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Old July 31, 2010, 22:24   #11
Pete Mack
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I don't see why charge draining should be nerfed, at least beyond what it is in NPP. If you don't want to take melee damage, use Rune of Protection.

Limiting the drained charges to 3-5 is a reasonable idea, so long as the amount healed is proportional to the charges drained. (Again, see NPP)
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Old July 31, 2010, 23:48   #12
PowerDiver
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Quote:
Originally Posted by Pete Mack View Post
I don't see why charge draining should be nerfed, at least beyond what it is in NPP. If you don't want to take melee damage, use Rune of Protection.
This discussion started because people disagreed with my statement that warriors need archery to deal with pack effects and should avoid melee with monsters that hurt the pack.

My warriors do not find enough ?rune in a game to deal with charge-draining uniques, much less any other pack affecting monsters. There is no way I'd use a ?rune to fight a generic lich or balrog playing a warrior.

I still think the "right" answer is to change warriors to be the class with the consummate missile skill, and accept that they will avoid melee to shoot at monsters that melee to hurt the pack.
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Old August 1, 2010, 01:47   #13
Pete Mack
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Got it. I don't fight generic liches or balrogs except with archery anyway.
Now I understand your reference to dodging skill.

Also, this kind of thing is why I am a fan of NPP Brigand. Superb stealth, traps, and high-power slinging makes for a much more interesting non-spell-caster.
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