Oct 10, 2008, 10:49 PM // 22:49
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#21
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Ooo, pretty flower
Join Date: Jan 2008
Location: Citadel of the Decayed
Guild: The Archivists' Sanctum [Lore]
Profession: N/
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Quote:
Originally Posted by Zidane Ortef
What part about CORE do you all not get.
CORE = skills in all three games, adding Factions and NF skills would no longer make it a core place and be very confusing to people who are not familiar to other campaigns when they get hit with skills they have never seen before.
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Quote:
Originally Posted by MagmaRed
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To these two and all the others who say the argument of "they are core, they need core-only skills"
You realize that you want to REMOVE skills from many of these monsters as well, RIGHT?
I'll name the skills that are prophecies-only and in UW/FoW
Underworld:
1. Shadow Strike - Dead Collector (1)
2. Feast of Corruption (Elite) - Dead Thresher (2)
3. Healing Spring - Obsidian Behemoth (3)
4. Mark of Rodgort - Terrorweb Dryder
5. Meteor Shower - Terrorweb Dryder
6. Lava Font - Terrorweb Dryder
7. "Fear Me!" - Grasping Darkness (5)
8. Flurry - Grasping Darkness
9. Skull Crack (elite) - Grasping Darkness
10. Mend Condition - Smite Crawler (6)
11. Shield of Judgment (elite) - Smite Crawler
12. Chain Lightning - Charged Blackness (7)
13. Glimmering Mark (elite) - Charged Blackness
14. Shock - Charged Blackness
15. Whirlwind - Charged Blackness
16. Migraine (elite) - Mindblade Spectre (8)
17. Power Leak - Mindblade Spectre
18. Deadly Riposte - Bladed Aatxe (9)
19. Riposte - Bladed Aatxe
20. Frozen Burst - Coldfire Night (10)
21. Shard Storm - Coldfire Night
22. Ward Against Harm (elite) - Coldfire Night
23. Earthquake - Stalking Night (11)
Fissure of Woe:
1. Healing Spring - Armored Cave Spider (12)
2. Melandru's Resilience (elite) - Armored Cave Spider
3. Mark of Rodgort - Obsidian Furnace Drake (13)
4. Guilt - Doubter's Dryder (14)
5. Shame - Doubter's Dryder
6. Wastrel's Worry - Doubter's Dryder
7. Griffon's Sweep - Traitorous Temple Guard (Warrior) (15)
8. Heal Area - Traitorous Temple Guard (Monk) (16)
9. Heal Other - Traitorous Temple Guard (Monk)
10. Restore Life - Traitorous Temple Guard (Monk)
11. Incendiary Bonds - Traitorous Temple Guard (Elementalist) (17)
12. Channeling - Lord Khobay (18)
13. Meteor Shower - Mahgo Hydra (19)
14. Glyph of Renewal (elite) - Mahgo Hydra
15. Phoenix - Mahgo Hydra
16. Spiteful Spirit (elite) - Shadow Beast/Shadow Lord/Shadow Lord Vogris(20/21/22)
17. Consume Corpse - Shadow Beast/Shadow Lord/Shadow Lord Vogris/Seed of Corruption (23)
18. "Victory is Mine!" (elite) - Snarling Driftwood/Skeletal Berserker (24/25)
19. Flourish (elite) - Snarling Driftwood
20. Protector's Strike - Snarling Driftwood
21. Edge of Extinction - Spirit Wood (26)
22. Verata's Gaze - Seed of Corruption
23. Malign Intervention - Seed of Corruption
24. Chain Lightning - Spirit Shepard (27)
25. Iron Mist - Spirit Shepard
26. Heal Area - Smoke Walker/Shadow Monk/Priest of Menzies (28/29/30)
27. Mend Condition - Smoke Walker
28. Earth Shaker (elite) - Abyssal/Shadow Overlord/Shadow Patrol (31/32/33)
29. Crushing Blow - Abyssal/Shadow Overlord/Shadow Patrol
30. "I Will Avenge You!" - Shadow Warrior (34)
31. Griffon's Sweep - Shadow Warrior
32. Restore Life - Shadow Monk
33. Channeling - Shadow Mesmer (35)
34. Incendiary Bonds - Shadow Elementalist (36)
35. Life Transfer (elite) - Ancient Skale (37)
36. Blood Ritual - Ancient Skale
37. Axe Twist - Skeletal Berserker
38. Dust Trap - Skeletal Impaler (38)
39. Live Vicariously - Skeletal Bond (39)
40. Chaos Storm - Skeletal Ether Breaker (40)
41. Sympathetic Visage - Skeletal Ether Breaker
42. Glyph of Energy (elite) - Skeletal Icehand (41)
43. Windborne Speed - Skeletal Icehand
44. Mark of Rodgort - Shard Wolf (42)
There are a total of 23 Prophecies skills in the Underworld, and 44 in Fissure of Woe. With a total of 42 monster types to be changed.
