FATAL Archmages - T1

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UndeadPatron
Posts: 82

Re: FATAL Archmages - T1

Post#21 » Mon Jul 11, 2016 10:12 am

Jesus Christ, why is anyone getting all butthurt about this, it's a game, players can do what they want.
Eiry Asimgdalrr - MARA
Rickhart Tannhauser - KOTBS
Fitael - WL
Lariekl - SM
Rylha - WE

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Haemoghast
Posts: 3

Re: FATAL Archmages - T1

Post#22 » Mon Jul 11, 2016 2:05 pm

huntergregg wrote:Well, it's still a bit of a mystery as to exactly WHY we had to do that.

However, for the sake of maintaining a good relationship between Fatal and the "powers that be" we will, of course, acquiesce to the requests of you great folks who are working to make this game available for us to enjoy.
Err, so let me get this straight, the staff asked you to premade AMs?

Does this have anything to do with the sudden deletion of destro's hellcannons? They are absent in the video too. Order's are still around it seems. Doesn't really affect me personally but it seems a bit off.

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Zealote
Posts: 456

Re: FATAL Archmages - T1

Post#23 » Mon Jul 11, 2016 2:16 pm

No, if you follow the posts:
wargrimnir wrote:Thanks for changing up the names without too much hassle. 8-)
huntergregg wrote:Well, it's still a bit of a mystery as to exactly WHY we had to do that.

However, for the sake of maintaining a good relationship between Fatal and the "powers that be" we will, of course, acquiesce to the requests of you great folks who are working to make this game available for us to enjoy.
I don't know what the specific reason was for making them change their names though (I didn't see what they were originally).
Aetir

Foofighter
Posts: 46

Re: FATAL Archmages - T1

Post#24 » Mon Jul 11, 2016 2:17 pm

this was so funny, i was the shammy shroomeater, loved doing a bit of rp with that XP

Haemoghast
Posts: 3

Re: FATAL Archmages - T1

Post#25 » Mon Jul 11, 2016 2:23 pm

Zealote wrote:No, if you follow the posts:

-snip-

I don't know what the specific reason was for making them change their names though (I didn't see what they were originally).
Ah right, thanks for the clarification.

Penril
Posts: 4441

Re: FATAL Archmages - T1

Post#26 » Mon Jul 11, 2016 2:46 pm

Grimson wrote:What can stop a group of AM..... A group of Marauders comes to mind....Mouth of Tzeentch Interrupting all spells after a nice charge to get within the 40 foot requirement. Follow it up with a nice Touch of Instability so they cause damage to themselves when they try to use magic. Assuming you use your detaunt and mutating release to reduce initial damage and remove snare to get in range of course.

All theory crafting of course, would have to see it on the battlefield for testing :)
The Marauders will never get close to the AMs.

Group of Sorcs + Doks sounds much better. You think 11 Searing Touches is strong? Try 11 Words of Pain.

Tyrpak
Posts: 2

Re: FATAL Archmages - T1

Post#27 » Mon Jul 11, 2016 3:25 pm

On live, on KN, we made an event with 24 DoKs in a warband.

We gathered up morale at the outer wall siege, ran up to inner, and 24 DoKs started meleeing the door.
When the oil came, we used the morale 2, to weather the storm, and kept group healing each other.
Not everyone survived it, but we took down the door, with 24 DoKs. :)

Aven
Posts: 44

Re: FATAL Archmages - T1

Post#28 » Mon Jul 11, 2016 3:48 pm

I was running around the beach with my Choppa and it was absolutely hilarious when at the turn of a rock I crashed into a bunch of you. I immediately started mashing my choppin' and managed to kill three of you before being beemed to death, it was glorious.
Avenflar, Zealot, Athel Loren, RR Icompletelyforgotbynow

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Luth
Posts: 2840

Re: FATAL Archmages - T1

Post#29 » Mon Jul 11, 2016 5:38 pm

I guess we found the reason for that report: https://github.com/WarEmu/WarBugs/issues/7101 :mrgreen:

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Zealote
Posts: 456

Re: FATAL Archmages - T1

Post#30 » Mon Jul 11, 2016 5:41 pm

Luth wrote:I guess we found the reason for that report: https://github.com/WarEmu/WarBugs/issues/7101 :mrgreen:
:lol:
Aetir

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