I first want to say that I really love what Ngreth has done with tradeskills. I have played this game for over 5 years and only got into tradeskilling in the last 2 years. So much of what I enjoy about it is because of changes he has made. I understand the problems with the old cultural system with older type 12 augments.
I posted a thread on the EQLive forums and it devolved into a gripe thread fairly fast. So I come here with the hopes that those of us who enjoy tradeskilling can come up with an alternative that is acceptable on all fronts.
This is a suggestion that I have for it.
Tradeskill portion.
XXX ore is used to make a template. Just as it is now, it can be sold back to vendors or used in an armor combine.
XXX Chain template + XXX loam = XXX Cultural Armor. This armor is now attunable and of no value to a vendor. It has NO stats but is
Restricted to the appropriate Race/Class combo's.
Non Tradeskill to make the usable armor.
XXX Cultural Armor is combined with ## Group dropped item in a no fail combine in an appropriate tradeskill container.
The resulting item is the usable Armor. This does not allow people to walk into the bazaar to get a full set of armor, they
still need to do the content to get the NO TRADE item for the combine to make the usable armor.
XXX Cultural Armor (the no stat, attunable armor) can be combined with ## Raid dropped item to make raid level cultural armor.
You can purchase the cultural armor in the bazaar, but it has no stats until the NO TRADE item is combined with it.
Here are some examples of how it would work. I am going to use praetorian armor as an example. It has both group and raid levels
for me to pull.
Level 75 Group Cultural Cuirass
MAGIC ITEM LORE ITEM NO TRADE
Slot: CHEST
Purity: 50
AC: 100
STR: 15+2 DEX: 15+4 STA: 15+4 CHA: 15+3 WIS: 15+2 INT: 15+1 AGI: 15+1 HP: +280 MANA: +280 ENDUR: +280
SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
Shielding: +3% Spell Shield: +3% Accuracy: +4 DoT Shielding: +4% Attack: +40 Regeneration: +5 Mana Regeneration: +5
Required level of 75.
Effect: Cleave III (Worn, Casting Time: Instant)
Focus: 25% Heal Focus
WT: 9.9 Size: LARGE
Class: RNG ROG SHM BER
Race: Appropriate
Slot 1, Type 7
Slot 2, Type 16 Level 75 Deity symbol
Str 0+2, Sta 0+4, Agi 0+1, Dex 0+4, Wis 0+2, Int 0+1, Cha 0+3
SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10
Slot 3, Type 17 Level 75 Group Augment
Effect: Cleave III (Worn, Casting Time: Instant)
Focus: 25% Heal Focus
Level 75 Raid Cultural Cuirass
MAGIC ITEM LORE ITEM NO TRADE INFUSIBLE
Slot: CHEST
Purity: 75
AC: 150
STR: 36+4 DEX: 36+6 STA: 36+7 CHA: 36+5 WIS: 36+4 INT: 36+3 AGI: 36+3 HP: +575 ENDUR: +575 Mana: + 575
SV FIRE: +27 SV DISEASE: +27 SV COLD: +27 SV MAGIC: +27 SV POISON: +27
Shielding: +5% Spell Shield: +4% Avoidance: +10 Accuracy: +25 DoT Shielding: +4% Attack: +60 HP Regen: +6 Damage Shield: +4
Required level of 75.
Effect: Cleave VII (Worn, Casting Time: Instant)
Focus: 60% Heal Focus
WT: 9.0 Size: LARGE
Class: RNG ROG SHM BER
Race: Appropriate
Slot 1, Type 8 (General: Raid)
Slot 2, Type 16 Level 75 Deity symbol
Str 0+2, Sta 0+4, Agi 0+1, Dex 0+4, Wis 0+2, Int 0+1, Cha 0+3
SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10
Slot 3, Type 17 Level 75 Raid Augment
Effect: Cleave VII (Worn, Casting Time: Instant)
Focus: 60% Heal Focus
The deity symbols would be the same for both sets of armor.
The type 17 augments are where the creativity comes in. You can completely customize your choice of focus effects. The augments are also able to moved from one slot to another.
Now what happens when the cultural armor goes to level 80?
Can you keep your old type 16 and 17 augs. Yes. Does it reward old content? No!
You will be left with an old focus effect and lower stats.
Almost all of the stats are on the base armor. The type 16 and 17 simply improve it a small amount,
or add desired focus effects.
Can you use the armor without the type 16 and 17 augments? Sure you can, but it is definately worth getting the augments.
