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Level 1,000 Skills - The list!


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#101 DragonLord

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Posted 29 January 2011 - 00:12

[quote name="Hoofmaster"]
Teleport: The In-Realm teleporting buff. Details to be decided.[/quote]

LIKE :)

[quote name="Hoofmaster"]
Heat Scan: A way to get a snap shot of the creature distribution on the map. Only works on common and champion creatures. This is a possible buff.[/quote]

Would prefer this just to be common monsters - but SO glad it doesn't include ELITES and SE's.

[quote name="Hoofmaster"]
Side Step: A boost defense or extra dodge[/quote]

Depends on the percentages involved.

[quote name="Hoofmaster"]
Hidden Coffer: Gold is hidden while the Buff is enabled. - Potion Only.[/quote]

PvP'rs will HATE this and Levellers will LOVE it ;)

[quote name="Hoofmaster"]
Cursed Ring: 0.2% per point stat bonus to the Ring. 50% increase of durability loss. Prevents UB from being cast.
Cursed Rune: 0.2% per point stat bonus To the Rune. 50% increase in durability loss. Prevents UB from being cast.[/quote]

Interesting - double bonus to the normal enchant ring/rune, but with penalties.The only concern I have with these and the new enchant rune/helmet/boots/ring/amulet options are that they will dumb down the game EVEN MORE than it already is.

[quote name="Hoofmaster"]
Shame : If successfully defending an attack, remove a percentage of additional Xp from the attacker.[/quote]

Like

[quote name="Hoofmaster"]
Golden Shield: 0.2% chance per point that your Defense and Armor stats are doubled.[/quote]

PvE only or PvP/GvG too ?

[quote name="Hoofmaster"]
Overkill: (PvE Only) When you inflict 2 times or more of the starting hit points in the first round of combat, you have a .25% (per point) chance to gain .025% extra XP (per point).[/quote]

Interesting :) - This will by handy on low hp, high defence or armor mobs :)

[quote name="Hoofmaster"]
Smite: Defending against PvP has chance to lower armor and defense of the attacker.[/quote]

Ambivalent ..

[quote name="Hoofmaster"]
Barricade: 0.1% per point of Damage is transferred to Defense.[/quote]

Ambivalent ..

[quote name="Hoofmaster"]
Extractor II: Chance not to destroy Resources when extracting Components.[/quote]

Like A LOT

[quote name="Hoofmaster"]

Stout Hearted: 0.5% increase to your base HP per point.[/quote]

For most folk, not really of any use, but certain players will love this :)

[quote name="Hoofmaster"]
Anti Deflection: % to reduce the amount Deflect fires off. Percent not decided.[/quote]

Ambivalent ..

[quote name="Hoofmaster"]
Smashing Hammer: +0.05% per point added to your damage for each complete set equipped. (PvE Only)[/quote]

When will that bonus be calculated ? - could be very good or not so good, depending on the answer :)

[quote name="Hoofmaster"]
Find More: +0.05% chance to re roll for another drop after 1 drop is found. (PvE Only) Does not work on LE/SEs.[/quote]

Like

[quote name="Hoofmaster"]
Sealed: +0.1% chance of opponents buffs not activating during the fight. (PvP Only)[/quote]

All depends on the duration of this one.. If a long duration, will prove quite popular i suspect.

[quote name="Hoofmaster"]
Ageless: +0.2% per point chance of doubling of your HP at the start of combat.[/quote]

Ambivalent ..

[quote name="Hoofmaster"]
Balanced Defense: 0.1% per point added to DEF and ARM if every piece of equipped gear is the same level[/quote]

Another interesting one - a bonus for wearing a 9 piece set. Are there any decent ones now tho ? (Trillsarin USED to be, before the elemental titan weapons)

[quote name="Hoofmaster"]
Coordinated Defense: 0.1% per point added to DEF and ARM if every piece of equipped gear is part of a set[/quote]

Think this one will prove more popular than the previous one :)

[quote name="Hoofmaster"]
Balanced Attack: 0.1% per point added to ATK and DMG if every piece of equipped gear is the same level[/quote]

That could prove to be a challenge :)

[quote name="Hoofmaster"]
Coordinated Attack: 0.1% per point added to ATK and DMG if every piece of equipped gear is part of a set[/quote]

As above

[quote name="Hoofmaster"]
Fist fight: 0.1% chance per point that both players will lose the benefits of ALL buffs for the duration of the fight. The fight resolves as if neither player has any buffs (gear+base stats vs gear+base stats) (PvP/GvG only) [/quote]

That has some very interesting implications. Duration is everthing here i think :)

[quote name="Hoofmaster"]
Severe Condition: 25% of your attack, defence, damage, and armor stats are transferred to your health.[/quote]

Ambivalent ..

