Vengeance

Vengeance => public => Topic started by: Lifesbane on May 02, 2002, 10:06 AM

Title: Realm abilities and stealth
Post by: Lifesbane on May 02, 2002, 10:06 AM
hey guys, i havnt read much about the new realm abilities, but i have heard that some of them are gunna severely gimp stealth...anyway if anyone has any info on spacific abilities that are gunna effect stealth and/or other related stuff please speak up,

thanks a bunch,
LB

Title: Realm abilities and stealth
Post by: Shadra on May 02, 2002, 11:12 AM
All the assassin classes get

See Hidden (Passive ability): Detect stealthed Characters that don't have the "Detect Hidden" ability.

Hunters get....

True Sight (Active Ability): Detect all hidden characters for a short duration.

Those are the only 2 that I know of that gimp Stealth.

Title: Realm abilities and stealth
Post by: Axecleaver on May 02, 2002, 02:34 PM
See Hidden apparently makes it as though you had level 1 stealth... so basically, assassins are going to own you. Travel in groups!
Title: Realm abilities and stealth
Post by: Lifesbane on May 02, 2002, 05:21 PM
/sigh....
finally get to the levels where i can do RvR and they decide to make my stealth useless....at least i have the respecs, but still, i would have a melee archer that would still go down in 2-3 hits? ....so much wasted time...

/em stops bitching

...at least i have my alts...

Title: Realm abilities and stealth
Post by: Gueuze on May 02, 2002, 06:38 PM
I wouldn't immediately panic on this one.  In order to be detected by an assassin, there has to be one around.  It's a big frontier out there.  Just don't hang out in one place too long.  Or hunt shadowblades.  :)

In a way, it might be a minstrel boost.  I can stealth in, gank, and run far, far away before any big brothers come to take revenge.  Not that I've ever actually gone ganking.  But I should hit 39 tonight...hmm...

Title: Realm abilities and stealth
Post by: Axecleaver on May 03, 2002, 12:48 PM
All archers will now get the volley, longshot and True Sight skills. True Sight gives other archers the ability to see through stealth for some limited amount of time- 30s every 30 minutes, I think.

Travel in groups for the most part, and I think you'll find your stealth to be very effective.

Title: Realm abilities and stealth
Post by: Nari on May 04, 2002, 12:31 PM
Longshot...Sounds like my chances of coming back to the states in May, LOL!!!!  Really, those new archer skills sound cool.  Maybe Spellcrafting will fall into place one of these days, hehe.
Title: Realm abilities and stealth
Post by: Lifesbane on May 04, 2002, 01:14 PM
lol nari (but that sucks....:()

thanks for the info guys, of course im gunna stick with the 'stealth' scout and stuff and see how everything actually effects the game when it goes live...probably a lot of testing to do/changes to be made with most of the realm skills anyway. :)

Title: Realm abilities and stealth
Post by: Gueuze on May 04, 2002, 03:33 PM
So wait a minute...you mean minstrels are the only stealth class that can never detect hidden?  Nerf everyone else!

In all seriousness...I agree with LB.  It's safe to say that a lot of realm skills will change over time.  Take mastery of water if you want to play it safe.

Title: Realm abilities and stealth
Post by: Axecleaver on May 05, 2002, 09:05 AM
Right. Detect Hidden seems too powerful for a passive skill, and Minstrels can never True Sight (active, 30s every 30m) or detect hidden.

I think that minstrels can avoid all this nastiness. If you keep moving, you can't get perfed. And if you move at warp speed all the time, only skald and bard teams can catch you.

One thing that worked well in BG for all-stealth teams is to emplace somewhere, have the minstrel mezz the most dangerous target (healers, skalds), then as the tanks approached him, infiltrators perfed him and the scouts opened up. These teams are called Wolfpacks. They move with speed and enjoy total stealth... hard to find and kill with superior numbers if they're smart, and our side enjoys mezz in the wolfpack.

(Edited by Axecleaver at 11:52 am on May 6, 2002)

Title: Realm abilities and stealth
Post by: Gueuze on May 05, 2002, 09:16 AM
I always thought a min/inf or min/scout duo would be a pretty strong combo and would allow them to be far more successful against targets they'd otherwise have to pass up.  Only makes sense that a whole pack would be useful.

=======================================

Dark Age of Camelot

Test Version 1.50E Release Notes

Thursday, May 2, 2002

=======================================


REALM ABILITIES NOTES

...

- Mastery of Water should work properly now.


I told you guys, Mastery of Water is going to be DA BOMB.

Title: Realm abilities and stealth
Post by: Lifesbane on May 05, 2002, 10:25 PM
LOL, we should all get it....Vengeance could be albion's amphibious assault guild :p

Title: Realm abilities and stealth
Post by: Axecleaver on May 06, 2002, 12:54 PM
Haha, we'd hang out in the water, Gueuze could play minstrel speed, and we'd all kick up roostertails buzzing around the lakes.

I think an infiltrator with Mastery of Water, named Frogman, would be sweet. He could perf and haul ass into the water, and nobody could catch him.

Title: Realm abilities and stealth
Post by: Gueuze on May 13, 2002, 09:09 PM
I must be psychic:

=======================================

Dark Age of Camelot

Test Version 1.50I Release Notes

=======================================

...

- Realm ability Mastery of Water has had its effectiveness increased from 3%
to 5% per level