Forget the old method of deity symbols and type 12's. They are too hard to balance.
This is a great way to reward tradeskilling and actually experience content for your rewards.
I posted a thread on the EQLive forums and it devolved into a gripe thread fairly fast. So I come here with the hopes that those of us who enjoy tradeskilling can come up with an alternative that is acceptable on all fronts.
This is a suggestion that I have for it.
Tradeskill portion.
XXX ore is used to make a template. Just as it is now, it can be sold back to vendors or used in an armor combine.
XXX Chain template + XXX loam = XXX Cultural Armor. This armor is now attunable and of no value to a vendor. It has NO stats but is
Restricted to the appropriate Race/Class combo's.
Non Tradeskill to make the usable armor.
XXX Cultural Armor is combined with ## Group dropped item in a no fail combine in an appropriate tradeskill container.
The resulting item is the usable Armor. This does not allow people to walk into the bazaar to get a full set of armor, they
still need to do the content to get the NO TRADE item for the combine to make the usable armor.
XXX Cultural Armor (the no stat, attunable armor) can be combined with ## Raid dropped item to make raid level cultural armor.
You can purchase the cultural armor in the bazaar, but it has no stats until the NO TRADE item is combined with it.
Here are some examples of how it would work. I am going to use praetorian armor as an example. It has both group and raid levels
for me to pull.
Level 75 Group Cultural Cuirass
MAGIC ITEM LORE ITEM NO TRADE
Slot: CHEST
Purity: 50
AC: 100
STR: 15+2 DEX: 15+4 STA: 15+4 CHA: 15+3 WIS: 15+2 INT: 15+1 AGI: 15+1 HP: +280 MANA: +280 ENDUR: +280
SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
Shielding: +3% Spell Shield: +3% Accuracy: +4 DoT Shielding: +4% Attack: +40 Regeneration: +5 Mana Regeneration: +5
Required level of 75.
Effect: Cleave III (Worn, Casting Time: Instant)
Focus: 25% Heal Focus
WT: 9.9 Size: LARGE
Class: RNG ROG SHM BER
Race: Appropriate
Slot 1, Type 7
Slot 2, Type 16 Level 75 Deity symbol
Str 0+2, Sta 0+4, Agi 0+1, Dex 0+4, Wis 0+2, Int 0+1, Cha 0+3
SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10
Slot 3, Type 17 Level 75 Group Augment
Effect: Cleave III (Worn, Casting Time: Instant)
Focus: 25% Heal Focus
Level 75 Raid Cultural Cuirass
MAGIC ITEM LORE ITEM NO TRADE INFUSIBLE
Slot: CHEST
Purity: 75
AC: 150
STR: 36+4 DEX: 36+6 STA: 36+7 CHA: 36+5 WIS: 36+4 INT: 36+3 AGI: 36+3 HP: +575 ENDUR: +575 Mana: + 575
SV FIRE: +27 SV DISEASE: +27 SV COLD: +27 SV MAGIC: +27 SV POISON: +27
Shielding: +5% Spell Shield: +4% Avoidance: +10 Accuracy: +25 DoT Shielding: +4% Attack: +60 HP Regen: +6 Damage Shield: +4
Required level of 75.
Effect: Cleave VII (Worn, Casting Time: Instant)
Focus: 60% Heal Focus
WT: 9.0 Size: LARGE
Class: RNG ROG SHM BER
Race: Appropriate
Slot 1, Type 8 (General: Raid)
Slot 2, Type 16 Level 75 Deity symbol
Str 0+2, Sta 0+4, Agi 0+1, Dex 0+4, Wis 0+2, Int 0+1, Cha 0+3
SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10
Slot 3, Type 17 Level 75 Raid Augment
Effect: Cleave VII (Worn, Casting Time: Instant)
Focus: 60% Heal Focus
The deity symbols would be the same for both sets of armor.
The type 17 augments are where the creativity comes in. You can completely customize your choice of focus effects. The augments are also able to moved from one slot to another.
Now what happens when the cultural armor goes to level 80?
Can you keep your old type 16 and 17 augs. Yes. Does it reward old content? No!
You will be left with an old focus effect and lower stats.
Almost all of the stats are on the base armor. The type 16 and 17 simply improve it a small amount,
or add desired focus effects.
Can you use the armor without the type 16 and 17 augments? Sure you can, but it is definately worth getting the augments.
Forget the old method of deity symbols and type 12's. They are too hard to balance.
This is a great way to reward tradeskilling and actually experience content for your rewards.
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