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| | #31 (permalink) |
| Registered User Join Date: Feb 2003 Location: Long Island, New York
Posts: 110
| Paladin - The Almighty Truth of Marr; casts identification on an item (5 sec cast) Wow, and i thought avatar on an elemental breastplate was useless. I hope that suggestion was a joke.
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| | #32 (permalink) |
| Banned Join Date: Feb 2002 Location: BC, Canada
Posts: 1,599
| REVISED LIST! new ideas since i got my other ones at 4:am last night and some were worth reconsidering upon a little rest: Bard: Attunement of Rizlona: self only 30 minute buff that increases the effect of all song types by 5% Pal: wave of healing (330 hp group heal) casting time 8.0 SK: Curse of vexing mordania (casting time 6.0) Rog: Chronospider poison (adds a proc to rogues weapons which de agros (-300 agro) and lifetaps over time ont he target, say 200 points over 2 mins?) |
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| | #33 (permalink) |
| Banned Join Date: Apr 2002
Posts: 578
| Hmm Bard- Instrument for All sounds on par to me (much better than epic, thx) Warrior- Hideous Visage 25% more aggro, should put em in line with like, mages summoning stuff, or something. Paladin- Yay for LoH focus, 80% smaller recycle (feel free to call me on this, since I've no idea how much LoH actually heals nowadays, but if it's like what I think <--CH or close, then yeah) Shadow Knight - 61 Nec Pet for SK's, as far as I know everything else about SK's is in line, cept their pets suck. Rogue - Blinding Speed, 50% increased chance to double backstab, and gives the propensity to triple backstab with the same frequency as old double-BS ( innate 10% haste that stacks with everything Ranger - Don't ask me Monk - Cry Havoc, innate 10% haste that stacks with everything, and you know that chain combo thing they talked about for a little while for monk AA? That and increase special attack dmg by 30% Beastlord - See Ranger, can't think of anything for those two The effects should be useful, and fuck me, they're in the Plane of Time. |
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| | #35 (permalink) | |
| Registered User Join Date: Oct 2002 Location: Nobody cares.
Posts: 28
| Quote:
Give the Shadowknights something different. An aggro increaser wouldn't be the best thing for them, it would be better to have an effect that gave them a 300 point lifetap proc on their weapon, or a 150mana/150 life drain or something like that. Give Rogues something other then a 50s ranger spell. I like the general idea, but make it be more like a 300 or 400 point hate decrease. JB has a 200 point decrease, and is meant for a level 54+ ranger. I like the idea for rangers personally. Now, here's my idea. I wont say all classes because that's Verants job, and i haven't played every class in the high end so therefor i am not qualified to express a reasonable oppinion. However, i think that it would perhaps be better suited to change a few things, and give all classes a permanent effect that has three effects: 1.) something that helps every class. 2.) something that helps there class group (melee, caster, etc) 3.) something that helps specifically their class. First off, get rid of the fucking atk cap. That cap is the biggest load of horsecrap imaginable. Caps in general have a feeling of "okay, now you can't improve your character anymore because you'd be too good" and to an extent that is reasonable, however the atk cap is just bullshit. Okay, maybe cap it, but fucking cap it at a higher goddamned account. People hit it about a year after there were significant atk increasing items put into the game. Also, drop the fucking Flowing Thought cap. Either that, or make it higher, like 25 or 30 ish. What i see in the highest end are people hitting various caps (veng, ft) and then having very few ways of improving there character. That means AA exp (which you could call capped if you have 500-600 points or whatever), raising stats (which are capped) and resists (who's caps are not reachable with only gear) and finally hitpoints, because nobody can have too many of those. Looking at items as far as one single stat is concerned is an aggrivation. Capping str/sta/agi/dex/wis/int/cha i can see, you can't be infinately strong, but capping effects eliminates the choice people could have in improving their character. This game is about character improvement, essentially (well, fun notwithstanding). Now, to the meat of the issue: 1.) ALL CLASSES: Add a 10 point hp regen. 2.) ALL CASTERS: Add a 8 mana per tick effect. Necromancers: add 150 hp, 10 aditional regen* 3.) ALL HYBRIDS: Add 4 mana per tick and 30 atk. 4.) ALL MELEE: Add 60 atk. Warriors: add 150hp 10ds 50ac, the same as effect stated by original poster, only it's permanent so doesn't utilize a buff slot. Rogues: add a 100 point unresistable lifetap proc to all weapons. Monks: add an aditional 10 points of regen, plus 75hp 30atk and 15ac.* What are your thoughts on the matter? This topic needs some real thought. On one hand you don't want to create "epic" type armor, but on the other hand you want to create something that isn't more of the same bullshit. *means i couldn't come up with anything that didn't suck, so please post your own better ideas.
