Gates of Arimyth
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TCP/IP on dew's patch
http://forum.arimyth.com/viewtopic.php?f=15&t=5732
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Author:  drrod [ Tue May 01, 2012 2:31 pm ]
Post subject:  TCP/IP on dew's patch

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.

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

Ah fuck it, just decided to duo it.

Author:  FuryCury [ Tue May 01, 2012 8:27 pm ]
Post subject:  Re: TCP/IP on dew's patch

Whats the IP homo.

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

PM'd it.

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

Shiet! I have nigger finals or I'd play ;(

Author:  dew [ Wed May 02, 2012 1:48 pm ]
Post subject:  Re: TCP/IP on dew's patch

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.

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

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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