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New Pottery Charms Rant

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  • #16
    Does the power of the charm with 2 augs take into account the fact that you can get 2 100/100 augs (Wayfarer and Adventuer Stone)?

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    • #17
      Originally posted by Ngreth Thergn
      Actually we checked this...

      2 would make it superior to event the best, raid dropped Depths of darkhollow charm in all but HP/Mana... it would have stats in the 40's and 50's... unfortunately not something we can do
      So does that mean the cultral GM charms at max lvl has better base stats than DoN crystal charms? Hmmmmm... lets go camp stillmoon again /evil grin

      The things I do for my shammy...


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      • #18
        Originally posted by ColdHeart
        So does that mean the cultral GM charms at max lvl has better base stats than DoN crystal charms? Hmmmmm... lets go camp stillmoon again /evil grin

        The things I do for my shammy...
        I dunno... is it possible to put both the Adventurer Stone Aug and the (whatever) Aug from DoDH into a DoN Charm at the same time?

        If it is, then there's no point in dis-allowing the same for the Cultural Augs.
        Angelsyn Whitewings, Cleric of Tunare for 66! Seasons.
        Grandmistress Smith - 300, Grandmistress Tailor - 300, Potter - 300, Jeweler - 300, Brewer - 200, Baker - 200, Fletcher - 200, Fisherwoman - 169
        Keyne Falconer, Paladin of Erollisi Marr for 66 Seasons.
        Grandmistress Baker - 300, Grandmistress Blacksmith - 300, Potter - 200, Brewer - 139, Tailor - 91

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        • #19
          I have a DON charm with both my Adv stone and my DoD navigator's stone in it.

          Alliance Artisan
          Proud owner of Artisan's Prize.

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          • #20
            Originally posted by Angelsyn
            I dunno... is it possible to put both the Adventurer Stone Aug and the (whatever) Aug from DoDH into a DoN Charm at the same time?

            If it is, then there's no point in dis-allowing the same for the Cultural Augs.
            Yes it is... BUT..

            There is not a single other charm in the game with two slots.. That is what would do it All charms in game curently are none or one slot. None with 2.

            And if you can get the adventurers and wayfarers then it is even worse. Spligear has better stats the adventurer/wayfarer has beter HP.

            [Edit] hrm seems I was wrong... will point it out to Maddoc later. It will still only have one slot for now... it can be "improved" later if it is decided to do so... at least this way There would not be "nerfing"
            Last edited by Ngreth Thergn; 10-21-2005, 09:18 AM.
            Ngreth Thergn

            Ngreth nice Ogre. Ngreth not eat you. Well.... Ngreth not eat you if you still wiggle!
            Grandmaster Smith 250
            Master Tailor 200
            Ogres not dumb - we not lose entire city to froggies

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            • #21
              The DoN charms have 2 aug slots.

              Getting a Wayfarer + Adventurer's Stone would require an exploit similar to how people had all the BiC augs since the Wayfarer guys give out an unlimited number of Adventurer's Stones. I'm guessing it's not as rampant as BiC because not a lot of people have a maxed out Adventure's Stone and most who got it had it before the DoN double slot charm exists, and prior to that there would be no reason to have both augs since no charm has 2 aug slots.

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              • #22
                The curent concern is wayfarer/adventurer + Slipgear . that alone ads 25 to each stat and 150hp/mana.
                Ngreth Thergn

                Ngreth nice Ogre. Ngreth not eat you. Well.... Ngreth not eat you if you still wiggle!
                Grandmaster Smith 250
                Master Tailor 200
                Ogres not dumb - we not lose entire city to froggies

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                • #23
                  Originally posted by Ngreth Thergn
                  Well...

                  These are Cultural Charms?

                  What would you have CULTURAL charms use to get better... it MUST be related to CULTURAL/CULTURE in some way. You must have something in mind for ALL of the races (not just oh this and this and someone else can think of the rest....) for the idea to be valid.
                  I would like to have the charm's stats depend on faction, one that is representative for my hom town. Faction is linked directly with the culture in question and uses a mechanic already implemented for at least one charm.

                  I am not familiar enough with all home town factions to say if there is one for every city that could be considered representative and that can be raised but I wanted to give an answer to the perfectly reasonably question is the quote.

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                  • #24
                    Ok, I for one would never want to see my factions reflected into my charm. Being a Paladin born in freeport, I am hated throughout 2/3s of Freeport and then some.

                    Factions in this game have been poorly implemented as far as quests go... human cultural in wfp was another example of that. The person wouldn't even talk to me because of past raids I have done for Soulfires (which are and continue to be, a part of paladin progression). I am kos in parts if not all, of dwarf and gnome cities because of hunting for Armor of Ro, the Paladin quest armor back in the day.

                    I am a good guy class... and I am hated across more of the world than the evil guys.

                    As for the augment slots on the charms... I like the idea of having two, though I understand the concern with putting two on one. I guess for me, I would have to see the stats on the GM charm before I even think about opening my mouth to comment on whether the charms are worth it or not.

                    I don't see an issue with being able to put a wayfarer's aug + slipgear on the charm, but that is because a good majority of people are no where near that point with LDoNs that they have done so many that it's nearly maxed out. Maybe 10-20 per server at most.

                    Yes, it's possible that people would go back and try to get more wins in LDoNs, but currently, LDoNs are completely a dead zone for most 65-70 unless you are chasing the few items that are necessary for your class. But overall, comparatively, LDoN Risk Vs Reward just isn't there anymore.

