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Main: Bastamental
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Post Re: Seer Fixing
Wonder why FC and gunner are the most strongest low lvl classes? Mabe because they have a cheap line of ships that are perfect slaves and main ships. After they lvl more and get piloting, there old main ship becomes their slave. Not only that, it even accommodates to weaknesses to classes, like lots of physical resists to combat snipers, lots of energy and shield to tank, and even critical hit resistance. Thats what I want to happen to seers. Granted, FC and gunner will most likely always be on top. After reading Churchys's suggestion on fixing low lvl seers, its too much work.



Also, about the removing "unseen by target", I agree now its too op. But, what about the same concept suggested with critical hit strength? A stat for visible, and a stat for unseen, even for critical hit percentage. About half the rate while visible seems alot more feesable

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Sat Mar 31, 2012 2:07 pm
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Post Re: Seer Fixing
Bastamental wrote:
herp


Actually SD and sniper are pretty buff at lower levels too... ever heard of a FC power leveling in copper?

I'd say that very low level seer may need some tweaking, but then again most low level classes don't really work very well (lolzerker).

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Sat Mar 31, 2012 2:44 pm
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Post Re: Seer Fixing
Slaves are the reason non-copper-SD is OP for leveling. FC and ShM just compound it, but it's not those two classes.

I made a CLASSLESS alt, leveled him to 500, then gave him sniper class for the remainder. Really shocked my friends' FC alts when they discovered the little alt was out leveling them by taking apart MF Basils and Rosemary's long before they could.

The setup was a Hotrod+ command ship and 4 Hotrod+ slaves. Still classless. Ergo, FC is not OP. Slaves are. 1 Slave is equal to +100% damage from your one ship. 4 Slaves is +400% from that one ship. Yes, the individual slaves reduce the overall damage output increases, but from that one ship, you can see why Swarms can be pretty OP at the lower levels.

Granted, a swarm becomes less useful after 400-500 to the point in where you're bleeding money trying to upgrade them. And sadly, most noobs don't realize it until they do something stupid like Lemon making MFing paximinus' with things like GnT's as shields and OSOI's as energies.


Sat Mar 31, 2012 3:24 pm
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Post Re: Seer Fixing
Ignoring the showoff derail. Again I say it, something MUST replace warp5. Stabberz seemed to make the most reasonable suggestion so far as a replacement. So, instead of debating any further, lets have a legit /sign or /unsigned. This way we can give devmins a legit idea on how we feel.

/signed

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Jiraque wrote:
It's a seer thing.
Paxx wrote:
Use that yellow thingy on that zerk!


Mon Apr 02, 2012 6:25 pm
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Post Re: Seer Fixing
I just realized, why not -% reflectivity? That way, mabe we can actually be useful in a high vis gal.

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Jiraque wrote:
It's a seer thing.
Paxx wrote:
Use that yellow thingy on that zerk!


Fri Apr 06, 2012 8:24 pm
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Post Re: Seer Fixing
That could be interesting.

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Fri Apr 06, 2012 8:33 pm
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Post Re: Seer Fixing
Extra stealth for slaves might be interesting

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Sat Apr 07, 2012 1:51 pm
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Post Re: Seer Fixing
Actually replace w5 with -10% reflectivity per lvl. Something really big like that would prevent suns from completely nerfing our class! It would be great if we didnt have to worry about any suns. Ever.

/signedtodeath

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Jiraque wrote:
It's a seer thing.
Paxx wrote:
Use that yellow thingy on that zerk!


Sat Apr 07, 2012 10:35 pm
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Post Re: Seer Fixing
I would also like +15% elec per level on Zerk. Augging for Elec is really lame.

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Sun Apr 08, 2012 1:46 am
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Post Re: Seer Fixing
i would like +10000% dmg to seers.

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Sun Apr 08, 2012 2:01 am
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Post Re: Seer Fixing
Reflectivity is a major issue for seers with any gal with a sun. It basically makes them worthless. Im just saying, if reflectivity wasn't an issue, there wouldn't be a problem.

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Jiraque wrote:
It's a seer thing.
Paxx wrote:
Use that yellow thingy on that zerk!


Sun Apr 08, 2012 2:39 am
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Post Re: Seer Fixing
It makes sense for seer to get -reflectivity in there skills actually.

They are supposed to be some kind of trans dementional class that can hide themselves in another plane of existence, rather than relying on the conventional cloak like other classes would.

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Sun Apr 08, 2012 3:52 am
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Post Re: Seer Fixing
JeffL wrote:
No need to get overly concerned with warp 5. I don't see it as a big deal either way.

well if unless if you do make w5 just for seer so they can travel around the uni Very Very swiftly it wont be a concern. but currently its just a burden of a skill.

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Sun Apr 08, 2012 5:20 am
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Post Re: Seer Fixing
Chaosking3 wrote:
I would also like +15% elec per level on Zerk. Augging for Elec is really lame.


PC -reflectivity aug?

+1 for lots of -reflectivity in the class. I feel like making my own topic now.

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Jiraque wrote:
It's a seer thing.
Paxx wrote:
Use that yellow thingy on that zerk!


Sun Apr 08, 2012 5:54 pm
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Post Re: Seer Fixing
Your topics tend to get out of hand very fast.

By very fast I mean the original post.

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Sun Apr 08, 2012 5:56 pm
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