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| | #36 (permalink) |
| A Relic Join Date: Jan 2002
Posts: 1,227
+15 Internets | The Incredible Irony As we are now one God away from the Plane of Time, we have discovered that Elemental BP Molds do not drop in the Elemental Planes at all but instead in the Elemental Plane of Time? Huh? Ok... According to Lucy's Item Collector, the break down of Vengeance and Aura of XXXX items is as follows: Vengeance I: 9 Items in game Vengeance II: 16 Items Vengeance III: 27 Vengeance IV: 13 Vengeance V: 6 Vengeance VI: 3 Vengeance X: 3 Aura of Courage: 1 Item in game Aura of Battle: 16 Aura of Daring: 8 Aura of Bravery: 15 Aura of Valor: 8 Of Course this list doesn't include other items which grant attack and which are a staple for high end players, i.e. Seru's BP, Talisman of Vah Kerrath, even certain Epics and weapons. So you take all of this data and you find that basically, by the time a player is able to obtain an Elemental Breastplate Mold from the Plane of Time (idiots) they will with almost 100% certainty be either at the 250 innate ATK cap or at the very, very least over 150 innate attack. What then becomes of the 2 second cast Avatar on the pure melee bps? A not so fancy light show for newbies while you're bored and sitting in PoK or PoT with your thumb up your ass. As a matter of fact, every single point over 150 innate ATK one gains makes the elemental bp's effect more and more useless. This problem is compounded with the fact that you can be guaranteed to see Aura of Resolution items in the Plane of Time, Regen 5 ATK 50. The current innate ATK cap is too low. I remember we had this discussion on the boards long ago during SoL when we discovered the ATK cap and I do believe it was made pretty clear that the damn cap should have been raised with PoP. It was not. Now me and a hundred other players are already sitting WAY past the innate ATK cap and we have not even set foot in the Plane of Time. Way to go on your stupid fucking hair brained scheme. Knowing Sony, there are 3 dozen items in the Plane of Time that already have massive ATK bonuses which have probably had their own stats compromised because of the ATK bonus they were designed with - another stupid move. So now we'll see a not so awe inspiring 17/20 War Weapon in the Plane of Time with Aura of Resolution as an effect. Congratulatioins should already go out to our new recruits who are so lucky to be on that day... either them or the dumpster we throw those pieces of shit away in, en mass. I'm actually laughing right now because I bet you fucking dollars to donuts those idiots are scrambling through their item DB to see if this is true. If there are a truckload of Aura of Reso or high ATK items in Time, were the stats on those items compromised in order to balance them with the effects granted? Track record rears its ugly head and says 'Yes.' What do I want from my classes elemental BP? Well it's complicated. I want the BP itself to have an effect that creates a NORENT NODROP Raex's Shield of Destruction with incredible stats. 200AC a minimum on said shield along with Furious Bash X. What I want after that, though, is where the story gets complex. I want a charm that's either essentially the next WAR 'EPIC' quest or a dropped item from a PoT mob that basically does the following: When a shield is equipped, a damage modifier/bonus is placed upon the primary hand weapon. Thus, when a warrior equips a shield and has say a BF in their primary hand, the charm makes the BF go from 16/20 to 28/20. The Ivory Hilted Cleaver, for example, would go from 17/19 to 30/19. Etc.... Feel free to steal these ideas and run with them childrenz.... I work cheap. |
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| | #37 (permalink) |
| Registered User Join Date: Mar 2002
Posts: 10
| 1. The initial poster is just tossing nearly random effects on armor is seems with even less balance or desirability than SoEs current designs. A class should NEVER be defined by a single item. Nor should their role in any common encounter be to simply click an item. Hybrids with some more mana regen or melee with better self-heals work fine. Its something that reduces the solo downtime of those classes without inflating their power. The caster BPs free up a spell slot. They are 'handy' but aren't exceedingly powerful. It *is* possible to make new effects and have them be balanced but if you make the effect gain more than simply 'somewhat useful' to the point that it becomes truly important to possess you have revisited the EB debacle where to competently hold aggro a warrior must be wielding certain weapons. Just one example would be a DS for a warrior on the same line that the CSE. Make it an 8 point DS. There, you have an effect that does have some 'use' in almost any setting but isn't going to be viewed as a godsend. 2. Caps are good and should remain. I have said before that I think they have put too much atk on elemental armors. You are no more 'done' with loot when you have reached that cap as you were when people had first capped stats. Look elsewhere for upgrades. Trade in some of those lower stat atk items for higher ac, resists, etc items. Caps enable the implementation of very powerful items without the risk that the concentration of said items would become overpowering. If those were uncapped I would bet you would be hard-pressed to find any single item with more than ft or vengeance 2. |
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| | #38 (permalink) |
| Taking one for the Team Join Date: Feb 2002 Location: Massholeville, Assachusette
Posts: 138
| Seems everyone is stumped for rangers... ..what I don't mind seeing on Ranger bp is something that enhances our dps that we always use. Most rangers melee, other rangers uses archery, but one thing that we all do to complement those aspect of getting DPS is nuking. Remember when there were a plethora of focus that magnifies the damage of certain low level nukes like calefaction? This effect would be similiar and inline with something as hard to get as an elemental BP. It would magnify the damage of Frozen Wind and Brushfire by 70% and reduce the aggro on those nukes by 30% (Random numbers that seems balanced). It would be a definate upgrade for any Ranger at that level to obtain an elemental BP and the dps gained from it (Since Rangers are a Hybrid DPS class) is not too over powering as to startle the other DPS classes into crying "bloody nerf".
