#17 Added by Tumbleweed 1 decade ago
#18 Added by Inifuss 1 decade ago
InifussJust this week teams I participated in used: War cry for 4 tanks. Stamina regen for tanks. Sap regen for mage pod. Antimagic for boss mob effect. Antiranged for boss mob effect. HP Balance for team. Shield for the mage that had non-tauntable aggro.Was it necessary?
Just this week teams I participated in used: War cry for 4 tanks. Stamina regen for tanks. Sap regen for mage pod. Antimagic for boss mob effect. Antiranged for boss mob effect. HP Balance for team. Shield for the mage that had non-tauntable aggro.
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#19 Added by Final 1 decade ago
Edited 5 times | Last edited by Final (1 decade ago)
#20 Added by Inifuss 1 decade ago
#21 Added by Marelli(arispotle) 1 decade ago
#22 Added by Kalean 1 decade ago
As a tangent, there are alternate ways to balancing the auras than seperating the timers. For example, still a shared timer, but the regen auras having a shorter reset time than the protection ones. Protection auras are currently 15 minutes, and regen auras 20 minutes, so this could be set back to for example 5 minutes, to make it more tempting to use, while still preserving the choice element.
#23 Added by Ghuiss 1 decade ago
Last edited by Ghuiss (1 decade ago)
#24 Added by Sorrento 1 decade ago
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