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"Spirit"stones for those left out?

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  • "Spirit"stones for those left out?

    What would be the chances of getting a spiritstone-like item for enchanters and necros?

    Every other caster has some secondary "gate" abilty (faith/spiritstones, wiz/dru ports, and even a mage's PoK stones) ... except for those 2 classes.

    No real reason for them not to have one, and Origin isn't the same thing since it has a high req level so doesn't help younger characters like a 'stone' would.




  • #2
    Originally posted by Wymp
    What would be the chances of getting a spiritstone-like item for enchanters and necros?

    Every other caster has some secondary "gate" abilty (faith/spiritstones, wiz/dru ports, and even a mage's PoK stones) ... except for those 2 classes.

    No real reason for them not to have one, and Origin isn't the same thing since it has a high req level so doesn't help younger characters like a 'stone' would.
    Beside the small fact that nec & enc have gate: Welcome to the world of melee. Carry your gate/port potions or walk home. The Faith-/Spirit-/Soulstones are limited to clr & shm, giving them a gate to their local temple. It would make no sense at all to give those to int casters.

    Mitsune Foxfire, Vazaelle
    Me, a rogue? Oh no, I am just a tourist, walking by.

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    • #3
      Gee, thanks for the troll. I was completely unaware that, as a necro, I could .. gate.


      So, you're saying that only priest classes deserve these? Why is that, pray tell?

      Surely, from a 'lore' standpoint, necros could, say, harness the powers of evil into a device of some sort located in their hometown workshops and tune a trinket that could transport them back to that source.

      And enchanters could obviously, maybe, magically alter items to be used in the construction of some device that would serve this purpose ... and even charm workers to construct it at no cost, lol.


      This was a question about an option for the only 2 casters without an alternative gate method. Melee have better shoes for walking home, anyway.

      And, as a rogue, you shouldn't poke this horse anyway .. considering you just got an evac AA while no other melee did. May not be another gate, but I bet it's quite handy.



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      • #4
        The Magician Summoned item uses a 105 pp cost player-made reagent... and they probably want to know why you can Evac when they can't....
        Gaell Stormracer, Storm Warden of Tunare, United Kingdoms, Antonius Bayle

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        • #5
          I guess I'm replying to an old post, but seems there needs to be a bit more explanation here.

          Faithstones were introduced pre-pok. What this means is, they were created at a time when travel was much more time consuming, and you couldn't just walk to the lobby to get your corpse. Wiping in distant places such as sebilis, NToV, and Acrylia was an extremely painful experience.

          The solution players had adopted was to have clerics bind as near as possible to the place your group/raid was hunting; most zones of the era permit casters to bind themselves.

          The problem arose with particularly troublesome bind locations like NToV. Clerics would bind behind Sontalak in order to recover the raid from a wipe. This problem is compounded by their inability to invis themselves, and so clerics were frequently stuck in WW at the NToV zone. Enter the faithstone.

          I'm not sure why shamans got a faithstone too, but they did. I can tell you there is no reason a necro should have one, and in this era of EQ, there isn't really a good reason for them to exist, as the problems they were intended to solve have now vanished.
          Last edited by FennyMT; 03-20-2006, 05:04 PM.

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          • #6
            A faithstone or spiritstone is not much use if you happen to end up at your bind point due to a slight case of death -- excepting perhaps if you are bound somewhere out of the way but with a bank, like maybe Chardok or Thurgadin/Kael Drakkel/Skyshrine -- and have a "spare" spirit/faith stone tucked away. Under most such circumstances, the "Origin" AA is of far more use. (Druids and Wizards have more options than most, having got the 'Secondary Recall' AA in OoW in addition to being able to Port to all the standard locations while 'naked' )

            Other than that, I agree with Fenny
            Gaell Stormracer, Storm Warden of Tunare, United Kingdoms, Antonius Bayle

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