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 Post subject: TCP/IP on dew's patch
PostPosted: Tue May 01, 2012 2:31 pm 

Joined: Tue Sep 01, 2009 9:19 pm
Posts: 622
Location: Reno NV
My brother and I are running through the game if anyone is interested in joining. Currently in A1 normal, with a maul druid and mental sin. We'll be playing kind of sporadically I imagine, mostly in the afternoons&evenings pacific time.


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 Post subject: Re: TCP/IP on dew's patch
PostPosted: Tue May 01, 2012 4:26 pm 

Joined: Tue Sep 01, 2009 9:19 pm
Posts: 622
Location: Reno NV
Ah fuck it, just decided to duo it.


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 Post subject: Re: TCP/IP on dew's patch
PostPosted: Tue May 01, 2012 8:27 pm 
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Joined: Mon Aug 31, 2009 9:26 am
Posts: 490
Location: Richmond Va
Whats the IP homo.

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 Post subject: Re: TCP/IP on dew's patch
PostPosted: Tue May 01, 2012 8:49 pm 

Joined: Tue Sep 01, 2009 9:19 pm
Posts: 622
Location: Reno NV
PM'd it.


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 Post subject: Re: TCP/IP on dew's patch
PostPosted: Tue May 01, 2012 10:59 pm 

Joined: Thu Nov 25, 2010 4:55 pm
Posts: 895
Shiet! I have nigger finals or I'd play ;(

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 Post subject: Re: TCP/IP on dew's patch
PostPosted: Wed May 02, 2012 1:48 pm 
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Joined: Wed Dec 22, 2010 5:16 pm
Posts: 572
Location: Lost, In Between Nothingness
Tunngle is a great way to play tcp/ip b/c people can see when you are on and join freely. It works like hamachi but doesn't have compatability issues or a 15 person limit and its a free service. And people don't need to use real ips to play. In my use of it I have had no stability issues


Really interested to here boss feed back for all difficulties. Sub bosses should be a bit easier than act bosses but if I need to raise or lower pdr values I can do it by difficulty.


Something I would also like is your opinion of mentalsins becoming a 60pt built. I know at the start of this ladder mine was op in norm a3+ untill a3 nightmare then it slowed down quite a bit untill I could make the lvl 80 runeword.

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 Post subject: Re: TCP/IP on dew's patch
PostPosted: Sun May 06, 2012 3:08 am 

Joined: Tue Sep 01, 2009 9:19 pm
Posts: 622
Location: Reno NV
Mental sins should probably be a 60 point build, if only to curb their awesome early game damage. The damage isn't exactly OP, they just have such an easy time getting early/mid game pierce compared to other casters.

We're only up to A5 normal, but our duo is having a pretty easy time. Maul is doing well enough, tanking the act bosses relatively easy. The damage is definitely nice but it's been a bit hard to tell as the mental sin has been doing the bulk of the DPS. This is my first time playing maul and I gotta say it's one of the best I've had the pleasure of using in a long while. The DS from werebear&maul is nothing short of awesome in an untwinked run, allowing me much more weapon options. I only see maul getting better and better once we get out of normal. I'd say it overshadows fury quite a bit at the moment, but time will tell how it does over all difficulties.

I don't see us slowing down much, and I expect about the same through NM. Hell will probably slow us down, and not even sure we'll make it that far before the live beta. Really enjoying playing a melee again though, and I can't wait to see how it does in hell.


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