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Old Apr 23, 2006, 02:41 AM // 02:41   #1
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Default Master Smith

Just an idea, I remember early on in the game I'd go to the weapons merchants and stuff to get what I needed. Because back then they were effective, but towards the end of the game you rely a lot on Gold drops, Greens, and the Collectors stuff. My idea is to bring back the smith for the end game players.

The Journey
(unrepeatable)
The Master Smith would reside at the top of the mountain. To get to the forge you will have to tredge through 3 zones. One North of Mineral Springs (Glingar's Refuge), One West of the New Zone (Ice Golem's Path), then one North again of that zone (Mountain of the Master Smith).

Glingar's Refuge - North of Mineral springs with a landscape identical to Spearhead peek, there would be an outpost in the instance (so no zoning) in which there will be a merchant and collector. (No towns or anything)

Ice Giants's Path - Your journey up the mountain begins here. The freezing temperatures cause the rocks themselves to crack and split in half. Long narrow cracks run through the ground. Hundreds of Ice Giant's and Ice Golems reside here. All ice giants have Giant Stomp (Knock everyone down), and Giant Breath (Reduces speed by 33% for 15 seconds). All mobs here would be 22-24, bosses around 26-28. At any chance the grounds here could crack in which the member of your party walking over the effected area will be knocked down for 3 seconds. There will be one single bridge to get from one half of the Path to the next over a giant canyon, there is a timer for the bridge to break if you do not make it there in time; tough luck try again. Once you make it over the bridge you embark up the mountain.

Mountain of the Master Smith - Narrow paths (4 warriors in width) encircling a steep mountain with winds constantly reducing your parties speed by 33%. There would be a chance of random avalanches in which rocks will tumble down the side of the mountain crushing anyone in their paths (including mobs), encouraging strategic formation of your party. Mobs come from designated caves along side the mountain. Even the mountain itself may attack you, in which golems will break off from the side and attack your party. Near to the top of the mountain you'll fight the big boss of this expedition. A giant Ice Golem named Winder Frist. He will be submerged in the ground with only the upper half of his body showing. His head and both arms will have their own health, you must destroy each to completely kill him. After passing through you will find a large vault-ish door along side a erected rock. Upon opening this door it'll be almost as if you were transferred into a completely different area, the Forge of the Master Smith is decorated regally with gold, flames, and statues of great dwarven hereos. It is said that the Master Smith's forging ability has even been called upon by the God's themselves; legend has it the Master Smith himself forged the giant blade which Balthazar wields. (The Master Smith Forge will be a new zone, but you will not be able to map to it)

Gate of the Stone Summit - North of the Master Smith mountain, the gates to their underground furnace kingdom. Sorrow Furnace type feel, but much more cathedralish and larger. Infront of the gate will be a maze of trenches. You will not go into the Stone Summit kingdom but part of the quest does reside near it. All trees cut down to stumps, the snow itself is covered in ashes and dirt. The sky is black and highlighted with dark red.

The Master Smith and his Quest
The Master Smith himself will be an old dwarf, larger then usual with a great white beard and heroic styled armor. Though before he forges you a weapon you will have to prove your worthiness to him. This is where he calls for your aid.

No doubt the Stone Summit knows about the Master Smith and his forging abilities, thus they wish to procure him and defile his forge for their own use. The Stone Summit accompanied by Kirkhelth (King of the Ice Giants) have been planning to siege the mountain for their own use. The first part of the quest is to remove the ballista and catapults which are being caravaned up the mountain. You will need to ambush each within a time limit or a new caravan will appear (Think Thirsty River). After removing the siege threat you will have to go deeper fighting off legions of Stone Summit, your goal is to remove Kirkhelth from his command. There will be many obstacles and defense systems your team will have to work around in order to reach the Gate of the Stone Summit. You will be going through trenches almost the entire time. In these trenches will be gates which require the aim of a ranger to open (Buttons at the top of each which will activate the gates upon being fired at). There will be many instant death traps as well, spike pits, flame shooters, spike spitters among other things, That will disable your entire party; in which you will rezone to the Master Smith Forge (I was thinking that Assassins would be able to disable them.. But that brings some problems). These traps will spawn in random locations and there will be multiple entrences, but there will always be a clean cut path for you to get from one side to the end. When you finally reach the Gate of the Stone Summit, you will enter a cinematic in which Kirkhelth's retuine (His bodygaurds) emerge from small doors that are built into the gate. Three will come at you. One wielding an axe and shield, one with a hammer, and one with a sword and shield. Each will have a total of 8 skills and be level 26. After defeating them Kirkhelth himself will emerge from the gate (The gate itself). He will be atleast 3 times the size of his retuine and be level 30. You will have to disable his legs first in which he will then crawl after you. Then at the end of all that hard work there will be a cinematic in which the leader of the party fires at or slashes the head of the great Ice Giant. After the quest you will have to escape from an on coming army of Stone Summit soldiers (Think First mission in Ascalon City), you will run back to the vault and the Master Smith himself will come out and smite down the Stone Summit soldiers with some cool effect. (I'm thinking slamming his hammer on the ground and an avalanche blocking the path)

