Dec 14: 3h Turbo Party HC
" Beside the unusual charnaming for the reward holder, all seems fine and working as intended here. invited by timer @ 10.12.2011 -- deutsche Community: www.exiled.eu & ts.exiled.eu Last edited by Mr_Cee#0334 on Dec 13, 2012, 4:30:45 PM
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Great race this time!
Almost no desyncs! And Brutus had it coming, because Hillock presented me nicely with:
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Unavailable And some minor mentionables
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Unavailable Unavailable Unavailable Last edited by Visuv#1278 on Dec 13, 2012, 4:35:09 PM
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" Aha like this?
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Unavailable Unavailable Unavailable Unavailable Unavailable Unavailable Unavailable Unavailable Unavailable Unavailable Thanks mate :)) Last edited by Fladdermasken#2853 on Dec 13, 2012, 4:33:50 PM
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Tried partying for the first time. Was 4 of us - me - dw shadow, witch, maradeur and ranger. Started pretty good, but then our mara suddenly left, in 5 minutes witch died. So racing stopped. Ranger also died at lvl 11 at graveyard, thanks to rhoas.
So we ended up lvling with new maradeur, i reached 20, he - 17. BTW Merveil was really hard for 2 of us. Got pretty good drop this time - gcp at terraces, many rares and some other orbs: Unavailable Unavailable Unavailable Unavailable Unavailable Unavailable Gear (great dagger from Brutus):
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Unavailable Unavailable Unavailable Unavailable Unavailable Unavailable Unavailable Last edited by Sumroach#2383 on Dec 13, 2012, 4:39:00 PM
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Turbo is like a completely different game unplayable for me. I get desyncs also at normal mode, but hardly ever deadly. I ran with 260 life on a witch through the prison and life was just gone at some point.
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Was a pretty normal race, I didn't have to do anything difficult besides a low level dweller and running to coves, so I ended up being first in the party with XP. Its nice to be first overall, though I know 99% of that has to do with our party.
Made this with a chance orb, might be the best mace I've ever made in a race so that was nice.
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Unavailable I still think that the early marauder mana game is a little tough to manage given some of the melee changes to damage for our early skills. When I play templar but go the same build of groundslam, the one point in 40% mana regen until I don't need it any longer goes a long way to making the early levels tolerable. Granted a lot of this is alleviated by reaching RT, but I don't remember having any of these issues some months ago. Some of it could be slightly more server lag given the exponential growth of race participants from PoE's surging popularity. Still, I feel like adjusting HS and GS to be 1-2 mana less in cost and then by skill level 4-5 having the cost remain at the current level would be enough to alleviate a lot of the mana issues I seem to see. (at least off the top of my head I thought the cost went up over time, not just from stacking supports) "When I close my eyes, I see this thing, a sign, I see this name in bright blue neon lights with a purple outline. And this name is so bright and so sharp that the sign - it just blows up because the name is so powerful... It says, "Diamond Supporter." Last edited by Morsexier#3505 on Dec 14, 2012, 12:41:35 PM
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