Fighter

Zef Starr's page

36 posts. Alias of avari3.


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Goblin Squad Member

Can I haz Milani now?

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I got your world domination right here, baby

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Poetic Justice, will also be served.

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Blackwood Glade will be avenged.

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Yup. This is a thread for Desnans. If you aren't training Luck and/or travel beware.

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Hmm..wasn't planning on trying em, thanks for the tidbit.

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Where's my invitation?

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If you quit after getting your stupid grass over other things I wanted first, I will destroy you.

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KotC Carbon D. Metric wrote:
ITT: Players either RP themselves not RPing the act of digging their own grave, or players refusing to RP about other people RPing. Also KC

Haha, yeah its all fun n games. I don't actually hate anyone in this game, yet.

Except that annoying kobold. I'd swear kobolds are just a cross between a halfling and Jar Jar Binks. Epic annoyance.

Goblin Squad Member

Doc || Allegiant Gemstone Co. wrote:

1 guy vs 150. I'm *sincerely* honored that I produced enough content to get on your kill list. <3

It will definitely be neat to see you guys in action when you try to fight people you don't outnumber by 5 to 1 in manpower. Will be some good action I bet.

We'd love to do that with you but it would require you having friends...

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Gol Phyllain wrote:


Welcome to the last 2 years of my PFO life.

Cry me an abruptly half made river.

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Gol Phyllain wrote:
I can only speak for myself. When I am down in Brighthaven and Keepers Pass we kill one afk bank zombie to start a fight and then spend a while running around the town fighting. The only time we run is when we are outnumbered two to one. We can't get people to come out and fight at towers so we come in after you and then laugh when I get whispered about being a coward when I run from eight people when I only brought three friends.

I'll vouch for that. Golgotha's raids have been mostly legit attempts to generate PvP. That said, the towns are not supposed to be PvP zones until you can actually raze the towns. I'm in favor of the mechanics changes as GW continues to fine tune the system into funneling the PvP the game is designed to have.

Goblin Squad Member

Kobold Cleaver wrote:


I think it's undeniable that Kathalphas exiting the NAP has made things way more interesting, just as promised. So I say kudos to them for taking the plunge and winning someone at Goblinworks a bet.

Maybe if you play on the message boards.

My hat goes off to Golgotha, the only "evils" on the server creating meaningful content in game.

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Tough to tell how many defenders there were since they were hiding in Marchmont.

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Bluddwolf wrote:


We are bandits, we are looking for loot, not towers. Player Husk Looting is our goal. When done in tower hexes with open PvP windows, no rep loss..... Joy!

We do not value what many of the other players value. That is why many of you just don't get us.

Oh really...

Gpunk wrote:


Our belief is that the contest of controlling, capturing and even losing alpha six towers will generate the PvP opportunities that the system was intended to create...

I honestly wish I could make this stuff up.

Goblin Squad Member

Gaskon wrote:
TEO Cheatle wrote:
We need something that isn't going to generate PvP, but the right kinds of PvP. The latter is what we don't have, because these free for all hexes aren't really doing their job on the grand scale of things.

I think the WoT is doing okay for a stopgap measure.

The type of PVP I don't want to participate is killing of gatherers in random hexes at random times.

WoT gives us some places and times to say: "at this time, in this hex, both sides will be ready and prepared to fight," with enough uncertainty that it doesn't become a pre-arranged duel.

Honestly, what would fix the WoT for me, is to reduce the number of towers to 50 or so.
Either remove the others, or cover them with a server-wide NAP. If the 16 active settlements were fighting over only 50 towers instead of 300, you'd see a lot more engaging fights and a lot less afk capping.

Even if the towers gave no training or settlement advantages, the people that wanted to PVP would do it just for the bragging rights and the practice.

Nice suggestion. I like the WoT in theory. We just don't have the population to play it correctly with that many towers and windows open every day. With half the towers and windows open 2-3 times a week, this would be a blast.

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Bravo sir. The collective groups you are trying to piss off live around the entire globe, many of us work at home at least half of the time and put together we own hundreds of accounts.

I thought this was about good PvP, but it's really not, is it?

Goblin Squad Member

Bluddwolf wrote:


I thought we made it pretty clear. Defending towers is a waste of time. It is easier to replace lost towers, with newly captured towers.

That's what the NAP was for you numbskull. So we don't have to waste our time sitting at towers. The only people on the server who have come and said they will get better PvP by taking towers is...

*drumroll*

YOU.

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Golgotha was thwarted at a few Everbloom Towers yesterday. Was only a raiding party that decided to get frisky from Golgotha, but still, successful defenses are something noteworthy.

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You now have two minor cures, the 150 melee one with a cooldown around 5 secs (havent timed it) and the charge minor cure 50, which has a variety of uses. Those can be juggled with the bigger power heals.