Forging your Weapon

Step 1

Once you go in he will reward you with the chance to forge your own unique weapon. You will start out with the generic graphic of the weapon, max stats, and a req of 8 for the weapons attribute. Then be able to choose what 15% conditional damage bonus you want, or the energy bonus (wands, focus items). The first option you will have is to forge two different material types into the weapon. Each material will have a different mod related bonus, the more of that material you put into the weapon the closer to perfect the mod will be. (Some new materials will be added to be able to cover the vast amount of mods in the game). Heres an example of what a material and its effect would be...

Defense Mod
Iron Ignot 10x - +1 Armor
Iron Ignot 20x - +2 Armor
Iron Ignot 35x - +5 Armor

Step 2
After you have selected those two materials, you would have the option of a third material type. This material type would depict the look of the material and must be accurate to the required amount. Heres an example of what a material and its effect would be...

Fellblade (Graphic) - Obsidian Shard 1x

Step 3
Once you have decided what you want to go into the item, he will forge it for you. In which the item will take your name and place it in the title. When called the weapon's name would appear in red font. Example being - (Your Name)'s Blade/Axe/Hammer/Bow/Wand/Staff/Icon.

The exceptions
For bows in step 1 you will have a chance of choosing what style you want; Flat Bow, Horn Bow, Composite Bow, Short Bow, or Long Bow. For Shields and Focus items, the materials would determine different mods. You will have the option to forge a 2 handed weapon, or the combination of a 1 handed weapon + 1 off hand.

Returning to the Master Smith
After completing the quest you may go back to the Master Smith to forge new items when ever you want. Although he will now charge you gold. Two Handed Weaponss - 35,000 Gold/One Handed Weapons 20,000 Gold/Off Hands 15,000 Gold

Materials and Effects(Some new Materials)

(Weapon Mods)

Mod 1
Fiery Mod:
Ruby 1x - Max Fire Damage

Icy Mod:
Saphire 1x - Max Cold Damage

Shocking Mod
Topaz 1x - Max Lightning Damage

Ebon Mod:
Granite Slab 50x - Max Earth Damage

Vampiric Mod:
Vampire Fang 1x - Life Stealing x/Health Regain -1

Zealous Mod:
Mursatt Token 5x - Energy gain on hit x/Energy Regain -1

Barbed Mod:
Monstrous Fang 1x - 11% longer bleeding
Monstrous Fang 2x - 22% longer bleeding
Monstrous Fang 3x - 33% longer bleeding

Poisonous Mod:
Venemous Claw 1x - 11% longer poison
Venemous Claw 2x - 22% longer poison
Venemous Claw 3x - 33% longer poison

Crippling Mod:
Monstrous Claw 1x - 11% longer cripple
Monstrous Claw 2x - 22% longer cripple
Monstrous Claw 3x - 33% longer cripple

Cruel Mod:
Monstrous Fang 1x - 11% longer deepwound
Monstrous Fang 2x - 22% longer deepwound
Monstrous Fang 3x - 33% longer deepwound

Furious Mod:
Monstrous Eye 1x - 3% chance for double adreline on hit
Monstrous Eye 2x - 6% chance for double adreline on hit
Monstrous Eye 4x - 10% chance for double adreline on hit

