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Old Feb 06, 2007, 07:46 AM // 07:46   #1
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Lightbulb The Mannai - Now with Concept Art

Hello folks... here's another specimen from my CC Laboratory. I'm open to supportive criticism and communal brainstorming. For skimming ease, I've divided the post into three sections:

I. The Mannai - For the skimmer: concept art, a quick explanation of the basic concept, attributes, strengths, weaknesses and originality.
II. Tactics - For those with some time on their hands, a brief illustration of a few battle strategies.
III. Skills - For the ambitious reader, a tentative list of skills.

I. THE MANNAI



Click here for more examples of work by jademonkeyx88

Background

The Mannai are an order of mystics that worships magic above all else. Unlike other mages whose talents are gifts from the gods, the Mannai work feverishly to unlock secrets of the supernatural on their own. Through intense study, the Mannai have mastered great power, but at a price. Their dedication has corroded into an all-consuming obsession. Entranced by sorcery, they constantly crave its most raw and potent form: mana. In the desperate hunt to feed their addiction, the Mannai resort to predation. By stealthily leeching onto other spellcasters, they engorge themselves off of magical activity, stealing mana from their unsuspecting prey in the process.

Function:

The Mannai is a concealable unit which steals energy from enemy spellcasters. She extends ally spellcasters' range and allows single-target offensive spells to be relayed to up to three foes. Being targeted by any energy-based skill increases the Mannai's energy stores. The Mannai may also sustain allies' energy very effectively.

The Mannai has the lowest armor in the game; a maximum of 50 compared to the Elementalist's 60. She has no weapons per se. Instead, she fires costless magical projectiles from her fingertips. To enhance these attacks, the Mannai embeds arcane gems in her gloves (one on each hand) which affect the amount and type of damage. Each projectile deals a maximum of 6-10 damage and has a refire rate of two seconds. Despite their low damage and slow recharge, the magical projectiles have two major advantages: they have the fastest flight time of any ranged weapon in the game and they can deal any type of damage.

Attributes:

Rapacity (Primary Attribute) – Improves a variety of links and link-related hexes as well as determining the energy gain (1…4) from being targeted by energy-based skills.
Sorcery – Affects self-help skills, many of which are dependent upon links.
Assistance – Manages skills which sustain allies’ energy, many of which are dependent upon links.
Predation – Improves stealth, damage-dealing skills, and the damage of magical projectiles.

Strengths:

1) The Mannai lessens enemy spellcasters’ effectiveness.
2) The Mannai extends ally spellcasters’ range.
3) The Mannai maintains allies’ energy.
4) The Mannai allows single-target offensive spells to hit multiple enemies.
5) The Mannai gains energy by being the target of energy-based skills.
6) The Mannai may conceal herself from view.

Weaknesses:

1) The Mannai is the weakest character in the game. However, to be effective she must remain close to enemies at all times.

Originality:

Camouflage

There are three main innovations with this class. The first is Camouflage. Simply put, Camouflage is a condition which renders the affected character invisible and untargetable when outside of another player's aggro circle. There is no indicator of the player on the compass. If a Camouflaged player enters the aggro circle she is targetable, but remains invisible. If the Camouflaged character attacks or is attacked, the condition ends. All Camouflage skills have at least a two-minute recharge.

The Link

The second innovation with this class is the link, which is essentially a maintained hex (an unexplores spell type so far). Succinctly put, a link does two things: 1) it allows single-target offensive spells to hit multiple enemies, and 2) it extends ally spellcasters’ range. To initiate and maintain a link, the Mannai must be in the area of her target. Links allow allies to target the Mannai, relaying offensive spells through her to linked opponents. Spells can be transmitted through up to three links (at a 40% spell cost to the Mannai’s energy stores for each snare).

Conceivably, having a cheap spell relayed through her links could actually create energy for the Mannai; at a cost of 40% of a 5 energy spell (2 energy), and a benefit of 4 energy return for the relay, the Mannai could earn 2 points of energy off of each link if she has maximum Sorcery. At the same level of Sorcery with 10 energy cost spells relaying through her links, the Mannai would break even. Any spell with a higher cost would deplete energy from the Mannai’s mana bar.

Magical Projectiles

As stated above, these gem-powered "weapons" do not deal much damage nor do they fire very often. Despite their apparent weakness, magical projectiles are incredibly versatile. Firstly, they deal a wide variety of types of damage. There are projectiles available which deal Elemental damage, Physical damage, Skill-only damage (Holy and Shadow), and Weapon-only damage (Light, Dark, and Chaos). Secondly, they have the fastest flight time in the game, making them very accurate. Thirdly, and most importantly, magical projectiles are the only true dual-wielding weapons in the game. Unlike Assassins' daggers which come in pairs, the Mannai can freely mix and match the vast array of gems available to them.


