Heal potions should be removed from the game

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Post by Æ »

the average fighter has enough skill points to max out 2 or 3 skills... usually discipline and parry are necessary, and it's usually smart to take a tumble class level to max that out...

maybe rogues and wizards can spare the skill points, but it's a waste to spend them on heal for most classes, even clerics, and even more of a waste to use your equipment slots for heal skill bonuses when a fighter needs things like discipline and constitution to survive...

this heal kit thing just doesn't work for every character and there needs to be an effective alternative for those who can't foncus on heal skill
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Post by JesterOI »

Who the hell uses parry? I would if it actually worked for the 6 attacks I could get as a dual wield dex fighter, but parry is busted... It only works on 3 attack / round. I guess it's ok for a non-hasted rogue who only gets 3 attacks / round, or high dex mages or clerics/druids... But I'd rather have expertise/improved expertise than parry for those classes.

I just made a fighter and have chosen discipline, heal, and lore.

As far as I am concerned heal is the new must have skill for fighters.

My barbarian already runs around with like 200 heal kits on him, I don't even bother picking up any white potions anymore, however I do love the purple and yellow potions.
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Post by Æ »

People who say that never know how parry works...

you don't have to have parry mode on to parry, it happens automatically...

In fact expertise and parry are a great combination, i use both

Furthermore, as a trained swordsman in real life, I think there's nothing more rediculous than saying a swordsman doesn't need to know how to parry... there's no more important defence, distance and parry
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Post by JesterOI »

Explain it then, I have always thought parry was an active combat mode with no passive advatnages like tumble has
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Post by Æ »

when you turn on parry mode, you use all your attacks as parry attempts, and your only offensive attacks are reposte counterattacks.. bonus attacks like opportunity (which you get more of as you spend more points/get mroe attacks)

as far as parrying out of parry mode, i'm not exactly certain how it works, but I've had many high level fighters, all with high parry, and see quite a few misses due to parry in the combat statistics, even when flatfooted... i think you simply get a parry roll for attacks that get past your AC, at least at high level...... but i've parried against dragons in NS3 and never use parry mode, and have parried quite alot while using improved expertise
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Post by JesterOI »

LAst I checked I only noticed parry working on only 3 attacks / round.
For a fighter you get 4 attacks / round, you get a swingswing swing swing.
If you're dual wielding with haste you get a swingswingswing swingswing swingswing the first swing on each of the attack actions against you has a parry attempt made, but any swings after the first swing on on of those attack volleys doesn't get a parry attempt made on it.
That's why I don't use parry. Your supposed to be able to parry an equal amount of attacks per round that you have, but it doesn't work right and you only get 3...
Atleast from what I have seen.

As for the "parried" thing in the log while parry isn't turned on, I have no clue, but I notice it most of the time when being shot at by archers. There is no documentation showing that parry offers any passive advantages.
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Post by Alexiagold »

THat parried, is a rolll that never would have hit your ac. Go look at the numbers. Bio just was being "creative" because I get those parry messages with a character with -1 in parry skill. Trust me, its just bioware being creative/stupid, depending on how you look at it. I will however note, I've never tested it, so maybe there is something to it, but I think those misses are from being actual misses not parries. Anyway, make sure its your actualy ac they are missing, not your listed character sheet one. Example: protection from X doesn't adjust the character sheet's AC, but your actual ac is higher (personally verified and tested).

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Post by Æ »

I've seen the parry animations plenty of times, sparks flying off my sword and everything... you're not going to convince me that parry skilll does nothing and they just left it in the game for nothing, it most certainly does work... my 2 years of playing this game, on tactical servers as well, has definately proven it's worth to me, I've seen the difference
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Post by Revenge »

Those fancy parry animations are just normal misses. I've read the logs, they are attacks that didn't get past the AC, and instead of playing a "dodge" anim, it plays a "parry" anim just so it doesn't get tedious and repetitive.

The only times you see the server roll a parry check is either if the defender is in parry mode OR automatically if the attacker is using a bow and the defender is using a shield. However even with the second case, a low lvl archer can fire 10 arrows at a flat footed high lvl fighter with a shield and have them all parried. The fighter then removes the shield, and the archer's next 10 shots will all miss isntead of flying straight at his shield.

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Post by Dallas17 »

agreed remove the heal potions, clerics may be needed, but that's a GOOD thing. a diverse party should be required to be powerful, a party without a cleric best not get hurt. right now clerics arn't really required because of heal potions...
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Post by dond »

Dallas17 wrote:agreed remove the heal potions, clerics may be needed, but that's a GOOD thing. a diverse party should be required to be powerful, a party without a cleric best not get hurt. right now clerics arn't really required because of heal potions...
lol clerics are the only ones who can rez atm since rez scrolls are broken :P

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Post by Sofa King Canadian »

Unless they fixed it heal pots dont fully heal and neither does the cleric's heal spell
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Post by Smurf »

and clerics are still the best class
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Post by Psycho Dordt »

remove the heal pots = NP
but if you also remove the kits we will see an insine rise in the # of clerics

i must say my cleric prefers Kits over pots/heal spell, due to no AoO,
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Post by JesterOI »

Forgive if this was mentioned already, but you can use heal kits half way through a round also, potions don't work until the start of the next round if you ahven't clicked to use them at the begin of the current round.
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