Channelers are now massively overpowered

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Tyson
Posts: 424
Joined: Sat May 15, 2010 7:21 am

Re: Channelers are now massively overpowered

Post by Tyson »

if bash is to be upped in anyway... the bash malus on channelers should be removed.
Barf
Posts: 540
Joined: Thu Dec 31, 2009 10:04 am

Re: Channelers are now massively overpowered

Post by Barf »

Did you play when channies could bash? That was hilarious when I played my channie. But then there would be no point to absers, you can use kick/shield block already.
Just going to make clear that I don't oppose bashing channies coming back (maybe with a 25% malus though)
Kathryn
Posts: 341
Joined: Thu Dec 03, 2009 2:47 am

Re: Channelers are now massively overpowered

Post by Kathryn »

No. No. No. No.

Do not remove channie bashing malus.

When you roll your bashes, please record your strength, your weapon prac %, bash prac %, and ob and weight of the weapon. Also record your BMI.

When you have gotten a few hundred of these recorded, please post them because I would be interested in seeing it. I'll do it on my bashers too. This is how you get accurate data, not just random ramblings.

Bash landing rate does not need to be upped, but maybe the calculations for bash could be looked at, or the weapon weights.
Ifrit
Posts: 60
Joined: Mon May 24, 2010 1:03 am

Re: Channelers are now massively overpowered

Post by Ifrit »

remove the agility weave or make it so it adds +2 db rather than +6

remove the regen weave (or make it uncastable on horses), this is a MAJOR advantage to ls channies and im honestly surprised it hasn't been addressed yet.

down channy max con by 1 (basically reduce every channeler's con by 1)

remove like 30 spell pracs. WAYYY to many spell pracs right now. God forbid a channy doesn't have everything praced to 99 and actually has to make some sacrifices in what weaves are praced.
Kathryn
Posts: 341
Joined: Thu Dec 03, 2009 2:47 am

Re: Channelers are now massively overpowered

Post by Kathryn »

There's no reason to down channie con. Even at lvl 50 you're looking at 300 hps max - considering dmg you receive in a bash this is absolutely nothing.

The regen weave has nothing to do with direct offense, and I'm not sure exactly why it came in THIS thread. It should probably be in the thread addressing moves. Though i can agree it may need to be looked at.

Agility removed? hmm, i'll have to think on that but as of right now I definitely say no. It's not channie defense that is owning you, it's their weave dmg output.

And yes, I agree with downing spell pracs, but not regular pracs.
Dimmu
Posts: 111
Joined: Sun Nov 13, 2005 10:56 pm

Re: Channelers are now massively overpowered

Post by Dimmu »

My fc has more than 300 hps at level 50.
Ciarra
Posts: 689
Joined: Wed Nov 10, 2010 11:50 pm

Re: Channelers are now massively overpowered

Post by Ciarra »

Yours may but most don't. I have 300+ but still that is higher than most channelers.
Ifrit
Posts: 60
Joined: Mon May 24, 2010 1:03 am

Re: Channelers are now massively overpowered

Post by Ifrit »

both my channys have over 300 hps, 316 and 314.
Kathryn
Posts: 341
Joined: Thu Dec 03, 2009 2:47 am

Re: Channelers are now massively overpowered

Post by Kathryn »

I have 2 warriors with over 440 hps. One of mine has over 450 hps.

we need to down warrior con across the board, and please lets lower max hps by 25-40


kthxbai
Jerrick
Posts: 20
Joined: Tue Dec 29, 2009 12:25 pm

Re: Channelers are now massively overpowered

Post by Jerrick »

All these requests are assinine to be perfectly honest. I play a TON On channies, i play abs MORE now. Not because meh its too easy, but because i DESTROY people on an abser. Channies come to pk i bash them they die in two bashes. I play my channie i die instantly from bashing/stabs/bash+weaves. Yeah Lets down channie hps and make them have less db and make their dmg lower. This way I can fight barf and use NOTHING but immolate and instead of now going tapped when barf is beat/crit Ill go tapped when barf is wounded this way he can spamchoke me and bash me with 1 handed weapons more then he already does. Channies regenning their horses make them stronger somehow? I LAUGH at you for that. on ONE of my channies i chased Myr from tar valon ALL the way to keep and ONLY caught him in keep because of regen. If channies lose regen troll mvs need to be cut in half because as it is now regen/horse hopping cant even catch them unless they lag.

