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Old 10-30-2009, 09:54 AM  
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Default Re: (Aeralik) Re:No new spells in Sentinals Fate?

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Lol, of course thats what you want your main is a fury, instead of swapping mains and actually helping your guild advance you chose to keep playing the class you enjoy more nm how much it fucked over the other 23 people around you.


I just hope they SKify summoners and druids so that the people playing the other 20 classes re-roll or just straight up quit the game knowing full well that in 12 months "err 16 MONTHS mah bad soe xpac lolz" they will have to do it all over again.
Nah, I switched mains shortly after TSO was released, I was just using it as an example. And thank God they finally consolidated the druid portals into one spell so I don't have to have a hotbar full of portals or go fumbling through my knowledge book every time.
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Old 10-30-2009, 01:08 PM  
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Default Re: (Aeralik) Re:No new spells in Sentinals Fate?

Personally i would think fixing the broken spells/aa's should be done in freakin game updates, not an expansion.
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Old 10-30-2009, 01:09 PM  
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Default Re: (Aeralik) Re:No new spells in Sentinals Fate?

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The only reason they are re-working the aa's is because of the crit change, we might not even get new aa's, they could just change values.
The layout is changing completely (TSO Style), and they are adding a whole new passive based end line on top of them. It is a bit more then just crit changes.
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Old 10-30-2009, 01:24 PM  
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Default Re: (Aeralik) Re:No new spells in Sentinals Fate?

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The layout is changing completely (TSO Style), and they are adding a whole new passive based end line on top of them. It is a bit more then just crit changes.
That sounds awesome.
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Old 10-30-2009, 01:26 PM  
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Default Re: (Aeralik) Re:No new spells in Sentinals Fate?

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Originally Posted by gungo View Post
The layout is changing completely (TSO Style), and they are adding a whole new passive based end line on top of them. It is a bit more then just crit changes.
Uhm, where did this layout is changing completely is coming? Everything I heard was that they were adding to the trees and expanding them with more stuff, not that they were changing the layout.
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Old 10-30-2009, 01:40 PM  
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Default Re: (Aeralik) Re:No new spells in Sentinals Fate?

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also looking forward to the "combo" abilitys, depending on how they implement the "combos" should add some fun to the game.
First Ive heard of this, where did this come from? Did I miss a dev post somehwere?
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Old 10-30-2009, 01:52 PM  
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Default Re: (Aeralik) Re:No new spells in Sentinals Fate?

I haven't heard of that and I have an RSS feed to the dev tracker. So unless he 'knows someone', it is just a rumor. The only thing that I have heard is that they are moving AWAY from more click combat since there are already so many damn spells/CAs; this post confirms that inniative. They said that the new AAs were going to be additions to the current trees and they would either be passive or combo based.

I can't wait to see what they do with a combo based AA. I just hope that it is situational based combos and not just a reorder-your-casting-order type deal. Ie: you can trigger a group stoneskin if you cast X, Y, then Z but this can only be done every 10 minutes or something.
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Old 10-30-2009, 02:27 PM  
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Default Re: (Aeralik) Re:No new spells in Sentinals Fate?

The ideas of combos are retarded. If they want to go in that direction they should just buff the CAs so it doesn't shackle people into static casting orders.

Also, the game definitely doesn't need any more passive buffs or effects.
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Old 10-30-2009, 02:27 PM  
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Default Re: (Aeralik) Re:No new spells in Sentinals Fate?

Maybe i missed something but from the fan fair video they were changing one of the older AA trees into the TSO style trees. I will go over the videos again.
Subclass tree is getting changed to work similar to the TSO Tree.

http://www.youtube.com/watch?v=lw94n...eature=related

1:50 min is the screen.

Last edited by gungo; 10-30-2009 at 02:32 PM.
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Old 10-30-2009, 02:47 PM  
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Default Re: (Aeralik) Re:No new spells in Sentinals Fate?

At Fan fair they said they where adding abilities to the end of the KoS tree's but the KoS tree's are staying in the same format was my understanding.
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