[quote name="Hoofmaster"]
Bodyguard: 0.4% per point of XP lost that would be lost to a non-bounty-board PvP attack is lost as gold instead, as long as there is enough unbanked gold. Gold lost because of bodyguard is sunk: it does not go to attacker. Gold taken by attacker (and gold sunk as a result) is unaffected.[/quote]

Ambivalent ..

[quote name="Hoofmaster"]
Join: Will auto-join any group created for 12 hours. Casting cost: 100 + stamina for joining.[/quote]

LIKE A LOT :)

[quote name="Hoofmaster"]
Vampire: +0.01 per point that direct damage to HP done is transferred to own HP. (rounded down)[/quote]

Ambivalent ..

[quote name="Hoofmaster"]
Mighty Vigor: For every 50 points of the skill, can equip items 1 level higher than your VL.[/quote]

Not quite sure about this one - interesting possibilities tho.

[quote name="Hoofmaster"]
Dispell Curse: 0.2% chance per point that Dark Curse will not work against you in PvP. (max 35%)[/quote]

LIKE

[quote name="Hoofmaster"]
Enchant Rune: +0.1% per point stat bonus increase to your equipped armor. (Excludes 'Gain' bonuses). (Potion Only)
Enchant Helmet: +0.1% per point stat bonus increase to your equipped armor. (Excludes 'Gain' bonuses). (Potion Only)
Enchant Boots: +0.1% per point stat bonus increase to your equipped armor. (Excludes 'Gain' bonuses). (Potion Only)
Enchant Ring: +0.1% per point stat bonus increase to your equipped armor. (Excludes 'Gain' bonuses). (Potion Only)
Enchant Amulet: +0.1% per point stat bonus increase to your equipped armor. (Excludes 'Gain' bonuses). (Potion Only)[/quote]

See Cursed Ring / Cursed Rune

[quote name="Hoofmaster"]
Necrosis: 10% chance that the creature you are fighting with be turned into and undead creature at start of combat.[/quote]

Like - can never have enough undead :)

[quote name="Hoofmaster"]
High Guard: 0.05% chance per point that your attack stat is added to your defense and your damage stat is added to your armor. (Opposite of savagery)[/quote]

Like

[quote name="Hoofmaster"]
Players over level 1000 will be able to increase their skill level to 155. The exceptions to this are as follows :

Keen edge, Unbreakable, Gloat, Honor, Last Ditch, Reckoning, Deflect and Reflection. If there are any other Skills you believe ought to be exempt, please let us know![/quote]

Don't like the idea of skill levels being extended beyond 150 AT ALL, for ANY buffs.

#102 fs_chibibucky

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Posted 29 January 2011 - 00:17

my crazy idea made the list :D

viewtopic.php?f=1&t=97242&p=1093420#p1093420

#103 paingwin

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Posted 29 January 2011 - 00:23

Hi all!

We have looked through all of your feedback and suggestions regarding possible skills. We could use these for level 1,000 and above but we are also thinking some of these could be exclusive to potions.

Here is a list of the skills we are considering!

Teleport: The In-Realm teleporting buff. Details to be decided.

Heat Scan: A way to get a snap shot of the creature distribution on the map. Only works on common and champion creatures. This is a possible buff.

Side Step: A boost defense or extra dodge

Hidden Coffer: Gold is hidden while the Buff is enabled. - Potion Only.

Cursed Ring: 0.2% per point stat bonus to the Ring. 50% increase of durability loss. Prevents UB from being cast.

Cursed Rune: 0.2% per point stat bonus To the Rune. 50% increase in durability loss. Prevents UB from being cast.

