Pals loose life when summoning Revives
#1
Heiho,

in most of the Guidlets about nonamazon bow wielding subclasses there is at least a hint to the Harmony Runeword because of the Vigor Aura. Sometimes people also notice that the occasional Revive would be a nice add-on-blocker.

But very recently Agasinika over at d2de really wanted to _use_ that Revive Charges and pavlis over at AB wanted to use Revives given as charges via Eternity Runeword.

Now stay a while and listen ...
Both were Paladin players, and a Pal looses roughly about 12,5% of his max Hitpoints with every Revive cast. A Pal also can die through this effect.

Red Havoc over at d2de tested and verified this in a modded game, so did adeyke over at AB, verifying this effect also for the Skills Raise Skeleton and Raise Skeleton Magi (which is IIRC not possible as charges/oskills in unmodded 1.10).

The rhymes and reasons why this effect takes charge, why it only bothers Pals, or if there are any yet unnoticed other negative crossclass business negativa are completely unclear. Red Havoc mentioned he read something like that a long time ago, most probably at PhrozenKeep, but that info isn't reviveable anymore.

So if some players, espeially Pals, are reading here but not over at AB, take this as a warning.
so long ...
librarian

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current status: re-thinking about HoB
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#2
This may actually be on purpose. It hurts their holy soul to use necromancy, or something like that. :)
Nothing is impossible if you believe in it enough.

Median 2008 mod for Diablo II
<span style="color:gray">New skills, new AIs, new items, new challenges...
06.dec.2006: Median 2008 1.44
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#3
Tacking on the same tidbit here as I did at the Basin:

The 10% chance to revive a monster found on the "Faith" runeword is Paladin-safe, AFAIK.
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