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04-16-2007, 05:40 PM
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Fucking SICK of spell resists
Character: Aleraku, Alaedraa
Server: Blackburrow
Posts: 8,833
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Re: Raid Dropped Possibilities...
Not if the RNG has any say about it.
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Blackburrow.Aleraku - 80/140 Wizard
Blackburrow.Alaedraa - 80/140 Illusionist
Blackburrow.Calandra - 75/97 Paladin
Blackburrow.Cavatina - 80/137 Troubador
Blackburrow.Selanna - 80/140 Warden
Don't vote for Obama.
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04-16-2007, 11:14 PM
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Say no to MTGO V3
Character: Dralnu
Guild: Chaotic Legion
Server: Kithicor
Posts: 103
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Re: Raid Dropped Possibilities...
Well we still do have the supposed Thex Castle to look forward to. Maybe this post might get implemented into that zone in some way. Dropped adornments might be a little harder since there is so many slots but I could see ones for primary/secondary/ranged slots. I for one would like to see more charm slots. The +18 Strength one from unrest was a solid move as well as the cuff off malkonis' head. Clickies are always fun but make the actual stat something worth while so we don't have to swap the item out in order to use it.
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04-17-2007, 11:51 PM
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BOTS, ITS WHATS FOR DINNER!
Character: Faxon
Server: Life
Posts: 1,106
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Re: Raid Dropped Possibilities...
Quote:
Originally Posted by Pinski
That's not off a current tier raid mob now is it?
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im not sure but i think ishbu soloed him once or twice, doesnt just drop the cloak tho hehe. the guy who got the disco on nek server is a friend of mine, outrolled me by like 3 points for it 
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04-20-2007, 10:25 AM
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Visitor
Character: Silver
Guild: Unguilded
Server: Oasis
Posts: 94
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Re: Raid Dropped Possibilities...
Quote:
Originally Posted by Rhaz
Snark, you do realize no matter what they do everyone is gonna min/max out and be the exact same, right? Don't be dumb.
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Not if they made viable options for people to choose as "Fabled' adornments. For instance what if you could have a +1% spell crit, +5% casting speed, +2% reuse, +0.5% base spell damage, +30 INT, or +55 spell damage all on a wrist slot. Even having two of these options available to the same slot would make people have to choose what they want and be able to customize their character to their playstyle.
Right now it's only +14INT to wrist slot anything else is stupid for a mage. (ie. There's no debate what is best.)
The only adornment slot that has really been discussed in detail as to what's better is the symbol slot for mages. There's still a lot of people who have 1% crit and others who have +45 to their damage type. (I think the point was that we need more slots like this where you have to decide what you want instead of being driven to the obvious choice.)
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04-23-2007, 03:48 PM
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Flowerpower
Character: Llewrend
Guild: The Downward Spiral
Server: Lavastorm
Posts: 478
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Re: Raid Dropped Possibilities...
I agree with Snark that adornments were implemented poorly. They stated they would add to diversity yet in reality each class only has one or two obvious adornments for each slot. It reminds me of the AAs, at least for troubador. They were built to add diversity and make certain classes have different roles with roles, however there are only 2 lines in each worth a raiding troub to even think about choosing.
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Voted most like Gaige without the game by Wayn!
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04-24-2007, 07:06 AM
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Bitsy!
Character: Rhaz(x)
Server: Kel'thuzad
Posts: 637
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Re: Raid Dropped Possibilities...
Quote:
Originally Posted by Silver
Not if they made viable options for people to choose as "Fabled' adornments. For instance what if you could have a +1% spell crit, +5% casting speed, +2% reuse, +0.5% base spell damage, +30 INT, or +55 spell damage all on a wrist slot. Even having two of these options available to the same slot would make people have to choose what they want and be able to customize their character to their playstyle.
Right now it's only +14INT to wrist slot anything else is stupid for a mage. (ie. There's no debate what is best.)
The only adornment slot that has really been discussed in detail as to what's better is the symbol slot for mages. There's still a lot of people who have 1% crit and others who have +45 to their damage type. (I think the point was that we need more slots like this where you have to decide what you want instead of being driven to the obvious choice.)
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You want to know what would happen? Someone would do some flawed research, regardless if it's correct or not everyone who plays that class will follow along with what that person said like sheep. If anything, it may take a little while for the mental midgets to figure out why they suck, but the result will be the exact same.
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04-25-2007, 12:51 PM
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Confirmed Exploits Life
Character: Widem
Server: Unrest
Posts: 2,258
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Re: Raid Dropped Possibilities...
Quote:
Originally Posted by Rhaz
You want to know what would happen? Someone would do some flawed research, regardless if it's correct or not everyone who plays that class will follow along with what that person said like sheep. If anything, it may take a little while for the mental midgets to figure out why they suck, but the result will be the exact same.
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unfortunately you pretty right, but those who can figure our what works for them best would still get that first mover advantage and reap the rewards.
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04-25-2007, 01:52 PM
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/Wrists
Character: Stryph
Guild: Imperium
Server: Permafrost
Posts: 365
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Re: Raid Dropped Possibilities...
Quote:
Originally Posted by Snark
Instead, there are very limited choices for each slot, and generally a very obvious choice for the slot.
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A good example of this is waist adornments..total shit.
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04-25-2007, 02:03 PM
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Archduke Ferdinand
Character: tangarth
Posts: 1,782
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Re: Raid Dropped Possibilities...
i like ishbu's idea, it should really be common sense to put more variety into adornments, it's just like how aa's went in eof and kos. addings multiple options and adding multiple VIABLE options is something else completely. but to that effect, should fabled adornments be multislot or what?
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04-25-2007, 04:10 PM
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Retired?
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Re: Raid Dropped Possibilities...
Quote:
Originally Posted by stryph
A good example of this is waist adornments..total shit.
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How dare you insult 2% stackable haste!
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