Sundering Mod:
Barbed Spine 3x - 3% chance for 10% armor penetration
Barbed Spine 7x - 7% chance for 10% armor penetration
Barbed Spine 10x - 10% chance for 10% armor penetration

Mod 2
Defense Mod:
Iron Ignot 10x - +1 Armor
Iron Ignot 20x - +2 Armor
Iron Ignot 35x - +5 Armor

Shelter:
Hardened Hump 3x - +3 vs Physical
Hardened Hump 5x - +5 vs Physical
Hardened Hump 7x - +7 vs Physical

Warding:
Spectral Essence 1x - +3 vs Elemantal
Spectral Essence 2x - +5 vs Elemantal
Spectral Essence 3x - +7 vs Elemantal

Enchanting:
Glob of Ectoplasm 1x - 8% longer enchantments
Glob of Ectoplasm 2x - 14% longer enchantments
Glob of Ectoplasm 3x - 20% longer enchantments

Fortitude:
Dragon Heart 10x - +10 Health
Dragon Heart 20x - +20 Health
Dragon Heart 30x - +30 Health

Defense Mod:
Iron Ignot 10x - +1 Armor
Iron Ignot 20x - +2 Armor
Iron Ignot 35x - +5 Armor

(Staff Mods)

Mod 1
Hale Mod:
Titan Heart 10x - +10 Health
Titan Heart 20x - +20 Health
Titan Heart 30x - +30 Health

Insightful Mod:
Monstrous Eye 2x - +2 Energy
Monstrous Eye 4x - +3 Energy
Monstrous Eye 7x - +5 Energy

Defense Mod:
Iron Ignot 10x - +1 Armor
Iron Ignot 20x - +2 Armor
Iron Ignot 35x - +5 Armor

Mod 2
Fortitude:
Dragon Heart 10x - +10 Health
Dragon Heart 20x - +20 Health
Dragon Heart 30x - +30 Health

Shelter:
Hardened Hump 3x - +3 vs Physical
Hardened Hump 5x - +5 vs Physical
Hardened Hump 7x - +7 vs Physical

Warding:
Spectral Essence 1x - +3 vs Elemantal
Spectral Essence 2x - +5 vs Elemantal
Spectral Essence 3x - +7 vs Elemantal

Enchanting:
Glob of Ectoplasm 1x - 8% longer enchantments
Glob of Ectoplasm 2x - 14% longer enchantments
Glob of Ectoplasm 3x - 20% longer enchantments

Defense Mod
Iron Ignot 10x - +1 Armor
Iron Ignot 20x - +2 Armor
Iron Ignot 35x - +5 Armor

(Shield Mods)

Mod 1
Spectral Essence 30x - +60 Health (while hexed)
Bonetti's Grip 1x - +45 Health (while in stance)
Dwanya's Tear 1x - +45 Health (while enchanted)
Kirkhelth's Crown 1x - +30 Health

Mod 2
Mursaat Token 6x - Received Damage -3 (while hexed)
Steel Ignot 3x - Received Damage -2 (while in stance)
Feather 100x - Received Damage -2 (while enchanted)
Deldrimor Steel 3x - Received Damage -5 (Chance 20%)

(Focus Item Mods)

Mod 1
Iron Ignots 5x - +5 Armor (while enchanted)
Ectoplasm 1x - (Attribute) +1 (Chance 20%)
Tengu Scalp 15x - Energy +15/Energy Regain -1
Parchment 10x - Halves Casting time of (Attribute) spells (chance 20%)

Mod 2
Spiked Crest 50x - Health +45 (while enchanted)
Griffon Wings 100x - Health +30
Stone Summit Badge 15x - Halves Skill Recharge time of (Attribute) spells (chance 20%)

Wand Mods
Stone Summit Badge 15x - Halves Skill Recharge time of (Attribute) spells (chance 20%)
Parchment 10x - Halves Casting time of (Attribute) spells (chance 20%)
Tengu Scalp 15x - Energy +15/Energy Regain -1