__________________ What's your excuse for cheating? You trip, fell, landed on his dick?! |
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| | #39 (permalink) |
| Vikki Scores a critical hit!(121) Join Date: Aug 2002
Posts: 105
| I really could care less about a group heal... give us like aggro reduction or something for Paladins, that's one of my main problems is the combination of my melee + healing in melee range and some of these aggro fiend weapons I get lots of aggro when I don't want it, especially when I use LoH/HoP in a bad situation near the beginning of a fight. 8 second Healing Wave of Prexus would be better than the actual spell itself, considering its lengthy recast, even make it better than wave of marr aside from the fact that AA's/focus don't affect it. LoH 80% reduction would be kind of overpowering, considering at max AA's, it's down to 32 minutes, and at an 80% reduction it'd be a little under 8 minutes, and given AA's (Improved LoH, Healing Adept) plus Focus (Doubt you'd get Elemental BP and not have Elemental Arms) you're looking at LoH doing about 14k+ heal, with an 8 minute refresh. I'll file it under the "it'd be nice", but I really doubt it. |
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| | #41 (permalink) |
| Registered User Join Date: Sep 2002 Location: SoCal
Posts: 394
| Do effects on elemental BPs even have to be complex? How about just a simple enhancement effect for every classes basic role? Using some round numbers here for example, but give tank types a 10% reduction of melee damage taken with a 5% increase in melee output....give melee damage dealers a 10% increase in output and a 5% reduction of melee damage taken...give priests a stackable 5% reduction in mana preseravation across the board and 10% increase in healing and buff duration....give int casters a 5% stackable mana presveration and 10% stackable increase on damage output/dot duration. Bards probably fall into the tank class, and beastlords the melee damage dealer class with the +% added to their pets as well. Sacle up or down as appropriate. Would the above be overpowering? Probably not on end-game PoP mobs, but certainly on previous expansion mobs. But what effect suitable (for an upgrade) for end-game players isn't overpowering on old mobs? If you want to get crazy, give the elemental BP a click-effect that allows you to become the supreme avatar of ass-kicking for your class. Your player model becomes 10X the size, you do 10x the damage, take 10x less, heal for 10x more, and have 10x the hp and mana. Use is limited to PoTb, and only one effect can be active per class at any one time. If you die or if the effect wear's off, someone else of the same class could become the avatar. A suitable number of players using these BPs would be needed to sufficiently tank, heal, and defeat the final end-game mob. -Jovec Last edited by Jovec : 03-10-2003 at 06:45 PM. |
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| | #42 (permalink) |
| Sexy Bish Join Date: Jan 2002
Posts: 270
| i think someone else mentioned it here already but what if the effect (since its a cast not a proc) counts like the shaman line of avatar which isnt factored into the attack cap, that would basically give every melee 100more attk no matter if they are at the 250 attk cap or not. Also i noticed they lowred the cast time on it from 6 to 2 at least thats an improvement but if they are gonna leave it as is they should make it .1 sec or something.
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| | #44 (permalink) |
| Registered User Join Date: Oct 2002
Posts: 3,680
| Warriors i say 1khp and like 120ac, plus an assload of resists, thats it, maybe a focus, but don't get out of hand =) Sks 500hp 35int resists 90ac effect extra ht but with hella recast time pallys ditto but with wis and loh rangers 4ac 2str right click: death (save them ten minutes) speaking from a purely melee standpoint |
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