Shame : If successfully defending an attack, remove a percentage of additional Xp from the attacker.

Golden Shield: 0.2% chance per point that your Defense and Armor stats are doubled.

Overkill: (PvE Only) When you inflict 2 times or more of the starting hit points in the first round of combat, you have a .25% (per point) chance to gain .025% extra XP (per point).

Smite: Defending against PvP has chance to lower armor and defense of the attacker.

Barricade: 0.1% per point of Damage is transferred to Defense.

Extractor II: Chance not to destroy Resources when extracting Components.

Stout Hearted: 0.5% increase to your base HP per point.

Anti Deflection: % to reduce the amount Deflect fires off. Percent not decided.

Smashing Hammer: +0.05% per point added to your damage for each complete set equipped. (PvE Only)

Find More: +0.05% chance to re roll for another drop after 1 drop is found. (PvE Only) Does not work on LE/SEs.

Sealed: +0.1% chance of opponents buffs not activating during the fight. (PvP Only)

Ageless: +0.2% per point chance of doubling of your HP at the start of combat.

Balanced Defense: 0.1% per point added to DEF and ARM if every piece of equipped gear is the same level

Coordinated Defense: 0.1% per point added to DEF and ARM if every piece of equipped gear is part of a set

Balanced Attack: 0.1% per point added to ATK and DMG if every piece of equipped gear is the same level

Coordinated Attack: 0.1% per point added to ATK and DMG if every piece of equipped gear is part of a set

Fist fight: 0.1% chance per point that both players will lose the benefits of ALL buffs for the duration of the fight. The fight resolves as if neither player has any buffs (gear+base stats vs gear+base stats) (PvP/GvG only)

Severe Condition: 25% of your attack, defence, damage, and armor stats are transferred to your health.

Bodyguard: 0.4% per point of XP lost that would be lost to a non-bounty-board PvP attack is lost as gold instead, as long as there is enough unbanked gold. Gold lost because of bodyguard is sunk: it does not go to attacker. Gold taken by attacker (and gold sunk as a result) is unaffected.

Join: Will auto-join any group created for 12 hours. Casting cost: 100 + stamina for joining.

Vampire: +0.01 per point that direct damage to HP done is transferred to own HP. (rounded down)

Mighty Vigor: For every 50 points of the skill, can equip items 1 level higher than your VL.

Dispell Curse: 0.2% chance per point that Dark Curse will not work against you in PvP. (max 35%)

Enchant Rune: +0.1% per point stat bonus increase to your equipped armor. (Excludes 'Gain' bonuses). (Potion Only)

Enchant Helmet: +0.1% per point stat bonus increase to your equipped armor. (Excludes 'Gain' bonuses). (Potion Only)

Enchant Boots: +0.1% per point stat bonus increase to your equipped armor. (Excludes 'Gain' bonuses). (Potion Only)

Enchant Ring: +0.1% per point stat bonus increase to your equipped armor. (Excludes 'Gain' bonuses). (Potion Only)

Enchant Amulet: +0.1% per point stat bonus increase to your equipped armor. (Excludes 'Gain' bonuses). (Potion Only)

Necrosis: 10% chance that the creature you are fighting with be turned into and undead creature at start of combat.

High Guard: 0.05% chance per point that your attack stat is added to your defense and your damage stat is added to your armor. (Opposite of savagery)

Players over level 1000 will be able to increase their skill level to 155. The exceptions to this are as follows :

Keen edge, Unbreakable, Gloat, Honor, Last Ditch, Reckoning, Deflect and Reflection. If there are any other Skills you believe ought to be exempt, please let us know!

Note that all the above are just suggestions and the names/stats are not finalized either. We would love to hear your feedback on all the skills listed above and we would also like to thank all players who contributed to the skill suggestions thread. :)

~ The Fallen Sword Team


1.)teleport- not sure this buff is such a great idea as this will eliminate a great stam sink for people traveling back and forth.

2.)heat scan- this kind of defeats the purpose of "hunting" as it would tell you were critters are instead of having to "hunt" for them.

3.)side step- any pvp buff that mixes things up is great, although this would highly depend on %'s.

