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Cabal numbers July


Anume

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Cabalname / total members (9 possible + cabal Imm) / active members (have been on in the last 3 days)	

Knight 3 3
Nexus 2 2
Syndicate 7 5
Tribunal 4 2
Watcher 5 4
Warmaster 4 4
Savant 1 1
Herald 2 1

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Just that gnomes should be able to add some customization to their bows is all. Maybe the ability to add progs to their own bows. Give it special properties like some of the bows in FL do. Increase their accuracy, fire speed, other neat little things. I would have to check the base stats of bowyer bows before I could really speculate. Would just be neat, but overall it is not that important in comparison to some other things COUGH*werebeasts*COUGH

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' date=' but overall it is not that important in comparison to some other things COUGH*werebeasts*COUGH[/quote']

you're really gonna die on that hill aren't you? bards still dont have two handed but they have pugil which is ludacris... atleast warbeasts aren't gimped and you dont have to get a dcheck before finding out what ability you get.

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Ok' date=' play a werebeast gladiator. Of all the cabal skills you get as a gladiator you benefit from 1.5 of them if you want to transform, or you can play as a human gladiator and just not transform.[/quote']

Considering that transforming is a magical thing, it makes sense that few Warmaster abilities, particularly those of Gladiator, take it into consideration.

If you want to complain about a synergy issue regarding cabal skills, how about paladins having zero cabal options outside of Herald that aren't charmy-based? ;)

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Transform being "magical" thing is a poor excuse... very poor.

I agree on you on the paladin. I think cabal skills should be flexible.

Perfect example is a thief in gladiator.

You are completely screwed if you are a class that doesn't use weapons in warmaster. Both barbarian and mostly gladiator rely HEAVILY on weapon use.

Poor monks/werebeasts.

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Warmaster allows Ferals, which are essentially humans who, as a whole, got twisted by dark magics into their wild, nasty form. Making THEM inherently magic.

I just think there are some weird coding solutions to werebeasts. For example if you are transformed, your attack skills do not train. Like Second, and Third attack will not advance in proficiency unless your in your human form. Any log of a beast clearly shows you attacking more than once lol. Also the bit about not being able to pick things up, but people/charmies can hand you things. Etc etc.

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Also I was pretty sure tribby paladins did not have the issue your referring to.

They can have a blood guard while being heroic?

But honestly with how a paladin typically does combat, a charmie is only going to die off after you flee so many times.

Yes, having something that can bash doesn't help a paladin at all... :P

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*blinks* Where did I say anything about Watcher?

As for the blood guards... well, log or testimony of someone who's played a tribby paladin or I'm not buying it. Also, that would just means that Knight paladins are even more screwed. ;)

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Uh... bad copy job, dude.

Hp 154/777 Mp 566/698 Mv 417/423 (M) [Time 8] Cp 1583 Hp 154/777 Mp 566/698 Mv 417/423 (M) [Time 8] Cp 1583 Affects:

0 8 37 - 42 - 10

San Pro Arm Shi Ble Her Vir

Spell: dirt kicking : modifies x by 15 for 0 hours

: modifies hitroll by x for 0 hours

Spell: detect invis : for 44 hours

Spell: mounted : for 9 hours

Spell: Cabal Skill : for 10 hours

That's what it was... and heroism is not up.

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