II. TACTICS

Enemy Spellcaster Disabler:

The Mannai is most effective when attacking enemy spellcasters. She first engages a Camouflage enchantment, allowing her to walk the battlefield unnoticed. Upon reaching the backlines, she sets to work. Linking herself to enemy spellcasters with her Rapacity attribute, she renders the opponents ineffective by leeching energy off of their magical activity. Once aware of her presence, enemies begin to attack the Mannai. Unfortunately for them, being the target of energy-based skills only increases the Manni's energy stores further.

Now with a steady supply of energy from her links and her enemies' offensive spells, the Mannai may spam self-sustaining spells and enchantments. Alternatively, she may flee, concealing herself from view once again. Still alive, the Mannai has distracted enemy spellcasters from the main fray, allowing her melee teammates to slaughter the enemy fighters.

Energy Support:

An alternative tactic is to remain closer to the main fray. With both allies and enemies in close proximity, it is a prime opportunity for the Mannai to energize her teammates and make her enemies less effective. Linking herself to enemy fighters, she leeches mana from their energy-based skills. The links supply the Mannai with a steady source of mana which she may then use to supply energy to her allies (using Assistance skills). This allows allies to spam energy-based skills. If her presence becomes too threatening, and she becomes the target of attacks, the Mannai may Camouflage and run away.


III. SKILLS


Rapacity

Mana Leech - Hex. While you maintain this link, you suffer one pip of energy degeneration and target foe’s spells cost 5…25% more. You steal this excess energy. If target foe leaves range, the link ends. You lose 20…10 energy when this link ends.

Debilitating Snare - Hex. While you maintain this link, you suffer one pip of energy degeneration and steal 1…5 energy for each spell cast by target opponent. If target foe leaves range, the link ends. You lose 5 energy when this link ends.

Engorge - Hex. For 8...25 seconds, target linked foe's skills cost 5...25% more energy. You steal excess energy.

Augmentation – Enchantment. While you maintain this enchantment on target ally, you suffer one pip of energy degeneration. Every offensive spell used by that ally is relayed through your links.

Hex Transfer - Spell. Transfer one hex from yourself to target linked foe.

Spell Stealer - Signet. Spell Stealer is replaced by target's next used skill for 5...15 seconds.


Sorcery

Nurturing Web – Enchantment. For each link maintained, you gain 1 pip of health regeneration for 5…10 seconds.

Appropriation - You steal an enchantment and its remaining duration from target enemy. You benefit from its effects for a maximum of 5...15 seconds.

Link Sustenance – Spell. For each link maintained, you gain 8…15 health.

Nourishing Sorcery – Enchantment. For the next 10 seconds, when you are targeted by an energy-based skill, you gain 5…10 health.

Mana Flow – Spell. You steal 2…8 energy from each linked opponent.


Assistance

Mana Support - Enchantment. While you maintain this enchantment, target ally benefits from +1 energy regeneration and you suffer from -1 energy degeneration.

Ethereal Vine – Enchantment. While you maintain this enchantment, you suffer one pip of energy degeneration and every time a linked opponent uses a spell, target ally gains 5…20% of that spell’s energy cost.

Sustaining Drain – Enchantment. While you maintain this enchantment, linked opponents suffer one pip of energy degeneration. You suffer one pip of energy degeneration for each opponent affected. Target ally gains one pip of energy regeneration for each opponent affected.

Mana Boost - Spell. For each linked opponent, target ally gains 3...7 energy.


Predation

Stalk – Elite Enchantment. For 15…30 seconds, you are camouflaged.

Lurk – Enchantment. For 10…20 seconds you are camouflaged and suffer 1 pip of energy degeneration.

Abscond – Enchantment. For 10…20 seconds you are camouflaged and move 40% slower.

Silent Hunter – Enchantment. For 5…15 seconds, you are camouflaged.

Rabid Pursuit – Enchantment. For 3…10 seconds, you are camouflaged and move 40% faster.