4.)hidden coffer- NO, its bad enough that cloak has turned open world pvp into arena style combat, this buff is just not needed. if people dont want gold stolen they need to learn to convert or deposit it accordingly.

5/6.)cursed ring/rune- 50% extra durability loss + no UB? seems like a reason in itself NOt to use them.

7.)shame- i like this buff, and it should also work on the bounty board for losses to a target.

8.)golden shield- sounds good but the %'s are way too high. maybe .05-.1 at most

9.)overkill- not needed as it is already a mindless task to hunt. anything to make it easier is not necessary.

10.)smite- instead of lowering the defensive stats(defense and armor) of the attacker, it should lower the attack stats(attack and damage) of the attacker.

11.)barricade- sounds fine, based on proposed %'s

12.)extractor II- NO, the market place for pots is already unstable to say the least. this will totally kill it out right.

13.)stout hearted- great vigor on steroids? this is not needed.

14.)anti deflection- maybe just for bounty board use, but not open world pvp. im not personally fond of deflect but this is not the answer for it.

15.)smashing hammer- again, no need for any buff that makes hunting easier........

16.)find more- not too sure this buff is needed at all, RF FI1k QF.....if you cant get it with them then you dont need it.

17.)sealed- absolutely not! most people pay good amounts for the buffs they use during pvp. im not going to pay for them if there is a chance they wont work.

18.)ageless- this doesnt sound too bad.

19/20.)balanced defense/attack- i have never encountered a setup where all pieces equipped were the same level, these may only be applied to under level 100 characters.

21/22.)coordinated attack/defense- these 2 seem alot more useful and likely to be useful then the balanced versions. not a bad idea(epics should count as a full set since they give the elite hunter enhancement.

23.)fist fight- would definitely depend on %'s

24.)severe condition- this may make for some interesting new pvp setups.

25.)body guard- yet another way to "opt out" of experience loss? this buff is not needed.

26.)join- if you arent online to jon a group you should not be able to join the group. this buff would just give reason for peeps to not log on as frequently.

27.)vampire- blood thirst? these buffs are both in my opinion a waste, as the amount transferred is not enough to make a difference.

28.)mighty vigor- NO! this would cause alot of peeps to just sit at the top of their pvp bands and use equipment not available to others without the buff.

29.)dispell curse- doesnt sound too bad but the % is too high. maybe a 15-20% max.

30.)necrosis- not sure this buff is needed at all..........

31.)high guard- sure why not, even though the % on both(savagery included) are too low to make them useful.

the enchant potions of course sound great as long as the duration, level, and resources needed to make them arent too outrageous.

as far as the ability to place more skill points into skills, i dont think that is needed either, but if your going to make it possible then there shouldnt be any limitations as to which ones it can be done too.

#104 jupit3r

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Posted 29 January 2011 - 00:23

Anti Deflect: PvP lovers will love thism PvP-haters will hate it... limiting it to people on bounty board and GvG targets will serve the purpose without disturbing the peace of non-PvPers

Coordinated attack and defence sounds like a nice bonus for people without epics, I like it

Enchant equipment buffs, I dont know... like they said I dont think we should make it more easier

Vampire and Severe Condition together can make pretty cool PvP fights... just make them 1 skill, I dont see them seperately being useful at all

Dispell Curse, I like this alot

Extarctor II, makes sense

I dont like heat scan really

Teleport sounds very nice, we can always have an spot marked on our preferences screen as our "recall point" which can be changed by visiting any other cordinates and setting the point again, then each time you use the skill you tele there... but i only see it working as an skill that can only be cast on self, not others.... this could actually make life a lot less annoying if it can be added as a lower level skill :roll:

smashing hammer sounds very nice

Find more seems useless to me, and implementing it for LE/SE can ruin the economy even more

Sealed should work only if you are defending or maybe only vs GvG/bounty targets... and only THEN it would be cool if it was a long duration skill like deflect

#105 fs_crispy983

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Posted 29 January 2011 - 00:25

Great job! I'll let everyone else fight out the details but I really like seeing that there is something for everyone, and I love seeing some buffs that counter other buffs!