Appearances
Eternal (Graphic) - Spirit Wood Plank 25x
Chaos (Graphic) - Chaos Orb 1x
Flat Bow (Graphic) - Iron Ignot 40x
Horn Bow (Graphic) - Plank of Wood 50x
Shadow Bow (Graphic) - Lump of Charcoal 10x
Fellblade (Graphic) - Obsidian Shard 1x
Flamberge (Graphic) - Bones 50x
Spatha (Graphic) - Iron Ignot 50x
Long Sword (Graphic) - Steel Ignot 5x

Last edited by Nevin; Apr 24, 2006 at 10:02 AM // 10:02..
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Old Apr 23, 2006, 03:02 AM // 03:02   #2
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/signed. I like it. Of course you should be able to talk to him and gather the info you need when it comes to costs and materials needed to get your ideal weapon. Could it give you the option to make a completely unique name? Like the green weapons do. Also would the smith offer the materials for sale or do you have to aquire them by other means? Either way, still signed.
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Old Apr 23, 2006, 04:02 AM // 04:02   #3
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Faboulous idea, Nevin.
I love it.

/signed for Master Smith
/signed for Unique Name Labeling

/me drowns this idea with tons of Kai Den's Signets of Approvals

/suggests that this "quest" be repeatable


The weapons made are customized, correct?
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Old Apr 23, 2006, 04:15 AM // 04:15   #4
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/signed for all
the hell bringer<--fire staff
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Old Apr 23, 2006, 04:26 AM // 04:26   #5
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/signed on the condition that its a repeatable quest
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Old Apr 23, 2006, 04:33 AM // 04:33   #6
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"Signet of MASSIVE Approval"

"Signet of my name is spelled Ken Dei"

Again, repeatable would be best, maybe other options would be to change the "graphic" of your current armor but keep the stats, and also allow unique naming of armor, just for fun.

P.S. I like that someone else uses my signets ^_^ just giving you the right spelling, no offense taken at all.
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Old Apr 23, 2006, 04:42 AM // 04:42   #7
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/signed

Anything for some more interesting PvE content!!!
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Old Apr 23, 2006, 04:46 AM // 04:46   #8
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honestly this would never happen

/not signed

rare skins are something you should have to be earned through finding on your own or earned your money and trader for it, a reward item for a mission that gives you the option on what you get isn't something that traders would dislike because it would bring down trading massively, your basically asking anet to give you free crap because you havent spent the time to find out how to make money, lets be realistic stop begging anet to lower the gameplay because you want a cool skin and don't wanna spend your own time figuring out how to get one.
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Old Apr 23, 2006, 01:32 PM // 13:32   #9
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Quote:
Originally Posted by Ojtbd
honestly this would never happen

/not signed

rare skins are something you should have to be earned through finding on your own or earned your money and trader for it, a reward item for a mission that gives you the option on what you get isn't something that traders would dislike because it would bring down trading massively, your basically asking anet to give you free crap because you havent spent the time to find out how to make money, lets be realistic stop begging anet to lower the gameplay because you want a cool skin and don't wanna spend your own time figuring out how to get one.
Why wouldn't this happen? They had a similiar system and Diablo 2. The quest would be hard and be impossible to get through with an exploit build, So how is it free? Some materials cost more then others it'd be a supply and demand effect. I'm guessing that you're accusing me of being poor.. Which is not the case, I simply think farming is a lame way to get what you want.

And I'm thinking a limit of 3 repeats on this quest; But not the same quest, each would be progessingly harder.

Note: Added some stuff

Last edited by Nevin; Apr 23, 2006 at 02:04 PM // 14:04..
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Old Apr 23, 2006, 02:06 PM // 14:06   #10
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Quote:
Originally Posted by Ojtbd
honestly this would never happen

/not signed

rare skins are something you should have to be earned
How do you explain the pre-searing long sword with crystaline skin. :P
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Old Apr 23, 2006, 02:54 PM // 14:54   #11
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Noooooooo.

I want repeatable quests.
I'm certain others will agree with me.

Make it to resemble the "Armor Smith" in FOW, complete a quest, then the "Master Smith" will craft items for you. You must pay him gold and the required materials etc.



Ops, sorry Ken Dei.
It seems that I've always spelled your name wrongly.
I'll remember to spell it correctly now.