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                    • #25
                      Thefaction is an idea, but like Wyvernwill would not work real well becuase you are either already goot at your local faction, meaning there is no work at all to do to get a good charm, or there is no good local faction to use, or it would conversely be too DIFICULT to raise the faction

                      but it was at least a considered sugestion. Thank you
                      Ngreth Thergn

                      Ngreth nice Ogre. Ngreth not eat you. Well.... Ngreth not eat you if you still wiggle!
                      Grandmaster Smith 250
                      Master Tailor 200
                      Ogres not dumb - we not lose entire city to froggies

                      Comment


                      • #26
                        At first I thought... just use the faction for your home Guild.

                        But then I realized that...

                        1) PoG raids (in the old days) would hose Tunarians on this.
                        2) There are two different Warrior Guilds (on separate factions) in Freeport, and two separate Paladin Guilds as well.
                        3) Some Guild factions are super-easy to raise, while others are very tough to raise.

                        I'm sure there are many other holes like this that I don't know about, since I don't pay a huge amount of attention to the classes I don't play.
                        Angelsyn Whitewings, Cleric of Tunare for 66! Seasons.
                        Grandmistress Smith - 300, Grandmistress Tailor - 300, Potter - 300, Jeweler - 300, Brewer - 200, Baker - 200, Fletcher - 200, Fisherwoman - 169
                        Keyne Falconer, Paladin of Erollisi Marr for 66 Seasons.
                        Grandmistress Baker - 300, Grandmistress Blacksmith - 300, Potter - 200, Brewer - 139, Tailor - 91

                        Comment


                        • #27
                          To every problem, there is a solution!

                          Originally posted by Angelsyn
                          1) PoG raids (in the old days) would hose Tunarians on this.
                          Although very difficult, it's possible to fix Felwithe factions after this. I believe the path is to kill in and around Crushbone until you're at least dubious, then feed muffins to Pandos in West Freeport. I'm not an expert on Felwithe factions, though, so I could be off a bit.
                          2) There are two different Warrior Guilds (on separate factions) in Freeport, and two separate Paladin Guilds as well.
                          To my knowledge, there's only one warrior guild -- although admittedly, I've never tried playing an evil warrior. They may have a different faction and guildmaster than the Steel Warriors. The Freeport Militia doesn't count as a guild even though they offer trainers because no players start with Freeport Militia as their default faction. All Freeport paladins are on the same faction, though: Paladins of Marr. Similarly, all clerics are on Clerics of Marr faction.
                          3) Some Guild factions are super-easy to raise, while others are very tough to raise.
                          OK, you got me on this one. I can't deny this. =)
                          Sir KyrosKrane Sylvanblade
                          Master Artisan (300 + GM Trophy in all) of Luclin (Veeshan)
                          Master Fisherman (200) and possibly Drunk (2xx + 20%), not sober enough to tell!
                          Lightbringer, Redeemer, and Valiant servant of Erollisi Marr

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                          • #28
                            Good points with faction... for humans, there's a lot of variety, as well as half elves, erudites, and a few others. I like the general idea, though - it's like the Charm of the Brotherhood from LoY (goes up with Emerald Warriors faction). Perhaps a cultural/racial charm template, which you then turn in to your guildmaster to attune it with that faction... but again, that leaves the differences in faction raisability unanswered. Even for a rogue, Scouts of Tunare is harder to raise than Emerald Warriors.

                            If you're a Tunarean who hunted in PoG, though, you deserve what you get.
                            Redi of Qeynos
                            Warder of Tunare
                            http://www.thekeepers-eq.orgThe Keepers

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                            • #29
                              Originally posted by KyrosKrane
                              To every problem, there is a solution!

                              To my knowledge, there's only one warrior guild -- although admittedly, I've never tried playing an evil warrior. They may have a different faction and guildmaster than the Steel Warriors. The Freeport Militia doesn't count as a guild even though they offer trainers because no players start with Freeport Militia as their default faction. All Freeport paladins are on the same faction, though: Paladins of Marr. Similarly, all clerics are on Clerics of Marr faction.
                              Actually, my Paladin started on the Knights of Truth faction.

                              The Freeport Militia is a faction, and a legitimate one, as you can easily get very good Freeport Militia faction and still not have great Steel Warrior faction. I know, I did it when I moved an Agnotic Dwarven Warrioress to Freeport, since Butcherblock was so lonely (other than Druids kiting at the docks) back then.
                              Angelsyn Whitewings, Cleric of Tunare for 66! Seasons.
                              Grandmistress Smith - 300, Grandmistress Tailor - 300, Potter - 300, Jeweler - 300, Brewer - 200, Baker - 200, Fletcher - 200, Fisherwoman - 169
                              Keyne Falconer, Paladin of Erollisi Marr for 66 Seasons.
                              Grandmistress Baker - 300, Grandmistress Blacksmith - 300, Potter - 200, Brewer - 139, Tailor - 91

                              Comment


                              • #30
                                Knights of Truth is the correct faction name; I forgot what it was and put Paladins of Marr. There's no faction actually named that. The cleric faction is Priests of Marr, which is probably why I made the mistake.

                                The reason I said Freeport Militia doesn't count is because no class that I'm aware starts with a note to turn in to a Militia guildmaster. I'm looking specifically at the faction of the guild leader to whom you hand your starting note when creating a new character.
                                Sir KyrosKrane Sylvanblade
                                Master Artisan (300 + GM Trophy in all) of Luclin (Veeshan)
                                Master Fisherman (200) and possibly Drunk (2xx + 20%), not sober enough to tell!
                                Lightbringer, Redeemer, and Valiant servant of Erollisi Marr

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