Dmg downed: Sure but as ive already stated, on my OP channies fighting certain characters I go TAPPED on most of them by using my highest dmg weave, then I have to plan/coordinate my sp usage with maybe poison to actually finish them while 1v1. Yep they may nuke you hard when you fight two of them, but honestly do you think you should stand up to a group of channies when your a solo goddamn troll in combo wielding a 1handed weapon? Get real.

Voulge 0/12 on a channie? I laugh at that, look at any log manfried posts, he DESTROYS channies/comboers/fades with a voulge. Dont blame the weapon blame the wielder.

I can go on because honestly this is rediculous....
Chase
Posts: 1816
Joined: Wed Jun 07, 2006 3:48 pm

Re: Channelers are now massively overpowered

Post by Chase »

I've always thought the problem with channies was they had too many sps and spell practices. Everything else isn't much of a problem.
Kathryn
Posts: 341
Joined: Thu Dec 03, 2009 2:47 am

Re: Channelers are now massively overpowered

Post by Kathryn »

Make those extra sps an Aes Sedai rank 5 bonus, and down everyone elses! ;)

lol
Tyson
Posts: 424
Joined: Sat May 15, 2010 7:21 am

Re: Channelers are now massively overpowered

Post by Tyson »

Make fire weaves like immolate and crate fire mc only weaves or make them only deal half damage for fcs. Unless you want to get really rpish and real... make them deal only 1/12th of the damage for fcs!
Ciarra
Posts: 689
Joined: Wed Nov 10, 2010 11:50 pm

Re: Channelers are now massively overpowered

Post by Ciarra »

to all the people who think channelers have too many spell practices... 'Are we playing the same mud?'
Kathryn
Posts: 341
Joined: Thu Dec 03, 2009 2:47 am

Re: Channelers are now massively overpowered

Post by Kathryn »

Right Tyson, then everyone just starts playing MC's. Good job on the crap suggestion. . .
Evilina
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Joined: Wed Jan 25, 2006 8:42 am
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Re: Channelers are now massively overpowered

Post by Evilina »

or or or or or or

You could all stfu and just play the game!

do you need a tissue?

need some cries with that waaaburger?

need a little whine with that cheese?

Did you mix your steroids up with your moms estrogin pills?
Tyson
Posts: 424
Joined: Sat May 15, 2010 7:21 am

Re: Channelers are now massively overpowered

Post by Tyson »

Well everyone else was suggesting stupid things!
Evilina
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Re: Channelers are now massively overpowered

Post by Evilina »

I am messing with a few certain players tyson but not you, I have always dug your play style across alts.
Blark
Posts: 124
Joined: Tue Jul 21, 2009 7:31 am

Re: Channelers are now massively overpowered

Post by Blark »

Ciarra wrote:to all the people who think channelers have too many spell practices... 'Are we playing the same mud?'
How many pracs do you have at lvl 50, Ciarra?
B.
Ciarra
Posts: 689
Joined: Wed Nov 10, 2010 11:50 pm

Re: Channelers are now massively overpowered

Post by Ciarra »

uhh not sure tbh next time i reprac ill post .
Gestahl
Posts: 113
Joined: Thu Nov 04, 2004 4:47 pm

Re: Channelers are now massively overpowered

Post by Gestahl »

bumpin dis thread

the class is pretty much godmode 1v1, especially if you use shit like blaze/decay
Ciarra
Posts: 689
Joined: Wed Nov 10, 2010 11:50 pm

Re: Channelers are now massively overpowered

Post by Ciarra »

i have 255 spell pracs before practicing elements or anything.
after practicing elements i have 161. which is with 6 water and earth 7 spirit and air and 10 fire which is minimum required for immolate and gate.
Gestahl
Posts: 113
Joined: Thu Nov 04, 2004 4:47 pm

