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Re: Invulnerability v Melee Protection Aura (MPA)
Posted: Tue Dec 07, 2004 10:23 pm
by flynnkd
Invulnerability is never cancelled, it cancels everything else. You can put on armour etc while invul, I have done this often while harvesting.
Re: Invulnerability v Melee Protection Aura (MPA)
Posted: Wed Dec 08, 2004 1:14 am
by zzeii
dazman76 wrote:It's my understanding that teleporter tickets are provided as a means of travel between lands, *not* as a means of saving your ass when something is about to stomp you to death.
Well it worked in star trek....
Cpt Kirk: Scotty beam us up, we just aggro'ed the natives!
Re: Invulnerability v Melee Protection Aura (MPA)
Posted: Wed Dec 08, 2004 8:28 am
by dazman76
Absolutely, but Captain Kirk was a very special man...

Re: Invulnerability v Melee Protection Aura (MPA)
Posted: Wed Dec 08, 2004 9:49 am
by pcheez
Melee protection is really good, although lasts only 10 secs (approx) at lvl 3.
Its a lifesaver when things go haywire and the party is getting mowed down, just hit the aura, rez the healers, and get back to it.
1800 secs cooldown is a little harsh ...so use it wisely.
Re: Invulnerability v Melee Protection Aura (MPA)
Posted: Wed Dec 08, 2004 9:56 am
by helbreat
it seems whatever we use that works well for us will always be nerfed so its best if no one even mentions stuff as well soon be back to the stone axes of the cavemen if the devs have there way arent we supposed to be evolving as a race not devolving? we used to have a stable boy who was kind enough to transpoort your goods to any stable on the planet for you but now hes a lazy git and we have to walk to the other stables ourselves depositing mats from anywhere in the world when not next to a stables wasnt right yes but at a stable is not improbable to deposit in any stable