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PostPosted: Sat Mar 29, 2008 8:44 pm 
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Cyra wrote:
People still play warlocks?


A few of us are foolish enough it seems.


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PostPosted: Sat Mar 29, 2008 10:39 pm 
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ObjectivistActivist wrote:
All the elementals trip.


I think the point was that water elementals have reach so they can trip past a pet.


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 Post subject: Re: Warlocks.
PostPosted: Sat Mar 29, 2008 10:45 pm 
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Location: Tennessee, U.S.A
ObjectivistActivist wrote:

There is every reason to use the fire one all the time. Try using a water elemental in PK. Try using an earth elemental when tracking down some other group that's fleeing a fight. Watch what happens to an air elemental vs the same kind of things that a fire elemental could shrug off.

Fire elemental is the only valuable elemental to use, ever. Not to mention, it's also the only one immune to a majority of a warlock's AoE spells, when it's even possible to use them.


Earth elementals have limited use, in my experience with my warlock eons ago(Jeez, 2003 maybe?) they did seem to crank out more damage than the fire elemental. I used them whenever I was hunting gnomes/sprites/halfers for the weakness vs blunt damage, but that was it.

I agree elementals should all be immune to their own damage type, except the earth elemental possibly(If you hit a brick with a brick, both bricks are still going to have damage). Air should be immune to lightning damage, fire already is immune to fire damage, water should be immune to water/cold damage.

Also, give water elementals energy hide, like fire/air elementals. The reason they die so much quicker in combat than all the other elementals is because despite having the same HP and stats as all the other elementals, their armor value is way lower. Energy/Obsidian hides provide superior protection vs everything. Water at best is average, thus they take inflated damage.

Also, give warlocks back store bought pets, seriously. It's not like they can have a store bought pet in the room with them while they're fireball spamming anyways. The second they AE their pet, it leaves them. It will give them serious help in 1v1 and small scale battles though.

Just giving them back store-bought pets would go a long ways towards fixing them. I'm really not sure if the IMM-staff realizes what a huge loss that really is.


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 Post subject: Re: Warlocks.
PostPosted: Sun Mar 30, 2008 7:38 am 
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Sypher wrote:
Just giving them back store-bought pets would go a long ways towards fixing them. I'm really not sure if the IMM-staff realizes what a huge loss that really is.


No, that would be a stupid thing to do.


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PostPosted: Sun Mar 30, 2008 7:39 am 
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Why exactly?

Considering how easily gotten rid of elementals are, having a second line of defense from bash would be wonderful.


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PostPosted: Sun Mar 30, 2008 7:44 am 
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Sypher wrote:
Why exactly?

Considering how easily gotten rid of elementals are, having a second line of defense from bash would be wonderful.


I think you just answered your own question.


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PostPosted: Sun Mar 30, 2008 8:01 am 
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Sypher wrote:
Why exactly?

Considering how easily gotten rid of elementals are, having a second line of defense from bash would be wonderful.


What's wrong in this scenario? The fact that he doesn't have a second line of defense so that he can narrowly escape and save his life, or the fact that his elemental can be dispelled so easily?


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 Post subject: Re: Warlocks.
PostPosted: Sun Mar 30, 2008 9:13 am 
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Joined: Wed Feb 27, 2002 4:00 pm
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Sypher wrote:
Water should be immune to water/cold damage.

Water elementals are already immune to acid damage.


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PostPosted: Sun Mar 30, 2008 9:15 am 
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My only complaint is that chain lightning doens't have enough trainers.


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PostPosted: Mon Mar 31, 2008 12:02 am 
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Chem wrote:
Sypher wrote:
Why exactly?

Considering how easily gotten rid of elementals are, having a second line of defense from bash would be wonderful.


I think you just answered your own question.


And why is that a problem? It's a perk all other classes but scouts benefit from. Scout pets can't be dispelled.


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