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As the 1 dedicated healer for a party of about 16 last night, I can say I was fond of the new minor cure.

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1. Defenders should subtract points when they are in tower, even if it's at 1/3 what attackers score. I understand GW wants an offensive flavor to WoT, but defense needs to stand a chance

2. More players.

3. Signals for defenders when tower attacked.

That's about it. I wouldn't want to see too much programming go into something this temporary.

Goblin Squad Member

I want purple. Targets who are on your side who become "red" for other reasons shouldn't show up in the same color as others. When friendly fire or low rep hit company/party/alliance members, they should go purple not red.

In the heat of battle that would be even more useful than nametags.

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Zef leans against a post at Keeper's pass, the clanging of mugs and song of fiddles fill the ramshackle town. Keeper's Pass showed the signs of having been propped up in a fortnight, just like all the towns did, the roads were muddy and unsafe, the only defenses decrepit watchtowers left over from an long forgotten war. Desan stood with her, both somewhat apart from the revel, neither priest taking in the full joy that some of the dwarves seemed to be mustering.

Did you hear about Thod and his Emerald Lodge?, he said, the usual hint of calm danger in his voice

I did. They are the child who throws the stone and hides the hand and as neutral as a blight druid. But all will be revealed, in time. Milani teaches that the oppressed rarely acknowledge their oppression and misplace their anger on those who would free them. Such is the curse of Milani's calling.

Together they stood and watched the fires burn in silence.

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Stephen Cheney wrote:

So... it turns out that I left a % symbol off Archer and Travel Domain and that may mean their speed boosts never did anything. Or they may assume the percentage; it's hard to be sure. Either way, it's fixed in the next patch.

All the armor feats with a speed boost should be exactly the same boost at the same level.

Travel has a significantly higher boost than the armor feats, but will not currently stack with them (only the higher bonus will apply). There's a feature request that's not been done yet to use the channels on passive feats so they will stack.

Thank you! It really sucked being a slow Desnan!

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KotC - Erian El'ranelen wrote:

I am, of course, appalled by the violence and have already posted my concerns with the Xelian Embassy. Thankfully, Phyllian has engaged in dialogue and we shall continue our current relations in good faith. Having been away in Ossian's Crossing during the attack, I then spread word of the attack to Canis Castrum as they were venturing into the territory. I continued on through Hammerfall to express the support of the Keepers before returning home. This reinforces, for me, the need to hold a meeting of the Everbloom Alliance representatives sooner rather than later to discuss trade, crafting, and defense needs.

(Because my content is the politics, not the PvP...).

Both teams were itching to scrimmage. As we speak some tactics are getting scrapped from the playbook and others are being added. It was good for everyone involved, it was good or the game.

As far as I know that was the first major battle since alpha 7.

Goblin Squad Member

Saiph wrote:
What is the point of killing anyone right now?

Jealousy doesn't become you ;)

I found it very insightful to finally be playing with bullets (even if they are rubber bullets til loot is in)

Goblin Squad Member

The dreams of Desna have foretold to me that there will be many "achievements" in our "social bonds".

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Savage Grace wrote:

You're going to need to assign clerics to heal the clerics in the thick of the AoEs. :-)

That's exactly how we are playing it on most nights. The touch range forces you to "cover a man", you are certainly NOT roaming the mid field applying buffs and heals and attacks depending on the situation.

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Ryan Dancey wrote:
We want healing to be something you have to do in the thick of battle, not just a bar that you manage sitting safely off to one side. The intent of the design is that Clerics stand right behind the Fighters giving them healing as needed, just like on the tabletop.

Touch based healing forces the cleric to be right in the thick of the AOE's. If the intent is for Clerics to be linebackers, then we have to play 10' off the line of scrimmage. Right now it plays like a cornerback, running around the field trying to cover your man

Most cleric spells should have 10' range, within danger, not weaving through enemies to heal. The touch based cleric is not much fun in a game where tanks aren't even true tanks, they move around quite a bit. Throw in friendly fire and it's just brutal.

For a true 2nd line feel I'd even suggest lowering most of the range attacks to 15' to gain 5' on the touch ones.

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Guurzak wrote:
People always forget about the "lawful" part of "lawful evil".

Can't make Lawful without Awful!

Goblin Squad Member

Nihimon is one of the 2-3 most knowledgable players in the game and he plays wizard. So Phaeros is a good place to be if you're going in that direction.

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Phaeros and friends have hit the ground running! Come and join an active group that is already playing every part of the game!

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Good work!

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My avatar is a star. She's hotter than reality by far.

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Three miles high and glowing green like an emerald! And it hums, a diabolical noise can be heard for a mile!. The swamp trapper's expression is half mad. He pokes his pipe at the gathered around Hammerfall's town square bonfire. A dark half elf in the crowd slips into the shadows of the night and heads Northwest.