Cleric Thurg quest piece (starfall v2.0)

Rambler

Dalayan Beginner
It came to my attention today that one of the two cleric Thurg quest items could be looked at, or at least reviewed. The item seems to lack desirability, and when you begin to look further at other classes' rewards, it definitely seems like something got missed.

The actual item in question is this:

Aegis Chain
From SoDWiki

Slot: NECK WRIST
STA: +5 CHA: +8 WIS: +10 INT: +10 HP: +50
Spell Ward: +3%
Recommended level of 45.
WT: 0.3 SIZE: Tiny
Class: CLR
Race: ALL
Type 3 Aug Slot


Now, there are some good things about the item. The fact that you can put it in either your neck or your wrist slot is great. That adds extra utility to the item, which overall should increase the desirability. Spell ward also increases the quality of the item (I am distinctly lacking in the specific knowledge of what exactly Spell Ward does, if anything).

The drawbacks end right after that. 10 Wisdom is great, but everything else is essentially useless to a cleric who's worth their salt. I think most clerics would gladly sacrifice 50 hp, for either a 25 m / 25 hp item, or simply a 50 m item.


With that laid out, I'd like to show you the great items that were produced for the other classes ( as well as the other cleric item):

Boots of the Returner
From SoDWiki

MAGIC ITEM LORE ITEM NO DROP
Slot: FEET
AC: 8
Effect: Resurrection (http://sod.nemesis2.com/spells/show/Resurrection) (Casting Time: 10.0)
DEX: +5 STA: +5 WIS: +10 INT: +5 AGI: +5 MANA: +30
Recommended level of 45.
WT: 0.9 Size: SMALL
Class: CLR
Race: ALL
Type 5 Aug slot

- These boots are a great utility item. They have a nice amount of wisdom, and some extra mana on top. However, the most appealing feature of this item would be the clicky. To me, the clicky almost seems over-powered, but since every other class has some amazing items in the Thurgadin quest series, I suppose it's in-line. Which, naturally, proves my point even more when you compare this item to its sister.

Paladin:

Soulfire 1HS
From SoDWiki

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 1H Slashing Atk Delay: 20
DMG: 20 AC: 10
Fire DMG: +3
Effect: Transmute Blade (Casting Time: 15.0)
STA: +15 DEX: +10 WIS: +5 HP: +10 MANA: +10
SV Magic: +10
Recommended Level of 45
WT: 8.5 Size: MEDIUM
Class: PAL
Race: ALL

- Great item, awesome graphic / name. This weapon when clicked transforms into a 2hander version, making it an extremely awesome quest reward. Having the added utility that occurs when you can switch between a 1hander version and a 2hander, makes this an item that Paladins cannot live without.


Barbute of Purity
From SoDWiki

[Magic Item] [Lore Item] [No drop]
Slot: Head
AC: 23
Focus Effect: Healing Increment IV
STR: +8 STA: +8 WIS: +8 CHA: +8 HP: +55 MANA: +65 MR:+10
Mind Shield: +2%
CLASS: PAL
RACE: ALL
Slot: Type 2

While this helm has no extra gimmick, the focus effect and pure AC / HP / Mana combo makes it an item that a 45'th level Paladin (or even for that matter a 60'th level Paladin) cannot live without. Let me say this, I am more than happy to accept a boost in stats for the cleric Aegis Chain, so it's more in-line with this item. Obviously not as powerful since Helms are usually more powerful than a bracer or a neck piece, but, a little mana goes a loooong way. So does a nice focus effect like duration increment, range increment, etc.

Moving on, we have some other classes quest items.

Bard:

Melodic Gem
Slot: Range
All instrumental 1.3 modifyer
AC 10
STR +8 CHA +8 AGI +8 HP +20 MANA +20
Recommended lvl 45
Class:Bard
Race:ALL

Stud of Harmony
SLOT: EAR
EFFECT: Harmonic Aura (CASTING TIME 2.0)
CHA +8 WIS +8 INT +8 HP +20 MANA +40
Recommended lvl 45
CLASS:BARD
RACE:ALL
TYPE 3 AUG

Necro:

Focus of the Serpent
From SoDWiki

LORE ITEM NO DROP
Slot: FINGERS
Focus Effect: Venomous Channeling
CHA: +10 WIS: +10 INT: +10 MANA: +35
SV POISON: +5
Recommended level of 45.
WT: 1.1 Size: TINY
Class: NEC
Race: ALL

Bonesinger Collar
From SoDWiki

MAGIC ITEM LORE ITEM NO DROP
Slot: NECK
Effect: Recovery III (Worn)
Focus Effect: Companion Health IV
CHA: +15 INT: +15
SV DISEASE: +5 SV POISON: +5
Recommended level of 45.
WT: 3.5 Size: SMALL
Class: NEC
Race: ALL

Wizard:

Focus of the Glacier
Slot: Fingers
FOCUS EFFECT: FOCUS OF FROST (2% TO COLD SPELLS)
CHA +10 WIS +10 INT +10 MANA +35
RECOMMENDED LVL 45
TYPE 3

Manacle of Shielding
Slot: wrist
AC: 14
Effect: Runeshield (casting time 0.0) (no recast time) (205 dmg shield)
Str +4 Dex +4 Sta +4 Cha +4 Wis +4 Int +4 Agi +4 HP +40 MANA +40
Recommended Lvl 45



So, what we see are three classes' Thurg quest rewards. The Bards get a nice modifier on the ranged item, and a nice little clicky effect on their earring. Both items seem to be in-line with the rest of the classes. Necromancers get an item that boosts their poison line by 2%, and Wizards get an item that boosts their cold spells by 2%. In both cases, these items are irreplaceable until many, many levels later, and about two (?) tiers of raid content. The other items for the Necros and Wizzys have other neat little clickys like Rune, or awesome focus effects like companion health with an added recovery III. For a necro, recovery and companion health together make the item extremely desirable.



In closing, I hope that my argument is obvious. The cleric Aegis Chain seems extremely underpowered and underdeveloped when you look at other classes' quest rewards. Not only does it lack a focus effect, it lacks anything unique that sets it apart from any other item in the game. While the Paladin's Barbute of Purity lacks a nifty clicky, it still hosts an excellent focus effect: healing increment IV, which combined with the huge stats of the helm, make for an extremely desirable item. Every class got two defining items that helped them perform their job better, with nice little clickies, effects, etc., so what happened to the Aegis Chain?

Finally, I want to propose some minor changes that would rectify this oversight and put it more in-line with the rest of the rewards.

- Changing the 50 HP to 50 Mana would help, for starters.
- Adding a focus effect: healing increment, duration increment, range, etc.
- Adding a runes effect, something similar to the 225 k charm and Freeport shield, that gives a +% crit bonus. 2 % would be in-line with the wizard / necromancer items.
- Adding a clicky, perhaps a minor group heal, a heal over time, a pet clicky, etc.

Any one of these suggestions will make the item go from something that clerics collect along their travels to something that clerics seek to attain so that they have a class defining item. These items seem to be about travel, seeing the world, and attaining something that feels special, and unique, when compared to other items easily purchased. The Aegis Chain sorely lacks anything that would make it included in a list that defines special.

Edit - I forgot to mention that adding a unique focus effect, or a focus effect in general, in order to reduce the chance of the item being over powered, designers could make it only useable in one slot. A sacrifice I'm sure many clerics would gladly make.
 
It's really hard to compare a neck/wrist item with other items that go in the range, bp, primary slots. I'd recommend eliminating any other thurg piece that isn't directly related by slot needed (or very similar slot needed) for a clearer and more concise argument.
 
Ok, compare the Wizard wrist item to the cleric wrist item. Do you see a difference? While the Aegis Chain (using formula 1 wisdom = 12 mana) has 120 mana, the Wizard bracer only has 40 mana + 48 mana, for a total of 88 mana, it also has a rune shield effect, plus HP and charisma, a stat that you need as a Wizard, but not a cleric. Necks are usually more powerful than bracers anyway, so really, the item should be balanced towards a neck item, rather than a wrist item. At least, that's what the items currently coming from Rust would insinuate.

Also, it's worth mentioning that above 200 wisdom, the actual mana given for the Aegis Chain will be cut in half. Basically making it completely useless. It is 200, and not 300 right? It's been too long.
 
No, the rule for balancing items is that if the item is usable in more than one slot, the stats have to be balanced towards the weaker slot.

That might help explain part of the discrepancy.

I also think using the entire 12 mana/1 wis ratio is fair, since this is geared towards level 55 or so clerics, who won't be brimming with wisdom. I could be wrong though.

Even so, I wouldn't mind seeing Some mana on the item, even 25/25 hps/mana would be better than 50 hps.
 
I would still insist that something other than Spell Ward be put on the item, but I guess the healing crit % would be too over powered?

Thank you for your responses Allielyn.
 
Rambler said:
With that laid out, I'd like to show you the great items that were produced for the other classes ( as well as the other cleric item):

Boots of the Returner
From SoDWiki

MAGIC ITEM LORE ITEM NO DROP
Slot: FEET
AC: 8
Effect: Resurrection (http://sod.nemesis2.com/spells/show/Resurrection) (Casting Time: 10.0)
DEX: +5 STA: +5 WIS: +10 INT: +5 AGI: +5 MANA: +30
Recommended level of 45.
WT: 0.9 Size: SMALL
Class: CLR
Race: ALL
Type 5 Aug slot

- These boots are a great utility item. They have a nice amount of wisdom, and some extra mana on top. However, the most appealing feature of this item would be the clicky. To me, the clicky almost seems over-powered, but since every other class has some amazing items in the Thurgadin quest series, I suppose it's in-line. Which, naturally, proves my point even more when you compare this item to its sister.