*** To give credit where it's due, System_Crush has really helped out with this one. Most notably, he's contributed some awesome skills, helped tailor the Mannai's balance issues, and suggested sustained hexes (a great idea which he picked up from a long-lost thread at some point). Actionjack's Spell Binder/Weaver provided inspiration for the links. BahamutKaiser really helped rewire links and the primary attribute. On the "Things Missing from Existing Professions Thread," draxynnic posted the best Stealth idea I've seen to date. My Camouflage is based upon his idea. I'd especially like to thank jademonkeyx88... he brings the Mannai to life with his amazing artwork. Finally, I perused the "Create a Skill" thread and used some offers as inspiration (Although who I am specifically indebted to, I can't recall. Please tell me if you see your skills.).

Like what you see? Check out my CC Laboratory for more examples of my work. Any feedback is greatly appreciated!

Last edited by nebojats; Jul 22, 2009 at 09:03 AM // 09:03..
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Old Feb 06, 2007, 08:02 AM // 08:02   #2
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For those of you who remember, I posted this along with the Shrift over a month ago (which I would love to get opinions on, if you get the chance). I've made some pretty significant changes to the class and have gotten rid of what I thought were some of the weaker elements of the previous incarnation. This is a great forum, and I love posting my ideas to get feedback from people with good criticism.

I have a few ideas I'm toying around with, and I wanted to get your opinions.

1. Obviously, the class is missing a fourth attribute. I think that it should be at least partially offensive. How to do that, I'm not sure. Here's one idea: a weapon which does damage based upon the target's energy. For example, say the weapon damage is 10% of energy stores (not energy capacity). More advanced weapons with higher requirements could do a higher percentage, and beginning weapons could do less. As the Mannai steals more energy from the target, the weapon does less and less damage, until it is essentially useless. This type of weapon would also encourage players using the Mannai to focus on debilitating magic-users, since they have the largest energy stores.

2. I'm not sure whether the Mannai's energy situation should be. I think that it should have relatively low energy stores, but high regeneration. Is this overpowered considering all of its energy-stealing abilities? Possibly, but most of the Mannai's skills require energy degeneration.

3. Since the Mannai is so weak, I'm thinking of trying to reincorporate a stealth idea. While purusing the "Things Missing from Existing Professions" thread, draxynnic posted what looked like the best idea I've seen so far on the 76th post. A fourth attribute could at least be partially devoted to that.

Thoughts?

Last edited by nebojats; Feb 06, 2007 at 08:13 AM // 08:13..
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Old Feb 06, 2007, 09:06 AM // 09:06   #3
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It was a nice idea last time and it still is, especially since the changes weekend patch has removed the overpowerednes from mallaise, now my mesmer needs better energy degeneration skills for his unplug build.

This class has plenty of them so I hope Anet takes notice.
Perhaps too plenty, maybe a few more skills such as self heals(every class needs at least one) and other non leachings.
Most likely in the primary or perhaps in a atribute especially for them, or make the 4th attribute for some damaging abileties, not very strong ones likely the energy denial is already powerfull.

Asside from that I have a memory for things I do no need to remember(I only forget something when it is important)
Didn't the old mannai thread have a piece about them having a large enregy bar that did not fill up completely by itself?

And snares now seem a slichtly confusing name, as a snare in MMO slang is a debuff for speed.
But this is GW so its not a actual MMO Anet calls it a Coöperative Online Action Fantasy game.

I can see you put quite some work into it before reposting, good job.
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Old Feb 07, 2007, 12:32 AM // 00:32   #4
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System, as always, thanks for the feedback. I don't think the old version of the Mannai had an energy bar that didn't fill up by itself, although I like the idea. Maybe have a baseline 30 energy that could expand to 50 with stolen energy.

If that's true about the word, "snare," I better lose it. Too bad... it's such a great word. I opted for replacing it with link, as you can see above. It's a less sexy term, but more accurate now that I think about it. I'll try and incorporate some of your suggestions later tonight. Thanks again.
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Old Feb 07, 2007, 01:50 PM // 13:50   #5
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Definetly (spl?) sounds like a class I would play. Good job
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Old Feb 07, 2007, 09:39 PM // 21:39   #6
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Make another image for that class^^!
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Old Feb 07, 2007, 09:42 PM // 21:42   #7
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awesome is the only word i have for that idea, if i were anet tht would be my first pick
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Old Feb 08, 2007, 07:26 PM // 19:26   #8
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Thanks for the compliments! If you have any ideas, let me know.

An image is being worked on.

I added the Mannai's "weapon" and I am closing in on developing a fourth attribute.
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Old Feb 09, 2007, 12:00 AM // 00:00   #9
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hum wow.... i would say this is an awesome idea. There is nothing even similar in GW atm to this class but i ould say it seems a very difficult charecter to play. this may cause many horrible players playing this and very very few good ones, like mesmers times 100000. but all in all this could be very fun and very different

/signed
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Old Feb 09, 2007, 03:46 AM // 03:46   #10
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Another Wow, this looks pretty damn professional. I would have to say if you make skill examples they would be impossible to balance, something trial and error would have to correct over and over until an acceptable power is obtained. But the features are great, and given some use, Anet could come up with acceptable figures for competative play.

The Camoflauge bit could work that way only if there were counters in the game to disrupt and punish players for camoflauging. This could work in many ways. For one, the Camoflauge doesn't have to be removed if you attack them, instead it could continue it's effect, but be useless at close range. My best weakness suggestion is that it cost alot, counts as a stance which can be broken, and incurse a serious defensive weakness. This way it would render you undetected if you are at a distance from your foes, but you would incure a significant amount of damage if attacked. And since it is a stance it would require at least one other stance to break the effect prematurely. This would make it a bad idea to use up close, but a good idea at range.

A good elite version of Camoflauge would be the opposite, a stealth mode which blocks visibility if you are nearby or adjacent to foes. This would work simular to Shadow Form since it makes you untargetable by attacks wile close up, and to balance it, it could deactivate if you select any skills.

Another neccessary counter would be something like a Nature Ritual which makes all camoflauged foes visible, and perhaps offers some sort of penatly like health degeneration, also a counter of the same nature for Ritualist, a Binding Ritual, would also be a good counter. And something of a counter nature to either Dervish or Assassin, Assassin probably deserves it more.

It could be a powerful game breaking skill, but if proper counters are offered along with it, it would be fine. And speaking of counters, Earshot Range DoT spells are overdue.
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Old Feb 09, 2007, 10:35 AM // 10:35   #11
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I see the weapon it looks nice, I guess its pretty balanced you get to use focusi with it right?
which attribute do the rings relly on?
Though the weapon looks nice and balanced and stuff, I don't get how it really matches the class.

And the new skills you have added under the endurance atribute are nice, they would definatly help the mannai survive, though why endurance that is generally taken as physical endurance while the effects are link or magic related.
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Old Feb 09, 2007, 11:00 AM // 11:00   #12
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Man, I perused the thesaurus for so long and the best I could come up with was Endurance! I thought to myself, "maybe no one will notice the lameness." Thanks for giving me a reality check. I'll find a better title.

Focusi? As in the offhand items that spellcasters use with wands? Yeah, I agree it would make sense for there to be focusi that are available to the Mannai. She could choose to hold one in the offhand instead of wearing two rings.

Thanks for reminding me to assign an attribute to the rings. I think it should be Predation. Now that you mention it, how do the rings tie into the Mannai background? I was thinking that since the Mannai are so fused with magic all the time, it would only make sense for their basic attack to be completely magical also. And since the Mannai have unlocked the secrets of magic on their own, they have learned how to magically deal all types of damage (instead of other classes which are restricted to certain kinds). I'll make Predation the rings' attribute for now and get to the other stuff later. I'm tired. As usual, thanks for the feedback!
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Old Feb 10, 2007, 06:04 AM // 06:04   #13
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heres a lil concept art



I thought of an interesting thing That the Mannai is blind and is able to see through a magical sense, kinda like how a snake senses its prey(Animal Planet FTW!!!!)
I drew her with a sword +5e :P and a ring with a magical aura around it lol..... and yes Sex Sells!!!
it closely resembles rider from FSN and thats because she fits this concept class so well.

Last edited by ShadowsRequiem; Feb 10, 2007 at 08:13 PM // 20:13..
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Old Feb 12, 2007, 04:29 AM // 04:29   #14
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Awesome concept art, ShadowsRequiem! I really like the idea of the Mannai being blind and just sensing where magic is. Too bad the Ritualists already wear blindfolds. But then again, they aren't really blind...

Maybe the Mannai gouge their eyes out as part of some initiation ritual or something. Hmm, I'm gonna have to think about tying that into the storyline...
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Old Feb 13, 2007, 07:34 AM // 07:34   #15
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Quote:
Originally Posted by nebojats
Awesome concept art, ShadowsRequiem! I really like the idea of the Mannai being blind and just sensing where magic is. Too bad the Ritualists already wear blindfolds. But then again, they aren't really blind...

