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Re: New Template For Cast Time Changes.
Posted: Sun Jul 13, 2008 12:36 pm
by silex
It's just my opinion, but I wouldn't ever make a PvP template that didn't have 100 STR. People lead with Weaken in 1v1 for a reason. Plus you're throwing away extra bonus damage. Besides the stats, I like that template with the extended cast times (very similar to what I was building).
Unfortunately (or fortunately?), the cast times were or are being returned to their old form, so kinda pointless to debate I guess, heh.
Re: New Template For Cast Time Changes.
Posted: Sun Jul 13, 2008 12:48 pm
by silex
With cast times in the old format, I don't see this template faring any better against hybrids than a standard dexxer though. Probably fine for open field, but in no-magic-items and no-pot tournies, you're probably in for some pain.
Re: New Template For Cast Time Changes.
Posted: Sun Jul 13, 2008 1:08 pm
by alatar
Seems like more of a defensive template to me. Would be easy to evade and survive but I see some struggle in making kills. More times than not your opponent will run at low hp making melee kills quite difficult. No eval means no spell damage, no med means theres only room for a dire emergency gheal or recall, and im sure you'll be wearing some armor so we're looking at over 2-3 minutes before 45 mana is returned..
As i've said before I see no need to change templates, only the way you handle yourself & the spells you're using & when you use them.
But since the changes have been reverted none of this matters now does it?