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July 15th, 2008, 10:24 AM
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BANNED USER
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Join Date: Feb 2007
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Re: Our beloved Pretenders!
Eh, I didn't so much mean that this thread influenced the new CBM version, more that people who like unorthodox pretender choices and thematic national gods would probably be happy with the changes in cbm 1.3
So the thread and the coincidental release of 1.3 go very well together.
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July 15th, 2008, 10:32 AM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
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Re: Our beloved Pretenders!
"I guess it depends how strong the reinvig is and what his items are like. Those are all new items - were there no suitable existing ones?"
Reinvigoration 2, animal awe 9.
I like creating new items! The Living Vine Shield is a slightly better vine shield. But the pretender has entanglement even without the shield. That is because you cannot mod special abilities into shields.
Blood Stained Spear is 12 ap w/ decay.
May be more thematic to have the spear poison. Helm is nothing special.
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- General George Patton Jr.
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July 15th, 2008, 10:45 AM
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General
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Join Date: Apr 2005
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Re: Our beloved Pretenders!
Poison is probably better. More appropriate for a hunter. And decay is fairly useless for an SC.
I'm not sure about the Vine shield. It may be a little to much to have him keep entanglement when you replace the Shield?
The earth is nice for Man, both as a bless and to give access to hammers. They still desperately need access to Astral and/or Death, though. 50 path cost makes it reasonable to add magic.
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July 15th, 2008, 10:49 AM
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Lieutenant General
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Re: Our beloved Pretenders!
Only a developer(i think) can mod special abilities into shields at this time). And it is not unthematic for a Hunter with Nature magic to be able to entangle his enemies. It is after all, a nature spell.
It is more important to me to have him have the entangle ability, then worry about him having it down the road when/if the shield is replaced.
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"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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July 15th, 2008, 11:48 AM
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Lieutenant Colonel
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Join Date: Jun 2008
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Re: Our beloved Pretenders!
@ Sombre,
oh, ok, sorry for misuderstanding  I'm glad anyway that this 3ad has a role
@ Xietor,
this pretender is very nice for a mod with strong pretenders! If I can give a little and humble suggestion, he shouldn't have hand slots. His nice weapons and the shield are so thematic and "personal" to him that it shouldn't be possible to change them with something else, obviously IMHO.
'gratz anyway 
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IN UN LAMPO DI GLORIA!
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July 15th, 2008, 11:53 AM
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Shrapnel Fanatic
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Re: Our beloved Pretenders!
With all the new weapon modding commands going in I wouldnt be surprised if armor modding was next.
http://ulm.illwinter.com/dom3/dom3progress.html
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-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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July 15th, 2008, 12:07 PM
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BANNED USER
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Re: Our beloved Pretenders!
I doubt it. Those are new commands are for abilities already in the game for weapons (not items that also happen to be weapons). There are no abilities already in the game tied to armours (again, I don't mean items that are also armour).
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July 15th, 2008, 01:34 PM
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Major
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Re: Our beloved Pretenders!
Congratulations, Xietor! He looks quite solid, though I wouldn't think that hunter should have a shield as a standart armament. And the spear can be made two-handed - most hunting spears (non-thrown) were. It's quite possible for him to have entanglement still which can be described as him having deep knowledge of traps also (not that I see it as necessary). He can also summon great hounds...  By the way I don't think it will be possible to make armor-related abilities any time soon - they look to be either monster- or item-based...
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