dark mace

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Would you like a second type of Dark Mace that doesn't make mobs flee?

yes
16
59%
no
11
41%
 
Total votes : 27

dark mace

Postby Toxis » Wed Feb 21, 2007 9:07 pm

There's a lot of people who don't like the fact clerics can't use dark maces in groups. Some people like the fact dark mace makes mobs flee, but I honestly don't see how that is a good thing. I hate chasing down mobs. Couldn't we make a second mace, one that wouldn't make mobs flee? Maybe we can call it a Gleaming Mace.
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Postby Leaf » Wed Feb 21, 2007 11:14 pm

I believe there is an eq out there called Gleaming Mace. Or maybe just take
the flee proc off the mace or change the proc.
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Postby Rynquald » Wed Feb 21, 2007 11:44 pm

It seems odd that a mob suddenly gains the strength to break webs that it couldn't break before when in the presence of a dark mace anyway.

No matter how much the mace makes it want to escape.
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Postby alias » Wed Feb 21, 2007 11:56 pm

I say sure let the mace make mobs flee but dont give them the power to break webs to do it. Ive heard it called a sanc-buster before but I have yet to see it drop a mobs light.

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Postby 12345 » Thu Feb 22, 2007 12:04 am

Sanc buster doesn't dispel sanctuary. It just does full damage through sanc.
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Postby Krok » Thu Feb 22, 2007 11:12 am

I don't think it's a big deal.

We'd better have that 5x40 proc we've been promised to achieve. :)
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Postby Yasik » Thu Feb 22, 2007 5:58 pm

[img:2bhrsjgf]http://yasik.mci.kiev.ua/GreatestThread.jpg[/img:2bhrsjgf]
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Postby Assirian » Tue Feb 27, 2007 1:32 pm

[quote="Rynquald":2uv7vftg]It seems odd that a mob suddenly gains the strength to break webs that it couldn't break before when in the presence of a dark mace anyway.[/quote:2uv7vftg]
I agree.
But there can be another solution then code another dark mace.. It would be nice to have spell which makes the existing webs harder to broke and casted like slow (with, maybe some side effects :) )
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Postby 13 » Tue Feb 27, 2007 1:50 pm

I've always thought that the mace making mobs flee was bullshit.
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Postby Mosaix » Tue Feb 27, 2007 2:14 pm

The dark mace is the only one with a negative aspect to what should be a plus for the classo.

Mirrors, flail, and poisons dont do that.

Maybe when mirrors break they should have a percentage chance of injuring the mage from the flying glass.

Flail should have a percentage chance to chop off a warriors head.

Poison after many uses should cause perm-disease to a thief from touching the vials and poison so many times.

Dark mace is a fun weapon, but i dont even use it anymore. Tired of group leaders asking me to get rid of it. Whats the point of having a skill if you can use it.

Sill waiting for the 5 X 40 avatar bonus its supposed to have. If it was added I cant tell what it was.

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Postby 12345 » Tue Feb 27, 2007 2:44 pm

Poisons cost 5k each, the poison evaporates if not used within a certain time frame, and you risk poisoning yourself every time you apply it.

Saying that poison doesn't have a negative side effect is just silly.

Mirrors don't have many side effects, but you can't stab with them.

Flail I don't think is prime only anymore, and its an area attack, so if you use it in the wrong place you get to fight everything in the room. Improper use of flail has cfed quite a few of the groups I've led.
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Postby brand » Tue Feb 27, 2007 2:58 pm

sometimes i won't even bend down to pick up 5k coins...
dark mace is kool. no need to change it. i use it all the time...
if i'm in a certain kind of group i just use this item called 'spare weapon' or 'other spare weapon' that i always seem to have on me... :twisted:
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Postby Mosaix » Tue Feb 27, 2007 3:28 pm

didnt know about the ability for a thief to poison itself. However the 5k coins cost...boo hoo. Run hellwell for an hour and youll have all the potentially evaporating potions one could need. The dark mace poofs as well after so many ticks, but that really is not a major problem.

Also the stab damage from that slop far outweighs the negative aspects you list. That and ive yet to see a thief not use it because of the listed disadvantages.
Yet to hear of warriors not using flail because of its attributes.

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Postby Alberich » Tue Feb 27, 2007 4:29 pm

don't forget apply lag, and failed applies (quite fun in aggro areas)
and yeah, we don't whine, because it's still a nice skill, and all good things should have some balance.
maybe take a hint from that and just deal?
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Postby Leaf » Tue Feb 27, 2007 5:20 pm

Also instead of "flee" they should "try" to flee and trip over their own feet
and fall. (Not sure if the mobs every1 is talking about are ether or not)
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