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#21
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#22
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![]() I thought it was Luclin that gave clerics the summoned hammers and bash, but a quick look through my logs seems to show it as PoP era:
[Sun Feb 02 06:52:19 2003] [56 Templar] Mccoy (Human) <Menacing Visage> [Sun Feb 02 06:52:19 2003] There are 11 players in Dawnshroud Peaks. [Sun Feb 02 06:53:05 2003] You no longer have a target. [Sun Feb 02 06:53:05 2003] A wolf springs from a nearby bush...hungry for blood. [Sun Feb 02 06:53:05 2003] A fungus covered shroom tries to hit YOU, but misses! [Sun Feb 02 06:53:05 2003] A fungus covered shroom kicks YOU for 4 points of damage. [Sun Feb 02 06:53:06 2003] Auto attack is on. [Sun Feb 02 06:53:06 2003] You crush a fungus covered shroom for 25 points of damage. [Sun Feb 02 06:53:07 2003] You bash a fungus covered shroom for 8 points of damage. [Sun Feb 02 06:53:08 2003] You begin casting Yaulp V. [Sun Feb 02 06:53:08 2003] You feel a surge of strength as you let forth a mighty yaulp. I'll keep looking and see if I see anything from earlier on. -Mcoy | ||
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#23
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![]() Looks like it was September 2002 according to the patch notes:
------------------------------ September 4, 2002 3:00 am ------------------------------ ... ** Priest Changes ** - Clerics gain the Bash skill beginning at level 25. They will have a maximum skill of 125 at level 50, 165 at level 60. - Clerics gain Hammer of Judgement - a level 56 summoned hammer with a powerful and frequent proc effect - Clerics gain Yaulp V - a level 56 self-only melee and mana regen buff that adds haste, dexterity, mana regeneration and stamina regeneration. - Clerics gain Ethereal Elixir - a level 60 group version of Celestial Elixir, the heal-over-time spell. - Clerics gain Ethereal Light - a level 58 upgrade of Divine Light, the single target heal spell. - Clerics gain Ethereal Remedy - a level 59 upgrade of Remedy, the single target heal spell. -Mcoy | ||
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#24
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![]() Can we have a subforum where all these Luclin-lusting posts can get filtered to? Perhaps even straight to RNF?
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#25
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The tankiness and extra utility of the Beastlord in comparison to the Mage is what made the class feel quite unfair and overreaching on already existing territory. They were performing the same jobs for the usual group composition, but Beastlords didn't have to worry about being squishy and could provide damage mitigation (slow) and downtime healing, not to mention SoW, if it was needed for a more ragtag kind of party. Call of the Hero was more of a Raid thing for Mages; wasn't usually a relevant general group ability.
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#26
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#27
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See you on Green...
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Potatus / Havona <Castle> / Seaglass <Castle> / Tala / Havona
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