Cheers.
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Old Apr 23, 2006, 03:48 PM // 15:48   #12
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/signed

I would prefer that he would have like 3 quests (for each character), each time you complete one you can forge a weapon...

anyway: can you craft off-hands?
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Old Apr 23, 2006, 04:04 PM // 16:04   #13
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Good Idea yet it seems that everyone want's to make this game so easy to get any perfect Item/weapon with minimal work. If I remember correctly Anet said that GW is a game where the reward system is based on skill not on lvl grinding or time played! I support the Idea of having a Forgemaster based weaponsmith! But it would probably become another source of income for those pesky runners to make a living! Just as with the UW spider runs(last I seen it was like 25k or someting)! So in the end it will cost you just as much to buy mods from LA to put on weps as it would to get run there!
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Old Apr 23, 2006, 04:16 PM // 16:16   #14
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I like it, but it defineatly should be repeatable, and each weapon cost like 15k...

Wand ~ 10k
Offhand ~ 5k
Sword ~ 10k
Axe ~ 10k
Shield ~ 5k
Hammer ~ 15k
Staff ~ 15k
Bow ~ 15k
(Daggers ~ 15k)

something like that WITH the materials and have it just be
_____'s Staff, ____'s Fellblade, something like that, without naming the mods!

(There would be no way to run to the forgemaster as:
A) Multiple Mobs surrounding him
B) A lengthy Quest
If im wrong just tell me,but thats what i got outta the original post?)

Last edited by Trylo; Apr 23, 2006 at 04:18 PM // 16:18..
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Old Apr 23, 2006, 04:18 PM // 16:18   #15
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/signed

Awesome idea, Nevin. Provided the quest is difficult and the mobs are very hard to get through (i.e. not runnable), it would be a challenge and so the customised weapon would be the reward for it. It's not open to farming because it would require the skill of a large party to get through and do the quest to make their weapons. I also like the idea of using rubies and sapphires for fire and cold - and a use for granite slabs for earth damage.

This could not be exploited as the weapon is customised, and I don't think it would bring down trading, but enhance it by encouraging people to trade the base materials for making the weapons more, and not so much trading hundreds and thousands of K for golds and greens. It would also mean that if people got drops like golds and greens, others wouldn't want to buy them as they could make something similar at the Master Smith (except for Damage + x% <unconditional>), and so people would simply decide to customise their gold and green drops and use them rather than trading them around for lots of gold and ectos.

Indexed.
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Old Apr 23, 2006, 04:28 PM // 16:28   #16
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if you made it increasingly difficult then what woul dhappen if you had a team with someone who has done it 2 times, and someone who has never completed it before?

I think it needs to be repeatable as i get very bored very fast with the same fire spells and junk so i switch my att a lot and play around with combos...therefore making it cruel to only let me do it 3 times as i woul not be able to get X element!
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Old Apr 23, 2006, 04:31 PM // 16:31   #17
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Well IDK a forgemaster run even with a PUG only takes 1 - 1 1/2 hour's Max.
I'm not against this idea I would hope that if implemented it would be made the hardest quest in the game. Forgemaster only gives a cosmetically different version of Armor so no big deal with the ease of getting it. But getting a perfectly customized(Skin and all) Weapon or offhand item should be conciderably harder!

I mean those items are rare for a reason. so not everyone in the game has them. Were all fighting for diversity in appearance yet asking that the rare items be made readily availabe to players that have an hour or two to kill.

/undecided
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Old Apr 23, 2006, 05:13 PM // 17:13   #18
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/not signed for repeatable. However if you want a one handed weapon then he should be able to make off hands as well but will only offer to make one off hand if you make a one handed weapon. So he won't offer the option for an off hand if you had a two handed weapon made.

Your talking a truely unique weapon with max mods, bonuses and damage with no doubt 8 as the requirement. A max weapon that would be earned through one of the most difficult quests in the game. One should be enough.
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Old Apr 23, 2006, 05:20 PM // 17:20   #19
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Decided, it could only be done once. And if you were to forge a wand or single handed weapon, you would be able to choose an off hand or shield for it as well.
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Old Apr 23, 2006, 05:30 PM // 17:30   #20
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Very cool idea.

/totally signed
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