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Post by figjam on Jun 1, 2008 12:53:18 GMT -5
rune spells kidna need to be a bit stronger i mean we got to go through alot of shit to get em and once ya do theres only a few useful ones even then they arnt strong enough to be really worth it that much
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Post by blackbetty on Jun 2, 2008 14:50:42 GMT -5
i agree plus the fact ya cant even macro them up now how much more ****** they have to add to something that takes that damn long !!!!!!!!!!!!!
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Post by attila on Jun 12, 2008 17:58:48 GMT -5
i agree, if you have to work that hard to get a ruin (not even a guarantee that you will) it should be worth while. and i can see no macroing anything that creats something, because it drops on the ground and causes lag, but no macroing passive spells, that rediculase, we dont need to drive away more donators with blanket bans! that rule was verry poorly thought out and needs to be modified fast! and for getting the ruins, come on.. 2 paragons with 1 mill hit points ea? and stats at 300+.. a little rediculase dont ya think? the master already takes every ounce of mana and causes u to stand there for hours trying to kill it. if we have to try to tank things that curse you to 0 life than use magery to kill u, and cant even res, those spells should almost solo champs. either make the ruin master monsters reasonable, or uber up the ruins!
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Post by figjam on Jun 13, 2008 0:35:14 GMT -5
lol i hate that bit about u might not get one happend to me 4 times so far atm the master is impossibe unless u have another person with the spirit rune and even then its a struggle i mean i dont no how the hell me n attila manage it at all now
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Post by attila on Jun 14, 2008 8:00:28 GMT -5
it is impossiable without a second person, and it isnt often that a second elite is on, shard population is too low and too many difficualties set in the way for majority of the player base that has been through our shard to remain, no one wants to champ for the months on end just to make an elite. and fig, its called team work.. lol even we couldnt do it when someone else was there messin things up for us and lagginus out. it has to be done perfectly, or not at all. its rediculase, if its not soloable, it shouldnt exist on a shard where average player base is below 50. if thisis all we have to loook forward to, is sure death situations, than whats the point in making an elite, and how do we get others to voluntairly waste so many hours building one just to have things like this?
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Post by figjam on Jun 14, 2008 23:48:47 GMT -5
haha good point lol we do have a dam good team work thing goin there. but ye i agree there i think we also need like a small increase in skill cap for vets as well because its a long way to elite and would help ppl so much if they could get a extra few skills around there. but ye bak to the rune master lol its not just team work ya need i dont see how its possible if u dont already have that spirit link spell i dont think we would of had a chance without that
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Post by attila on Jun 15, 2008 9:21:09 GMT -5
that is true fig, spirit makes a huge diff, but i still think it is rediculase for some of those monsters to be at 1 mill points and have stats at over 300, than to only get a ruin that has maybe one usefull spell and that spell is week at that. even making the ruin master mnsters weeker wouldnt make the existing spells worth while. not for the 40+ hrs u have to spend just to get to the master. its kinda rediculase what it is currently set at and what u get for it.
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Post by figjam on Jun 15, 2008 22:44:29 GMT -5
ye alot of em are fiarly useless i mean the toxic rune wat a piece of crap its gona take years to lvl i mean first spell poisons food why the hell would i need to do that ?? why the hell is that even a rune spell i mean aint we already got the poison skill for that
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Post by attila on Jun 20, 2008 14:29:58 GMT -5
who made the ruin spells? were they custom to this shard? or come from uo itself in one of the upgraes... how hard would it be to make the ruins actually usefull? not duplicating existing spells? im sure we can come up with actual spells that would be usefull. but i really have no idea how hard it would be to impliment them.. and as for the ruins causeing problems.. is it the certain ruins themselves? or just a certain spell in it? some spells were turned off(disabled) when i started back again, couldnt that be done to the ruin spell instead of the no macro rule till its fixed?
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Post by figjam on Jun 20, 2008 21:36:58 GMT -5
well i dono about makin new spells that might be a bit more tricky kinda nesacary for some of em but others could be useful if they had a bitmore power wich really just involves changin a number in the scripts id assume stuff liek the spell that does a lightning strike should really be more powerfull then the lightning spell from the mage book
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Post by attila on Jun 21, 2008 23:02:34 GMT -5
for all the work u have to go through to get them... it really should be ALOT stronger.. yes. btu your point before about the duplicating o fuseless spells.. i mean carry sound? poison food? jsut a few for example of pretty much useless..
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Post by figjam on Jun 22, 2008 1:12:04 GMT -5
the armor n wep ones as well are quite useless i mean fire wep lol wats the point it aint even half decent
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Post by attila on Feb 16, 2009 20:37:15 GMT -5
all in all, with the changes that were made about the afk rules, and rune master being actually survivable now that we arnt cursed to 0 life, although most the spells on the runes r just about useless, their r a few that r decient, jsut have to get the perfect rune, i found atleast 4 spells decient, but it did take 4 runes to find them... IF itwere possiable to alter the rune spells, and eliminate the useless duplicated spells, than up the power of the few spells that actually do dmg, like source stones and ice metior.. with all u have to go through to get the the runes, as it is, magery spells r stronger than rune spells, yet u r given a full spell book at start...
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