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Ability Affects on a Death Knight

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Tachal
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Post by Drustai Sat Jun 22, 2013 5:34 pm

Lexgrad wrote:People should remember this is RP more than a system to test lore principles.  Tho in the past people have got annoyed when lex wouldnt be knocked out by their blows to the back of the head.  I think people should plan abot more too, So often you get "I am usung DK poison or I use my bottle of holy water/Blessed weapon".  In context that your char is going out to hunt a DK, that makes sense, but at a random moment just to give you a weapon in a random fight the idea is somewhat laughable at times.
When undead are a dime a dozen and are the culprit in 80% of cult-based activities, carrying holy water like it's pepper spray doesn't sound so farfetched.
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Post by siegmund Sat Jun 22, 2013 5:37 pm

carrying holy water like it's pepper spray

GNOMES GET TO WORK!

And yeah these days you have a lot of cultist or Death Knight or undead related evil doers
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Post by Lexgrad Sat Jun 22, 2013 6:41 pm

The point is Dru that really you should know your char well enough to know his gear set and dealing with stuff from there.  Always pulling the perfect tool out of your ass at the right time is kinda... meh imo, if you cant deal with the guy with what you normally have, disengage there is always next time.  It is like always carrying a "perfect anti demon" potion on you for that one time a Demon attacks you, if it was in a book you would be annoyed, so why not in RP.  If you know you are going out to deal with a job then that is different, but generally carrying around specialist weapons for no reason just seems like you want your char to "Win"
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Post by Drustai Sat Jun 22, 2013 8:19 pm

In DnD, the classical high fantasy RP universe, Holy Water was a basic alchemical supply kept as part of the standard adventurer's toolkit. So I don't really consider it a "specialist weapon" that you'd only be packing if you know what you're facing.

Of course, people who aren't playing heroic adventurers probably shouldn't have it. But if you're some mercenary for example, I see no reason why you can't have it on hand.

Arey carries a vial. She also carries a pack of truesilver shot to load her pistol with if she encounters opponents that are impervious to normal iron shot. I see these things as being pretty common place in a magic, war torn world.
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Post by Lavian Sun Jun 23, 2013 2:13 am

Vaell wrote:
Also, if we go by the logic that the skill to freeze your blood prevents you from being stunned, then we have to assume that a DK can be stunned. You can't just pick and choose which bit of the skill you like.

If thats to my post, I wasn't intending to highlight the stun part, but more to the fact that Death knight's can apparentely freeze their blood.
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Post by Vaell Sun Jun 23, 2013 12:15 pm

Lavian Dawson wrote:
Vaell wrote:
Also, if we go by the logic that the skill to freeze your blood prevents you from being stunned, then we have to assume that a DK can be stunned. You can't just pick and choose which bit of the skill you like.

If thats to my post, I wasn't intending to highlight the stun part, but more to the fact that Death knight's can apparentely freeze their blood.
Yeah, exactly. They can freeze their blood which suggests a frost DKs blood isn't always frozen. But that's exactly my point, you were highlighting one part of the skill but neglecting the stun part of it. If we use skills for lore sake, then we assume that a DKs blood is vulnerable due to the fact that the skill you mentioned suggests that they need to freeze their blood to take away the vulnerability of being stunned.
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Post by Lexgrad Sun Jun 23, 2013 12:50 pm

If you go to game play arguments then hunters can jump backwards whilst calling for a stampede and warriors can charge you with fire coming out of their arses.  

Due to humans survival instinct anyway human dks can free themselves from the first stun anyway thanks to their racial.

Some gameplay stuff can be used to inspire, others dont work as game play and RP are not the same.
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Post by Vaell Sun Jun 23, 2013 1:07 pm

That's true, but you can't just pick and choose when it comes to spells such as Icebound Fortitude. When deciding the mechanics behind the spell, they obviously had the thought process of: "What could a DK do to neglect stuns? How about freezing their blood?" which suggests that their blood is vulnerable. It's like me insta casting pyroblast in an emote fight and ignoring how long it takes to cast compared to other spells - a clear indicator of its power.

If it was a howling roar to break the stuns, then you could argue that their blood isn't a vulnerability, but the ability suggests otherwise.
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Post by Seranita Sun Jun 23, 2013 3:18 pm

when I rp my dk Shentin.. which is rair these days i have it so her Icebound fortetude is always on.. an error when she was raised.. she is a very cold and in a perpetual state of frozen and is thustly hard to hurt.. yet also moves slowly.. she finds it difficult to fight

odd yes but it puts her into a possition where she needs to be cairfull
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Post by Zaraj Sun Jun 23, 2013 6:24 pm

How about never doing emote fights lol
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Post by Drustai Sun Jun 23, 2013 6:33 pm

Lexgrad wrote:If you go to game play arguments then hunters can jump backwards whilst calling for a stampede and warriors can charge you with fire coming out of their arses.  
Far as I'm concerned, they can do these things.

Areyah has minor magical education as part of her swordsmanship training and is capable of doing anything available to the class. Including Heroic Leap and Dragon Breath.

This is WarCraft, not Game of Thrones. Magic is everywhere.
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Post by Drustai Sun Jun 23, 2013 6:54 pm

Also, regarding Icebround Fortitude.

The main effect of the spell is damage reduction, the anti-stun thing is only a side effect. I'm inclined to believe that the freezing of the blood has more to do with that. In that, by freezing the blood in the veins, you are turning the veins into a chainmail-like armor coating directly under the skin, thus making blows less likely to penetrate. When those blows are not penetrating, they can't target the various components of the body that are susceptible to damage (reanimated ligaments, muscles, bones) which are the source of stuns in undead.

