incognito | Thu 16-Oct-03 11:35 AM |
Member since 04th Mar 2003
4495 posts
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#2651, "regarding the escape spell/skill"
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Making a teleport controlled immensely adds to its power.
You can't vanish in a lot of places, pretty much those where you can't teleport.
Take it from someone who has vanished from just outside of Mortorn, and before getting to safety managed to vanish into the skeletal spider, the drow torturer, and Grazzur Ukal, that being able to control your landing point makes a big difference.
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New Guild Idea - Adventurers (or any other applicable n...
[View all] , rome, Thu 16-Oct-03 06:56 AM
RE: New Guild Idea - Adventurers (or any other applicab...,
Valguarnera,
16-Oct-03 12:30 PM, #6
RE: New Guild Idea - Adventurers (or any other applicab...,
rome,
16-Oct-03 01:01 PM, #7
RE: New Guild Idea - Adventurers (or any other applicab...,
Zulghinlour,
16-Oct-03 10:53 AM, #2
RE: New Guild Idea - Adventurers (or any other applicab...,
rome,
16-Oct-03 11:28 AM, #3
regarding the escape spell/skill,
incognito,
16-Oct-03 11:35 AM #4
Zulgh since you're feeling spunky.,
Krivohan,
16-Oct-03 12:02 PM, #5
I think the class idea is good, if not the skills,
Stunna,
20-Oct-03 12:14 PM, #8
I don't see that happening (n/t),
Zulghinlour,
20-Oct-03 12:17 PM, #9
Don't like it, and here's why:,
RealShea,
16-Oct-03 09:38 AM, #1
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