#106 silenced

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Posted 29 January 2011 - 00:28

there was a forum for new buff suggestions? ~ how did I manage to miss that one?

it is an impressive list, but missing the one I would really like to see... jeapody... where you sacrifice the whole of a random stat for extra stam gain for the duration of the buff :-)

#107 Nappeh

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Posted 29 January 2011 - 00:29

I give the people who like to cheat this game a week to use the Heat Scan as a way to hunt titans

As I said earlier and as Dale commented as well, the extra damage enhancements offered are a must have for smaller guilds. Larger guilds don't want them as it levels the playing field and reduces their advantages. I feel that this will be good for the game as a whole as it will better diverse the FS community. For now, the most powerful guilds draw the highest leveled players. Not exclusively of course, but there is an undeniable advantage to going there. Giving these bonuses it will take the pressure off of a high level player to leave a small guild. I think that will be a huge help to some of the smaller guilds.

#108 bobdafrnch

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Posted 29 January 2011 - 00:42

Maybe make heat scan like vision where it increases the radius every 50 or so levels?

#109 fs_notabadguy

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Posted 29 January 2011 - 00:53

I like the "Join" skill... Though I worry about it being abused. For example, a character casting Join on 5 of his guild mates and then proceeding to spam groups. It would unbalance group attacks (not to mention cause players distress when they realized they used 50 stamina from 10 groups they do not remember joining). It should be a "cast on self" only buff (and available to lower levels- an option on the preferences page)? I always join groups when I see them available in guild- but miss lots when I am offline.

All in all these skills seem much better than last rounds. Will a 155 doubler allow for a 5X doubler with guild bonus?

Really intrigued by the heat scan and side step.

#110 Trecar

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Posted 29 January 2011 - 01:07

So let's see if i have got this right? The level 1,000's that are in all the large guilds, that already have 20% bounses from empowered relics, will also be able to buff all their players with even more high level buffs that increase their chances of winning GvG conflicts and PvP ladder even more....? And us smaller guilds will have the privilege of buying them at 2fsp each for all our people if we so choose? Yep, that sounds fair....
Hard to get sarcasm across, not sure if i succeeded? :roll:
Random chance of doubling this, or getting rid of that? Now we're just down to rolling dice against such buffs......where's the skill in that? Still, it'll be the big donators that sway it, so i guess we might as well bend over and find an avi that says "Insert here"
Not exactly constructive criticism, but i really have nothing good to say about much of this. The few halfway decent buffs for hunting are apparently not needed, because hunting is already too easy....not sure what i'm doing wrong then?

#111 purebreed

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Posted 29 January 2011 - 01:14

Some really good suggestion.

Teleport: The In-Realm teleporting buff. Details to be decided.


This could be good. Depending on stam cost.

Heat Scan: A way to get a snap shot of the creature distribution on the map. Only works on common and champion creatures. This is a possible buff.


Cool idea but I think it would work as a cheap pot in special AH, one off use.

Overkill: (PvE Only) When you inflict 2 times or more of the starting hit points in the first round of combat, you have a .25% (per point) chance to gain .025% extra XP (per point).


I like it 0.025% extra exp is nothing. It needs to be at least 0.1%

Extractor II: Chance not to destroy Resources when extracting Components.


Standard, its going to happen sooner or later. Might as well be now.

Anti Deflection: % to reduce the amount Deflect fires off. Percent not decided.


As much as I like the idea of this it seems completely pointless to have a counter to a buff. If you think deflect is over powered then adjust it.

Smashing Hammer: +0.05% per point added to your damage for each complete set equipped. (PvE Only)


I love this one and its awesome that its only PvE. With SA and PS armor setups would be useless if u made this a pvp buff. Keep it exactly as it is.

Mighty Vigor: For every 50 points of the skill, can equip items 1 level higher than your VL.

This is my favourite suggestion but it would only work as a pot level 500+. If it was a buff (im guessing it would be the same as doubler) the max u could have is 4 level higher and that’s not very useful but if u do a pot +10, 20 or 30 levels could be a lot of fun.


Enchant Rune: +0.1% per point stat bonus increase to your equipped armor. (Excludes 'Gain' bonuses). (Potion Only)

Enchant Helmet: +0.1% per point stat bonus increase to your equipped armor. (Excludes 'Gain' bonuses). (Potion Only)


Im sure at some point in this game u will be able to enchant everything but I could do without this for now.