Of course, it could be that the unholy ichor that magically flows through the veins is what animates the undead, and so severing those "pipes" will stun the undead. That is a possibility.

However, just because freezing blood and anti-stun are in the same spell description, doesn't mean that blood is somehow a "root to stunning". It just means that the spell freezes the blood, and that it somehow results in the DK becoming immune to stuns. This could mean many things, from reduced vulnerability to physical damage preventing stunning, to simple MAGIC where the freezing blood is a spiritual component of the spell which represents the magical effect, rather than being any kind of direct effect on its own (in the same way as one spills blood for Blood Magic spells. Is the spilled blood physically performing the spell? In most cases, no. It's just a reagent).


What we do know, is that undead are immune to incapacitating effects. Sap does not work on undead. Using Lichborne makes you immune to sap. So any stun that relies on damaging the nervous system does not work. We also know they do not feel great pain (but do feel some). So except in the most extreme cases, pain isn't going to stun them either.


Last edited by Drustai on Sun Jun 23, 2013 7:07 pm; edited 1 time in total
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Post by erwtenpeller Sun Jun 23, 2013 7:03 pm

SMITE SMITE SMITE
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Post by Vaell Sun Jun 23, 2013 7:13 pm

Zaraj wrote:How about never doing emote fights lol
Because they allow for more creativity.
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Post by EShadowsong Mon Jun 24, 2013 12:37 pm

Wow, talk about abandoning the thread right?  Sorry, I went on vacation and didn't think to check that there was wifi before I left.  I'll try to get a post up soon.

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Post by Lexgrad Mon Jun 24, 2013 4:18 pm

Drustai wrote:
Lexgrad wrote:If you go to game play arguments then hunters can jump backwards whilst calling for a stampede and warriors can charge you with fire coming out of their arses.  
Far as I'm concerned, they can do these things.
No.
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Post by Drustai Mon Jun 24, 2013 4:55 pm

Lexgrad wrote:
Drustai wrote:
Lexgrad wrote:If you go to game play arguments then hunters can jump backwards whilst calling for a stampede and warriors can charge you with fire coming out of their arses.  
Far as I'm concerned, they can do these things.
No.
This is WarCraft. If you don't like even the warriors using some magic, you're playing in the wrong universe.

Varian has used Heroic Leap in-character, during the WotLk launch events, clearly showing that these kind of abilities are IC.
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Post by Thelos Mon Jun 24, 2013 5:00 pm

Lexgrad wrote:
Drustai wrote:
Lexgrad wrote:If you go to game play arguments then hunters can jump backwards whilst calling for a stampede and warriors can charge you with fire coming out of their arses.  
Far as I'm concerned, they can do these things.
No.

Yes.
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Post by erwtenpeller Mon Jun 24, 2013 5:07 pm

Thelos wrote:
Lexgrad wrote:
Drustai wrote:
Lexgrad wrote:If you go to game play arguments then hunters can jump backwards whilst calling for a stampede and warriors can charge you with fire coming out of their arses.  
Far as I'm concerned, they can do these things.
No.

Yes.
No.

....WAIT, I MEAN "YES"!
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Post by Lexgrad Mon Jun 24, 2013 5:33 pm

No no no no! I will start linking no memes!

(but srsly it is a bad idea)

No.
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Post by Ralegh Mon Jun 24, 2013 7:18 pm

Lexgrad wrote:No no no no! I will start linking no memes!

(but srsly it is a bad idea)

No.
Yeah guys, lets take all death-knight abillities ic because hey they are immortal death-machines...
Meanwhile.. ignore all the other classes... they are scrubs and citizens who didn't roll death-knight.

Fuck that, when i play my gnome rogue he goes invisible, steps through shadows and uses fancy magics to shadow up his daggers.
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Post by Lexgrad Mon Jun 24, 2013 7:30 pm

Call me picky but I can buy DKs using runic magic.  Blinking mages too do not challance my sense of immersion and my forthwall is fine with a paladin bubbling.

But a guy in plate jumping 20 feet, smashing the ground he lands on and all of it without breaking their legs.....

No.
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Post by Gor'Thrak Frosthowl Mon Jun 24, 2013 8:10 pm

Good thing it's Blizzard that sets the rules and not you then Lexgrad. It's a fantasy game, and accordingly things that aren't possible in real life are possible here. You build up anger and rage, harvesting it to the fullest and doing things that are beyond what any normal person can do, such as leaping through the air and crushing anything in your path while wearing plate.
It's the standard for a player character, and making your character any weaker than that is up to each and every person, it's not something that you can force onto others. Whether it is fun to play it like that or not is subjective, but it is the standard.

Let me post a simple quote from a part of an old post of mine.
Gor'Thrak wrote:Don't try to apply "common sense" to everything. This is a world where we've magic, weapons that would technically speaking break upon first impact if used in real life and an entire world (Draenor) still holding life even though it's just a small part of the surface of a planet that once was. There's not even a core to heat the place up, if the place was real it'd be a frozen block of stones. And by frozen I mean at best 2-3 degrees above absolute zero.


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Post by Vaell Mon Jun 24, 2013 8:16 pm

So you can believe magic, undead magic and Godly powers but you can't believe a warrior jumping forward?


To be fair though, I don't think everyone RPs being able to do that. They're perfectly within their rights to do so, but most people don't like to play the Godly hero that is capable of great feats. The above average is the way forward.
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Post by Thelos Mon Jun 24, 2013 9:25 pm

As long as people don't accuse me of god-moting or powerplay or whatever when it is they that are lowering the power standard, not me raising it, then I'm fine with people playing wimps.
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