Maybe the Mannai gouge their eyes out as part of some initiation ritual or something. Hmm, I'm gonna have to think about tying that into the storyline...
hmmm thats kinda..... gross lol
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Old Feb 13, 2007, 11:23 AM // 11:23   #16
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Quote:
Originally Posted by nebojats
Magical Thievery - For 3...10 seconds, you steal an enchantment from target enemy.
Gread Idea, if they can steal magic they could also steal magic effects like enchantments.
I think this way it's a bit mesmerish, the name is the main cause of that I guess, theivery is as of yet mesmer stuff.
Doesn't steal a skills so its quite diferent, however as the focus/identety of the mannai is diferent from that of the mesemer so I think they should be able to steal any type of magical effect, but as a aditional diference make it conditional, Anet uses that to copy skills themselves, add a conditional and its not the same as another skill anymore.
Converting Demur spell
Remove a enchantment from target foe, that enchantment and its remaining duration is applied to you. If the foe is target fo the same enchantment while this spell is in effect this spell is reapplied. (max duration 3...10(12) seconds)
Took the liberty of more acuratly defining what steal enchantment would be, its just a sugestion, but I think its less mesmerish(would need high energy cost and/or long cast time for balance I guess)

The duration was a good idea of yours, it would indeed be very unbalancing if you used it on aura of faith or some other very long enchantment.

Plagiarize Arms link

For 1...6(8) seconds any weapons spell applied to target foe, is also applied to you.

Sadly a weapons spell is and should stay non removable, but copying is ok I guess, It just seemed logical for the mannai to steal more than enchantments like mesmers do.

As for te sorcery attribute it fits in quite well.

Quote:
As stated above, these ring-powered "weapons" do not deal much damage nor do they fire very often. Despite their apparent weakness, magical projectiles are incredibly versatile. Firstly, they deal a wide variety of types of damage. There are projectiles available which deal Elemental damage, Physical damage, Skill-only damage (Holy and Shadow), and Weapon-only damage (Light, Dark, and Chaos). Secondly, they have the fastest flight time in the game, making them very accurate. Thirdly, and most importantly, magical projectiles are the only true dual-wielding weapons in the game. Unlike Assassins' daggers which come in pairs, the Mannai can freely mix and match the vast array of rings available to them.
Would the holy and shadow damage be affected by armor? Normaly they aren't unless they are applied to a weapon through a skill such as juges insight instead of direct damage.
Personally I love armor ignoring damage, as it is just as effective against all professions. But I guess every one would use shadow and holy rings, I fear.

Quote:
Too bad the Ritualists already wear blindfolds. But then again, they aren't really blind...
Yes they are they are born blind and (become)attuned to spirits because of the blindness, letting their spirit see for them instead of using their eyes.

Quote:
Maybe the Mannai gouge their eyes out as part of some initiation ritual or something.
Quote:
hmmm thats kinda..... gross lol
Yes.. Gross, but... also kinda cool!
If so they should definatly wear blindfolds Anet will never have a class that openly walks around with horefying holes where their eyes should be.

I've said it before but I'll say it again, Great job nebojats, Anet please implement this profession!
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Old Feb 13, 2007, 04:10 PM // 16:10   #17
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Lightbulb Mannai Concept

Here's my concept for your class.


And in different colors.
http://i87.photobucket.com/albums/k1...oneptwhite.jpg
http://i87.photobucket.com/albums/k1...onceptblue.jpg
http://i87.photobucket.com/albums/k1...nceptblack.jpg
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Old Feb 13, 2007, 05:02 PM // 17:02   #18
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I was wondering one thing.
ANet says that skills are "carried in the form of rings on each finger", and for some reason, people in this universe cannot use their thumbs for rings nor can carry multiple rings on one finger.
Wouldn't this mean, for consistency with other lore and such, that the attack rings would take over the position of a "skill ring"?
(Not sure if this has been mentioned before...)
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Old Feb 13, 2007, 07:27 PM // 19:27   #19
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I don't think that is in the actual lore, the whole rings thing was part of the beta design, I've read through basicly all of the manuals and part of the stories and there is no mention of rings.

Besides, that makes little sense, if you gain magic from wearing rings, you could veriably wear several rings on each finger, and switch them out easily, and wear rings tied all over your clothing. Beyond that, physical attacks are not granted by rings either. Your wearing a ring of Cleaving?

If you can bring up where rings are still a part of the lore, I would like to see it.
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Old Feb 13, 2007, 07:37 PM // 19:37   #20
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I suppose lore was a wrong choice of words... I'm not even really sure where I got it from, but when I was reading around about the game (I've only had it for about a week, heh...) it seemed to pop up everywhere. If this is actually NOT the case, I apologize. =)

And yes, I thought of the concept as strange too, but you know.. ;P
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