Players over level 1000 will be able to increase their skill level to 155. The exceptions to this are as follows :

Keen edge, Unbreakable, Gloat, Honor, Last Ditch, Reckoning, Deflect and Reflection. If there are any other Skills you believe ought to be exempt, please let us know!



Great idea is it going to go up further? Every 100 levels would be cool. Give the EOC guys something to work towards.

The balanced and coordinated buffs are just bad ideas.

Hope my feedback helps
Nice work cows

#112 fs_andypearce

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Posted 29 January 2011 - 01:15

Players over level 1000 will be able to increase their skill level to 155. The exceptions to this are as follows :

Keen edge, Unbreakable, Gloat, Honor, Last Ditch, Reckoning, Deflect and Reflection. If there are any other Skills you believe ought to be exempt, please let us know!


~ The Fallen Sword Team


Hi Hoof, thanks for considering letting 1000+ players add a few more skill points into buffs, it's a nice touch for hitting the level 1000 mark, I don't understand a few people's concerns that we can buff high enough, given that we have a higher potion for most of the skills now, would you consider a scaled range increase to 200, something like this...

Level - Skill Level
1000 - 155
1250 - 160
1500 - 165
1750 - 170
2000 - 175

It would be nice because it would use up a lot of skill points too, so the pressure to release new buffs would be eased a bit, and level 2000 would be looking at least 4 years away anyway, so someone casting level 200 buffs wouldn't be any time soon, thanks for consideration.

#113 fs_anaflaxya

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Posted 29 January 2011 - 01:17

I like the idea of the enchant gear potions., I would suggest back you would have to make them of a sensible level (less than 200).
They would be akin to collectibles. I know I would have to buy a few more BP slots. LOL
I would also like to see you put them in the caves. It would be a fantastic gold sink.

#114 purebreed

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Posted 29 January 2011 - 01:19

well said andy. Just what I was thinking.

#115 Trecar

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Posted 29 January 2011 - 01:23

Hoof, please take note of andypearce's point, that's thebest suggestion i have seen.

#116 paingwin

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Posted 29 January 2011 - 01:25

Hoof, please take note of andypearce's point, that's thebest suggestion i have seen.


but werent you just complaining about letting high level characters in high level guilds being able to cast higher level buffs?

#117 Trecar

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Posted 29 January 2011 - 01:31

No, i was saying that they already have a significant advantage in terms of stats, which is fair enough. But to them give them a larger advantage of randomising the outcome of hits is not the way to go. To allow them to increase stats with higher level buffs is completely different.

#118 grimnok

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Posted 29 January 2011 - 01:31

Without commenting on specific buffs, I have to say, specifically, to those saying we don't need Enchant WHATEVER buffs because it makes leveling too easy, any buff that is useful, makes SOMETHING easier/better/more efficient. If it didn't, there's no point in making them. Given that a majority of the game actively levels, some minor useful leveling buffs are beneficial.

#119 DaleJunior

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Posted 29 January 2011 - 01:34

Question:

Balanced Defense: 0.1% per point added to DEF and ARM if every piece of equipped gear is the same level

Coordinated Defense: 0.1% per point added to DEF and ARM if every piece of equipped gear is part of a set

Coordinated Attack: 0.1% per point added to ATK and DMG if every piece of equipped gear is part of a set


Do these stack? If someone wearing a 9-piece set (say, Leikmar) has all three active, does this mean a 35% bonus to DEF and ARM and 17.5% to ATK and DMG?


Bingo!! Combining all of these will make 9 piece sets "cool" again!! Hoof, I hope you do all of these, they will be great!

#120 tharzill

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Posted 29 January 2011 - 01:35

Without commenting on specific buffs, I have to say, specifically, to those saying we don't need Enchant WHATEVER buffs because it makes leveling too easy, any buff that is useful, makes SOMETHING easier/better/more efficient. If it didn't, there's no point in making them. Given that a majority of the game actively levels, some minor useful leveling buffs are beneficial.



+1 You hit the nail on the head!


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