Re: Channelers are now massively overpowered

Post by Gestahl »

wasn't going to bother mentioning practices, but since you bring them up

You have 1 practice session remaining, -2 spell practices remaining, and 2 trade practices remaining.
You are skilled in the following:
Agility (Cost: 1), (61%), (fair)
Create Food (Cost: 1), (61%), (fair)
Create Water (Cost: 1), (61%), (fair)
Cure Critic (Cost: 1), (85%), (very good)
Poison (Cost: 1), (93%), (superb)
Sanctuary (Cost: 1), (85%), (very good)
Strength (Cost: 1), (61%), (fair)
Regen (Cost: 1), (80%), (good)
Locate Life (Cost: 1), (85%), (very good)
Gate (Cost: 1), (93%), (superb)
Fire (Cost: 1000), (Level 10)
Water (Cost: 4), (Level 7)
Earth (Cost: 4), (Level 7)
Air (Cost: 4), (Level 7)
Spirit (Cost: 4), (Level 7)
Create Fire (Cost: 1), (99%), (superb)
Immolate (Cost: 1), (99%), (superb)
Blaze (Cost: 1), (93%), (superb)
Thunderclap (Cost: 1), (99%), (superb)
Drain (Cost: 1), (93%), (superb)
Slow (Cost: 1), (93%), (superb)
Decay (Cost: 1), (99%), (superb)
Slice (Cost: 1), (85%), (very good)
Kick (Cost: 2), (89%), (superb)
Track (Cost: 2), (19%), (Level 1)
Dodge (Cost: 2), (99%), (superb)
Notice (Cost: 2), (99%), (Level 8)
Troll Tongue (Cost: 0), (100%), (superb)
Staves (Cost: 3), (99%), (superb)
Survival (Cost: 2), (85%), (Level 7)
New Tongue (Cost: 0), (100%), (superb)

oh look, I have all the damage weaves I need to kill anyone, plus I can heal and buff people and make gates and locate and poison and make food/water and restore moves and steal spell points and protect from weaves and drain moves. really, I can get anything I want and barely make any sacrifices
Ciarra
Posts: 689
Joined: Wed Nov 10, 2010 11:50 pm

Re: Channelers are now massively overpowered

Post by Ciarra »

yahh i messed up i get 9 air for tornado so thats 153
Ciarra
Posts: 689
Joined: Wed Nov 10, 2010 11:50 pm

Re: Channelers are now massively overpowered

Post by Ciarra »

hmm not sure where you get so many more pracs then me but i dont think i have near enough for all of that :

Agility (Cost: 1), (61%), (fair)
Create Food (Cost: 1), (72%), (good)
Create Water (Cost: 1), (61%), (fair)
Cure Critic (Cost: 1), (89%), (superb)
Fireball (Cost: 1), (89%), (superb)
Locate Object (Cost: 1), (85%), (very good)
Sanctuary (Cost: 1), (80%), (good)
Strength (Cost: 1), (72%), (good)
Locate Life (Cost: 1), (85%), (very good)
Tornado (Cost: 1), (93%), (superb)
Gate (Cost: 1), (89%), (superb)
Fire (Cost: 1000), (Level 10)
Water (Cost: 4), (Level 6)
Earth (Cost: 4), (Level 6)
Air (Cost: 4), (Level 9)
Spirit (Cost: 4), (Level 7)
Create Fire (Cost: 1), (93%), (superb)
Immolate (Cost: 1), (98%), (superb)
Chill (Cost: 1), (85%), (very good)
Daze (Cost: 1), (89%), (superb)
Weaken (Cost: 1), (85%), (very good)
Quicksand (Cost: 1), (93%), (superb)
Eavesdrop (Cost: 1), (61%), (fair)
Thunderclap (Cost: 1), (93%), (superb)
Cripple (Cost: 1), (89%), (superb)
Slice (Cost: 1), (85%), (very good)
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