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Old June 17, 2017, 19:48   #11
Philip
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I've had characters gear up with their aggravation stuff for the dungeon before. A mage can do it if they're liberal with Banishment, for example. But yeah, aggravation does make it impractical for characters who rely on stealth to pick their fights.
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Old June 17, 2017, 20:37   #12
Pete Mack
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It's also worth noting that the hot ad cold curses conveniently cancel each other out. If you manage to find a useful item for each one, you can ignore them. That said, I agree it's purely a stylistic decision on whether to use it killing Morgoth isn't *that* hard that you need to rely on items like this.
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Old June 18, 2017, 08:12   #13
fph
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Does removing the curse get rid of the anti-teleportation flag too?
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Old June 18, 2017, 08:42   #14
Pete Mack
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Endgame Paladins and rangers have little problem with aggravating either. The former can just stand in a corner and let the monsters break like waves on a rock. The latter has Rune and Destruction to get through overwhelming assaults. And even CLW is enough to break even in a sea of lesser enemies.
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Old June 19, 2017, 00:40   #15
Sky
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Quote:
Originally Posted by fph View Post
Does removing the curse get rid of the anti-teleportation flag too?
i dont know because im still looking for enough *removecurse. and it's now fragile, too.
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