Heroes.
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