Those who argue that UW/FoW are core and therefore should not be touched, are counter-arguing themselves! If you want all core skills, then you MUST change them!
Why not make "Core" the same thing that M.O.X., ALL THREE CAMPAIGNS! The Expansion is technically "core" because it is accessible from all 3 campaigns, same with M.O.X. and the "core" skills, and the "core", henchmen (Devona, Mhenlo, Cynn, Aiden, Eve).
Because the two places are "core" and because they are "elite" they need to have new builds that can stand against the new Factions, Nightfall, and Eye of the North skills.
I /sign for the idea, but not the OP's builds (as I did not read through them all).
Give UW/FoW some balanced builds like the Charr or Mandragors in EN.
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Oct 11, 2008, 12:19 AM // 00:19
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#22
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Academy Page
Join Date: Oct 2008
Location: Texas
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Quote:
Originally Posted by Azazel The Assassin
I /sign for the idea, but not the OP's builds (as I did not read through them all).
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lol, ouch. Meh, the builds were more a generalization than anything. I didn't really think them out.
I just want to stress that FoW and UW are in need of an overhaul. Maybe even adding new monsters.
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Oct 11, 2008, 02:04 AM // 02:04
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#23
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Academy Page
Join Date: Jul 2008
Guild: <none>
Profession: E/
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Quote:
Originally Posted by ajc2123
If you add non core skills to the mix, they wont be unbeatable. you can still beat all campaigns with just core skills anyways, so the monsters SHOULD be more difficult.
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QFT.
I only have Prophecies and EotN. When I go into slaver's exile I can whip all the dwarves and their mixed campaign bars around just fine with my 8 core/proph skills bar.
/signed.
I see no good reason why being a 'core' area should mean they only carry core skills. Besides, as has already been pointed out, many of the monsters already carry proph only skills.
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Oct 11, 2008, 05:00 AM // 05:00
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#24
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Wark!!!
Join Date: May 2005
Location: Florida
Profession: W/
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NF skills are overpowered in general.
The best thing to do is to have 3 different UWs and FoWs, one for each campaign. If you enter from factions, you get the factions version.
BTW, try adding 2 new sets of completely new FoW armor for each class as well. One you can get if you enter from cantha, the other from elbonia.
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Oct 11, 2008, 06:22 AM // 06:22
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#25
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Academy Page
Join Date: Oct 2008
Location: Texas
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Quote:
Originally Posted by Winterclaw
NF skills are overpowered in general.
The best thing to do is to have 3 different UWs and FoWs, one for each campaign. If you enter from factions, you get the factions version.
BTW, try adding 2 new sets of completely new FoW armor for each class as well. One you can get if you enter from cantha, the other from elbonia.
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No, this would be exploited. People would just reroute to the easiest UW and FoW. It's all the same or bust.
Also, I didn't think my builds were that terrible, even if they we're just building off the originals.
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Oct 11, 2008, 06:36 PM // 18:36
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#26
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Ooo, pretty flower
Join Date: Jan 2008
Location: Citadel of the Decayed
Guild: The Archivists' Sanctum [Lore]
Profession: N/
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Quote:
Originally Posted by Winterclaw
NF skills are overpowered in general.
