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#1 | |
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Mith'quessir
![]() ![]() Join Date: Mar 2005
Shard: Chesepeake
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Arms Lore changes...
Quote:
So any thoughts?
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![]() "Careful what you wish for, You just might get it all.... And then some you don't want" |
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#2 |
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Wycorp--Dwarf Hunter
Join Date: Jul 2005
Shard: Area 52
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Re: Arms Lore changes...
Ill have more thoughts when I see it in practice. Imho, if it means that I can craft a darn near all 70s suit (no mods) with a regular sewing kit, Im all for it.
Im sure that many wil agree that its not the resists that are tough to get oon the uber suits, its the mods. hy not make it easier to get a new player in something that might let them tackle a lizardman without having to run and heal several times? Even with all 70s and an accomplished char, even dragons and OLs have me running and healing on occasion... |
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#3 |
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♥Yr Mangled Heart♥
![]() ![]() Join Date: Mar 2006
Shard: Black Water Raiders
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Re: Arms Lore changes...
I think its nice, but everyone is going to be going crazy with their uber mules, like myself!
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#4 |
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"Can Set Custom Title"
Join Date: Apr 2007
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Re: Arms Lore changes...
it has already changed:just posted:
It's actually +5 total resists spread out randomly amongst the resists. I mispoke terribly! It is NOT +25 to resists. I want to apologize for the misinformation there. I take full responsibility on this one. -------------------------------------------------------------------------------- Patrick "Leurocian" Malott Game Designer, Ultima Online EA Mythic
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#5 |
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Ronin
Join Date: Jan 2006
Shard: Black Water Raiders, Azeroth
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Re: Arms Lore changes...
Arms Lore shouldn't help Armor, it should help Weapons, and aid both crafters and warriors. That way it will only help kill people, not keep them alive.
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#6 |
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Polar Bear Queen
![]() Join Date: Nov 2006
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Re: Arms Lore changes...
LOL *thinks, that has GOT to be dip talking*
Oy, only +5? I'm not as excited as I was at +25. +5 resists total? Or +5 per 20 points of arms lore?
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#7 |
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Forum Legend
Join Date: Oct 2006
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Re: Arms Lore changes...
Five total
![]() Vepl Last edited by Vepl; 29th April 2007 at 12:18 PM. |
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#8 |
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Polar Bear Queen
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Re: Arms Lore changes...
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#9 |
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Forum Legend
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Re: Arms Lore changes...
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#10 |
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Ronin
Join Date: Jan 2006
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Re: Arms Lore changes...
See, they should have kept more focus on the word "Arms".
It could have been used for warriors by unlocking 3rd/4th special moves to weapons (3 for fast, 4 for slow) at GM or something like that. Give an added property slot for weapons created by crafters at GM arms lore, or allow GM Smith weapons to take on properties OTHER than elemental distribution when using colored ore (kinda like how colored woods add to bows/bokutos/staffs). Meh.
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#11 | |
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My Characters: . . . . . . . Tigurius. . . . . . . . . . . . . Baron Mic / Mic. . . . . . . .
Join Date: Feb 2007
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Re: Arms Lore changes...
While not a significant amount there are two benefits I see
1. They are re-intergrating useless skills back into the game! THIS IS GOOD! 2. Now for the people who have 5 characters and the 6th as there crafter, they have to lose a skill to be the best. This gives way for people who enjoy being full time crafters.
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#12 |
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Wycorp--Dwarf Hunter
Join Date: Jul 2005
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Re: Arms Lore changes...
It was also said that it would be much easier to turn the number up later than down later so Im thinking that they will turn it up a bit.
Im still training it up now to have it around. Basically it will only be for when Im burning runics trying to make weapons; 40 DI instead of 35 isnt a big change, but why not take advantage of it, eh? |
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