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 Post subject: Re: Hellion class
PostPosted: Wed Sep 05, 2012 5:28 am 
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Joined: Thu Jan 22, 2009 4:41 am
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Location: Witness Protection
SK Character: Cyndane - Talys
Edoras wrote:
Before massives, 3rd attack was pretty useful.


No.

If you aren't casting spells in PvP, you are a [REDACTED], and should have rolled a merc/barb, not a paladin/hellion.


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 Post subject: Re: Hellion class
PostPosted: Wed Sep 05, 2012 5:30 am 
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Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
You know you can fit a hellfire or a blindness in between combat rounds, right?


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 Post subject: Re: Hellion class
PostPosted: Wed Sep 05, 2012 5:31 am 
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you are then wasting time that could've been put towards a curse/weaken/etc, because you wanted to land melee attacks.

A hellion or paladin is not going to help a group win a PvP through their ZOMG AMAZING MELEE SKILLS.


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 Post subject: Re: Hellion class
PostPosted: Wed Sep 05, 2012 5:35 am 
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Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
Curse can also be cast between rounds, and anyway, I said -before- massives: Because getting one strike with anything before that change was just about useless, but hasting up with a pike or battle spear and casting in between rounds did a decent amount of damage.

With impairment and massives, wielding a halberd and spamming spells to your hearts' content is just as useful if not moreso in most situations, not to mention a lot easier. There's still a time and place for timing spells between rounds though.


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 Post subject: Re: Hellion class
PostPosted: Wed Sep 05, 2012 5:56 am 
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SK Character: Cyndane - Talys
Edit : Paladins can make decent tanks. But if they aren't tanking, they should be using their spellset.


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 Post subject: Re: Hellion class
PostPosted: Wed Sep 05, 2012 5:58 am 
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Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
Hellions -would- make good tanks, except for the fact that they lack rescue and historically have to fight against the Hammer. Turon did alright in the front row in the Dreamscape.


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 Post subject: Re: Hellion class
PostPosted: Wed Sep 05, 2012 6:31 am 
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Joined: Wed Sep 24, 2008 12:21 pm
Posts: 4452
WickedWitch wrote:
Terrus wrote:
You forgot the maledictions and the hellfire, that you use liberally.


I think my success rate with call lightning is a lot higher. :P Shamans get more maledictions, and heal. And voodoo. And brew.

Paladins/Hellions get 3rd attack. Which should never see use during PvP. It's essentially a PvE skill for them.


You owe a good bit of your success to NPCs that spawn with supernatural hide, diamond shields, and innate sanctuary.

Three attacks from a halberd is going to do far more damage than casting hellfire once.

Realistically though, it's really hard to time spells in between rounds in PvP.

Paladins have to rely more on their melee damage. Spear of faith, and bolt of glory don't work against grey aura diabolics.


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 Post subject: Re: Hellion class
PostPosted: Wed Sep 05, 2012 6:52 am 
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Joined: Wed Jun 13, 2012 1:14 pm
Posts: 828
SK Character: Sargas
Can someone explain the obsession people have lately with calling people who play gray aura but aren't on your side gray aura scrupulous / gray aura diabolic? Jeez.


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 Post subject: Re: Hellion class
PostPosted: Wed Sep 05, 2012 6:55 am 
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It probably stems from the fact that noone RPs.

How is a grey aura Peacekeeper/MCer any different from a Light/Dark aura one, when there is no RP with your enemies?


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 Post subject: Re: Hellion class
PostPosted: Wed Sep 05, 2012 7:15 am 
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Joined: Fri Jul 23, 2004 7:50 am
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Location: At home. Or work, maybe. Or working from home.
One word: intimidate.


Also, I think my dogmatic MCer generates a decent amount of RP both within and without the faction. It happens: you're just not looking for it.


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