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Re: FATAL Archmages - T1

Posted: Mon Jul 11, 2016 10:12 am
by UndeadPatron
Jesus Christ, why is anyone getting all butthurt about this, it's a game, players can do what they want.

Re: FATAL Archmages - T1

Posted: Mon Jul 11, 2016 2:05 pm
by Haemoghast
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.

Re: FATAL Archmages - T1

Posted: Mon Jul 11, 2016 2:16 pm
by Zealote
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).

Re: FATAL Archmages - T1

Posted: Mon Jul 11, 2016 2:17 pm
by Foofighter
this was so funny, i was the shammy shroomeater, loved doing a bit of rp with that XP

Re: FATAL Archmages - T1

Posted: Mon Jul 11, 2016 2:23 pm
by Haemoghast
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.

Re: FATAL Archmages - T1

Posted: Mon Jul 11, 2016 2:46 pm
by Penril
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.

Re: FATAL Archmages - T1

Posted: Mon Jul 11, 2016 3:25 pm
by Tyrpak
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. :)

Re: FATAL Archmages - T1

Posted: Mon Jul 11, 2016 3:48 pm
by Aven
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.

Re: FATAL Archmages - T1

Posted: Mon Jul 11, 2016 5:38 pm
by Luth
I guess we found the reason for that report: https://github.com/WarEmu/WarBugs/issues/7101 :mrgreen:

Re: FATAL Archmages - T1

Posted: Mon Jul 11, 2016 5:41 pm
by Zealote
Luth wrote:I guess we found the reason for that report: https://github.com/WarEmu/WarBugs/issues/7101 :mrgreen:
:lol: