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Old 12-05-2007, 02:07 AM  
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Default Re: T3: Chamber of Destiny

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Originally Posted by Slippery View Post
You not giving a cleric mana regen is a faulty raid build when you know the encounter is going to last a long time, not a flaw in raid design. Our inquisitor has managed solo healing his group and keeping his power up the whole time just fine.



Inquisitors have their own power regen via scout/melee class.
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Old 12-05-2007, 02:08 AM  
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Default Re: T3: Chamber of Destiny

There's not a cleric in the world that could solo heal/cure for an hour with the current changes (I believe patched yesterday or the day before, who knows). I did hear a rumor that there's a fix going in soon, so I look forward to seeing the changes.

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Here's an even better idea, make the Fishman skin no-zone, temporary and make the zone not lock you out until you kill the Leviathan. *gasp* Then you want to try again with full fishskins? Zone out, zone back in.
I imagine most people would find that acceptable.
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Old 12-05-2007, 03:43 AM  
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Default Re: T3: Chamber of Destiny

It's a one room zone, it doesn't need to even be persistent, set it up like Cheldrak. That way you can try it often, not too often, and don't have to wait 5 days after learning it to get more fishskins.

One of many options
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Old 12-05-2007, 03:58 AM  
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Default Re: T3: Chamber of Destiny

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Originally Posted by Orochan View Post
Inquisitors have their own power regen via scout/melee class.
Yes, because melee procs that shit so much on the ranged fight.

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Originally Posted by Niber View Post
There's not a cleric in the world that could solo heal/cure for an hour with the current changes (I believe patched yesterday or the day before, who knows). I did hear a rumor that there's a fix going in soon, so I look forward to seeing the changes.
Except that our inquisitor did it yesterday after the reflect got fixed just fine all by himself.
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Old 12-05-2007, 04:35 AM  
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Default Re: T3: Chamber of Destiny

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Originally Posted by Slippery View Post
Yes, because melee procs that shit so much on the ranged fight.
I just want to say, you're dumb if you don't think you can't melee the mob. In case you didn't know, you can. Not to mention, it's a good thing that the Inquisitor buff in question procs off ANY successful attack. Wait, what's that? Spell, melee, and ranged procs it? This applies to both Act and the Inquest(right?) buff.

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Except that our inquisitor did it yesterday after the reflect got fixed just fine all by himself.
Yah our Inquisitor did one heck of a job doing it as well. But then again, the fight didn't last an hour.

But honestly changing the lockout to be like Chel'Drak was(locks on the named, not before), and making everything No-Zone(you go LD, you zone out and reset the instance!) would probably make the encounter a bit better on the learning curve. Then again, I bet they fix the little dispel trick too.
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Old 12-05-2007, 10:17 AM  
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Default Re: T3: Chamber of Destiny

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I just want to say, you're dumb if you don't think you can't melee the mob. In case you didn't know, you can. Not to mention, it's a good thing that the Inquisitor buff in question procs off ANY successful attack. Wait, what's that? Spell, melee, and ranged procs it? This applies to both Act and the Inquest(right?) buff.
And I'd love see how much power a mage procs with a 65% reflect!
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Old 12-05-2007, 10:39 AM  
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Default Re: T3: Chamber of Destiny

The 1 fight I'm useful. YES!
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Old 12-05-2007, 10:49 AM  
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Default Re: T3: Chamber of Destiny

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And I'd love see how much power a mage procs with a 65% reflect!
More than he would on a mob with 85% reflect.

Noone said a mage would be the best to drop the buff on for this particular fight. He just described the operative proc mechanic which does inclue spell casting.


Remove the lockout until the name drops like Venril and the problem of running out of skins is gone. It keeps the same amount of charges available as originally intended and lets you start over if you screw up.
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Old 12-05-2007, 10:55 AM  
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Default Re: T3: Chamber of Destiny

The state the encounter is currently, any off group can be solo healed while everyone is in melee range but the MT. It's a 26 min fight at that distance...if you can't pull that off, you're missing something.
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Old 12-05-2007, 11:12 AM  
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Default Re: T3: Chamber of Destiny

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Originally Posted by Choadley View Post
The state the encounter is currently, any off group can be solo healed while everyone is in melee range but the MT. It's a 26 min fight at that distance...if you can't pull that off, you're missing something.
I think our definitions of currently are different. Last night it wasn't even close to the same encounter it was our first time in. The poison AE was going off every 3-4 seconds sometimes overlapping before a cleric could single cure the whole group. I've heard another major change goes in the next few days as well, so that should be interesting.
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