The best thing to do is to have 3 different UWs and FoWs, one for each campaign. If you enter from factions, you get the factions version.
BTW, try adding 2 new sets of completely new FoW armor for each class as well. One you can get if you enter from cantha, the other from elbonia.
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This would require more work then just changing the builds around. By making new UW/FoW, you need to add new monsters (with new professions), change builds, (by your armor request) add 16/20 new armor sets (16 if you just add sin/rit/para/derv for their respective versions, 20 if you have 10 per version), and a slight rework of levels (because of how UW was set up, one profession per area, it would need a rework in the "which professions where," unless they just scrap that all together).
Also, as Secksy said, people would exploit it by going to the easiest one to farm. The two harder UW's would never be visited unless they put something unique in those areas, and the other two FoW's would only be visited for Armor Runs.
Lastly, 3 versions of each would mess up lore and the HoM. (For lore, the invasion wouldn't be there in NF, because the forces of Dhuum/Menzies got moved to help Abaddon).
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Oct 11, 2008, 09:07 PM // 21:07
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#27
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Hall Hero
Join Date: Jul 2005
Location: California Canada/BC
Guild: STG Administrator
Profession: Mo/
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Quote:
Originally Posted by Secksy
No, this would be exploited. People would just reroute to the easiest UW and FoW. It's all the same or bust.
Also, I didn't think my builds were that terrible, even if they we're just building off the originals.
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This couldn't be exploited if you did not ascend in that campaign and those who ascended in Faction and NF can go there early enough not those in Prophecies we have to beat our doppleganger then get the rest of out 15 attribute points.
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Oct 11, 2008, 09:37 PM // 21:37
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#28
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Ooo, pretty flower
Join Date: Jan 2008
Location: Citadel of the Decayed
Guild: The Archivists' Sanctum [Lore]
Profession: N/
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Quote:
Originally Posted by Age
This couldn't be exploited if you did not ascend in that campaign and those who ascended in Faction and NF can go there early enough not those in Prophecies we have to beat our doppleganger then get the rest of out 15 attribute points.
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You don't need the 15 attribute point quests, or to be lvl 20, to get to UW/FoW, you just need to be ascended from one of the three continents.
Even if you limit it to "you must ascend in xx continent to go to xx version of UW/FoW" that would still be far too much work, even more work then what I posted above, because then the whole Ascentions/Weh No Su/Hunted! set ups would have to be reworked.
Like I said, it would be much easier to just redo some builds, and possibly add in an Assassin, Ritualist, Paragon, and Dervish (the Demonic Assassin quest would be a perfect change to an Assassin imo).
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Oct 11, 2008, 11:56 PM // 23:56
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#29
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Academy Page
Join Date: Oct 2008
Location: Texas
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Quote:
Originally Posted by Age
This couldn't be exploited if you did not ascend in that campaign and those who ascended in Faction and NF can go there early enough not those in Prophecies we have to beat our doppleganger then get the rest of out 15 attribute points.
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What you're suggesting would just make it harder to exploit, not impossible. And ascension in each campaign doesn't take very long.
Prophecies: All necessary quests can be run.
Factions: Ascension is in the first 1/3 of the game, and Zinku is not far after that.
Nightfall: You ascend smack dab at the halfway point, quicker if you're not form Elona.
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Oct 23, 2008, 09:55 AM // 09:55
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#30
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Ascalonian Squire
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/unsigned
It's fine the way it is. There's no need to make an old area harder just because some players are 'bored'.
Hey, almost everybody in the NBA can dunk, let's raise the rim 5ft! >_>;
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Oct 23, 2008, 11:58 AM // 11:58
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#31
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Academy Page
Join Date: Sep 2007
Location: England
Guild: black wolf pirates [awoo]
Profession: A/
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/signed for making some changes
but not for making it so hard that only a handful of people can do anything there
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