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Old 11-14-2006, 10:22 AM  
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Default Re: Port-o-Mender

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Originally Posted by LFG View Post
Port-o-mender = final elimination of the death penalty in EQ2.

Might as well just take out equipment breakage and mender fees, death has become so trival it no longer means anything. Death is now only a self port and brief run back to camp.
exactly.

the cost of dying hasn't been significant since the days of spirit shards.
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Old 11-14-2006, 03:08 PM  
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Default Re: Port-o-Mender

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Originally Posted by LFG View Post
Port-o-mender = final elimination of the death penalty in EQ2.

Might as well just take out equipment breakage and mender fees, death has become so trival it no longer means anything. Death is now only a self port and brief run back to camp.
For real, as much as it sucked to do shard runs to the bottom of dungeons i do miss it in a sense, accumulating massive amounts of debt from raid wiping. The pain, the agony and the frustration made success feel that much better.
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Old 11-14-2006, 07:20 PM  
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Default Re: Port-o-Mender

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Originally Posted by Illuminator View Post
I can BE that new pony.
So yes or no to the boots and riding crop?
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...even I didn't expect so much fail. It really hurts my mind to think this volume of fuckup wasn't actually intentional.
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Old 11-14-2006, 07:41 PM  
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Default Re: Port-o-Mender

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Originally Posted by Ily View Post
So yes or no to the boots and riding crop?
No and no. No saddle either, strictly bareback.
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Old 11-15-2006, 07:21 PM  
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Default Re: Port-o-Mender

Giddee-up!!!
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Originally Posted by Deson View Post
...even I didn't expect so much fail. It really hurts my mind to think this volume of fuckup wasn't actually intentional.
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Old 11-18-2006, 05:29 AM  
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Default Re: Port-o-Mender

Just an FYI.
Mender requires skill 350 in tinkering, plus level 70 to use it.
It also requires 6p in fuel and 9 xegonites. Returns some xegonites pending what you make it.
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Old 11-27-2006, 02:10 PM  
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Default Re: Port-o-Mender

repair kits are still much cheaper atm for overall cost. the mender seems more of a luxury / convenience item, certainly not saving money.
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Old 11-29-2006, 05:35 PM  
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Default Re: Port-o-Mender

yeah 6pp today 1pp in a few months time when soe trivialized the game just like they always do in the end.
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Old 11-29-2006, 06:07 PM  
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Default Re: Port-o-Mender

You don't think the raid is already trivialized when you're repairing in the middle?
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Old 11-29-2006, 06:20 PM  
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Default Re: Port-o-Mender

well personnaly I think even the Heroic insntaces are trivial. I belive that HOF, valdoon, blight, Bss... ect. Should all have great gear everytime you go there for the legendary stuff but random. The only catch is if your group wipes once your done, kicked out, locked out, End of story. It would bring back a since of dont Fuck up and dont mess around.

As it is now after doing valdoons a few times you get crazys that just run down the hall grab all the skellys just to see if we can handle 7 adds then die wipe and laugh. I dont care about dieing, I did it in EQ1 alot and never complained when it was a legit death. In EQ2 most could care less accept for the mender cost and even that is a joke. However, if your locked out of an instanced you might otherwise need for a Quest xp or loot you might feel a slight sting.

As far as raid experiances you should be able to hold only one repair kit by making them lore. Then once you zone into a raid zone the kit is attuned to you. You zone in get a pop up that asked do you want to zone in and attune this repair kit to this zone only? That way you only have 4 extra shots at kicking ass or leaving broke for the next time you want to adventure in there. If you leave that zone the repair kit poofs.

Full wipe lock outs on Heroic zones
Limited repairs in Epic zones
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