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 Post subject: Force Guide
PostPosted: Mon Oct 02, 2006 8:39 pm 
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I know its pretty much a useless mastery but can somebody make a Force build guide?


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PostPosted: Mon Oct 02, 2006 8:41 pm 
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*Waits for Bakemasters*

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 Post subject:
PostPosted: Mon Oct 02, 2006 9:12 pm 
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didnt alfred already make one?

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 Post subject:
PostPosted: Mon Oct 02, 2006 9:29 pm 
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Yes he did. It's posted in the guides forum.

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 Post subject:
PostPosted: Mon Oct 02, 2006 9:32 pm 
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Get passive, ress, therapy and healing hand.

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 Post subject: Re: Force Guide
PostPosted: Mon Oct 02, 2006 9:39 pm 
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Skitsefrenik wrote:
I know its pretty much a useless mastery but can somebody make a Force build guide?


useless f*** you for a pure int its a life saver...harmony thearpy+ice walll in pve = pwnage

and stops them little mobs getting you when on a giant


++ Res and the mp bonus

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 Post subject:
PostPosted: Tue Oct 03, 2006 1:41 am 
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Yes, I made one and my characteris now 63, closing in on the big 64. I :love: this build alot.

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you love our res too, admit it! :D

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 Post subject:
PostPosted: Tue Oct 03, 2006 2:25 am 
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Alfred wrote:
Yes, I made one and my characteris now 63, closing in on the big 64. I :love: this build alot.

Chaud wrote:
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you love our res too, admit it! :D

It proves useful at times, yes . :D

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 Post subject: Re: Force Guide
PostPosted: Tue Oct 03, 2006 2:33 am 
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Master_wong wrote:
Skitsefrenik wrote:
I know its pretty much a useless mastery but can somebody make a Force build guide?


useless f*** you for a pure int its a life saver...harmony thearpy+ice walll in pve = pwnage

and stops them little mobs getting you when on a giant


++ Res and the mp bonus


uh, like i said...its a useless mastery. harmony thearpy + ice wall + int = still death. what you gonna do.....cast ice wall every time it goes down? and what about harmony thearpy(u gonna run away for 5 minutes and come back to pvp?). Its only your fault if you cant understand how to kill regular mobs first before killing the giant, even bots know that.


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 Post subject:
PostPosted: Tue Oct 03, 2006 5:40 am 
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sigh.. that post isn´t even worth to flame (°.o)`

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Do not write stupid,when somebody loses.l lik the game myself but my 6jears old kid,who like to play games so much,has refuse to play,bcos of that word.Pls write something abit funny.l hope you consider my suggestion.Thank you and God bless you.
lol


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 Post subject: Re: Force Guide
PostPosted: Tue Oct 03, 2006 5:56 am 
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Skitsefrenik wrote:
Master_wong wrote:
Skitsefrenik wrote:
I know its pretty much a useless mastery but can somebody make a Force build guide?


useless f*** you for a pure int its a life saver...harmony thearpy+ice walll in pve = pwnage

and stops them little mobs getting you when on a giant


++ Res and the mp bonus


uh, like i said...its a useless mastery. harmony thearpy + ice wall + int = still death. what you gonna do.....cast ice wall every time it goes down? and what about harmony thearpy(u gonna run away for 5 minutes and come back to pvp?). Its only your fault if you cant understand how to kill regular mobs first before killing the giant, even bots know that.



ishades,flowers mobs like that you just stand there also helps while thiefing large loads mobs dont attack you

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 Post subject:
PostPosted: Tue Oct 03, 2006 6:05 am 
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Also fun to piss off the thieves. Keep healing the hunter guarding your 1* while he takes out the thieves camel/horse/ox. Muahahaha fun.

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 Post subject:
PostPosted: Tue Oct 03, 2006 3:42 pm 
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Quote:
Only downside is that your pots take 4 times as much to load up in Europe, so you need a healer. Europe takes more skill really then china, you need to work with your team to survive. In guildwars, 8 europeans vs 8 chinese, europe would do better then 1vs1.
source

Seems Force tree might become more useful in later updates or just europe chars will use pots much slower. Anyone know yet if it will affect also chinese chars' pot use effectiveness?

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 Post subject:
PostPosted: Tue Oct 03, 2006 4:39 pm 
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agree
my second biggest prob with sro is the lack of teamplay
thus the only useful force skill is resurrection imo
this game would be SO much better if there was some teamplay

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 Post subject:
PostPosted: Tue Oct 03, 2006 5:07 pm 
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thats what a lot of force skills are for i mean heal others, cure others, res others all shows thats what that mastery was intended for

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 Post subject:
PostPosted: Tue Oct 03, 2006 6:12 pm 
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but you hit more then they heal....5 people cant keep healing 20 people


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 Post subject:
PostPosted: Tue Oct 03, 2006 6:27 pm 
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Force needed something would kick ass.

The problem is, force has nothing 'cool' and fun.

Res and heal only benefit others. For yourself, using pots is faster. Who cares about cure. And harmony is just 'nice to have'.

IMO, force should have been more like a priest paladin, which would include COOL things like AOE heal, auras that affect allies, auras that affect enemies, etc

Thats what makes a good old paladin fun. Like in D2 all the sweet things he could get, like Might - double damage to your group or more, and spells that actually damage

More people would have picked force... especially if it had some damage spells.

Too bad the chinese restaraunt wasn't so creative. Shoulda done more drugs and created more fantasy. LAWL.


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 Post subject:
PostPosted: Tue Oct 03, 2006 7:56 pm 
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Force was designed by idiots. If they go with 300 mastery limit, 2x150. That means that force sucks. Cause its got no imbue. First two skills are kinda better than pot/pill, but are worthless cause they are time consuming, why would someone stop do a spell, if the pot can be used without stoping a skill. Then theres the ress, usefull, but it should give the resser some reward for using it; exp/sp, and to prevent bashing it should give lets say 5-10% of lost exp. Theres healing hand, I have no objection there, really usefull. I love therapy, makes me survive all those 5*double spawns. :D Vital spot series blows, cause its buged, and GMs dont feel like fixig it = useless. Passive is ok. And again every mastery has mastery lvl bonus, Force doesnt...

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