Just making a note on the boots. Though the clicky is nice, it doesn't have an instant recast which makes it not all that useful for a cleric who needs to rezz a raid. In all hoensty, I thought a 90% rez with instant recast was much too overpowered for the amount of effort involved. I would love to see it changed to a lower % rez with an instant recast, but would understand if that is also viewed as overpowered. Guess that's what the lifeward is for.
 
Yeah, the fact that the recast takes a good amount of time is what makes this not overpowered. Annoying, but still VERY useful to be able to rez when you don't have any mana.

Even a 0% rez clicky with instant recast would be overpowered for this item.
 
Re: the boots, the clicky is VERY useful for clerics below 49, basically a small mana saving device for clerics between 49 and 55, and pretty useless once they hit 56 and get Reviviscence. With the limitations of battle rezzes and DF combined with out-of-battle med rate, saving the mana on a rez is a convenience at best. Making this instant recast (even with a lower %) would give the item life into early raiding life, before a cleric is able to obtain Lifeward.

I agree with the OP, the span of usefulness for the cleric items is somewhat lacking compared to some of the other classes I'm familiar with.
 
I find the boots incredibly useful even at 65. It's not so much about being able to save mana as it is being able to res someone while I have DF and no mana - even if it means rezzing myself so I don't have to lose all my mana when I do it later, or if I'm in a raid, res'ing someone who Does have Lifeward.
 
I wasn't aware that the item had a re-cast timer. How long is it? I suppose that balances the item relatively well against the rest of the Thurg items.

Considering Bards rarely use mana, and have an earring with a mana booster and no AC, I guess the boots aren't that bad. The Bard earring does seem a bit funky though, considering you can buy something made by jewelers for cheaper than it costs to buy the Runes of Harmony on Voices Island, which ultimately works out better. We'll say the main stats for bards are AC / HP / Mana. Stamina, STR, Dex, and Agi help too, of course, but I would consider them secondary statistics. Owning a 5 AC, 25 mana / 25 HP earring, works out to roughly (1 AC = 5 HP we'll say for the argument) an earring with 50 HP and 25 mana. The Bard Thurg earring has a useless clicky (I don't play a bard, but I've been told they don't really use mana, I apologise if I am grossly mistaken) with no AC, and only 20 HP (and 40 mana).

Stud of Harmony
SLOT: EAR
EFFECT: Harmonic Aura (CASTING TIME 2.0)
CHA +8 WIS +8 INT +8 HP +20 MANA +40
Recommended lvl 45
CLASS:BARD
RACE:ALL
TYPE 3 AUG

The actual earring itself hardly even compares to a player made item that sells for less (or around) what a 5 AC, 25 HP / Mana earring sells for. I see no reason for any bard to ever rationally want to attain this item. The exp. is nice for doing the hand-ins, as is having two of the quest items drop off the same mobs in the same zone, but past that, I consider this earring even less appealing than the Aegis Chain for Clerics.

Finally, back to my original idea:

The 25 mana / 25 hp for the Aegis Chain sounds good to me, if not 50 mana, but that'd probably be asking far too much and would imbalance the item when you compare it to the Wizard's wrist item. Still wouldn't mind seeing a focus effect, replacing the relatively useless Spell Ward.
 
Int and Mana on the bard item is pretty meh; but the Cha is nice. Of course, I only ever got it at 65 and I use it for the clicky - although I've never actually seen the effect from the clicky work like I've been told it does.
 
Allielyn said:
Int and Mana on the bard item is pretty meh; but the Cha is nice. Of course, I only ever got it at 65 and I use it for the clicky - although I've never actually seen the effect from the clicky work like I've been told it does.

So the clicky is actually useful? That's good to hear, but some AC on it would make the item go from being bagged right when you get it to being used full-time as main gear, the way that I'm sure the quests were intended to be.

I will say this though, the Bard ranged item is excellent, and we look forward to attaining it for the Bard in our adventuring band.
 
Roll a pally. You'll never have another complaint with your starfalls =P

(P.S. soulfire needs 75 hp/mana!)
 
Rambler said:
We'll say the main stats for bards are AC / HP / Mana. Stamina, STR, Dex, and Agi help too, of course, but I would consider them secondary statistics.

I would put the main stats in a very different order. You don't even mention charisma... :psyduck:

(1 AC = 5 HP we'll say for the argument)

1 AC is generally considered to be worth 3 HP. Search for any of the various augment discussion threads for comfirmation.

(I don't play a bard, but I've been told they don't really use mana, I apologise if I am grossly mistaken)

If I remember correctly, bards use mana for their DDs which increase their DPS.
 
GuiardoTuneweaver said:
I would put the main stats in a very different order. You don't even mention charisma... :psyduck:

1 AC is generally considered to be worth 3 HP. Search for any of the various augment discussion threads for comfirmation.

If I remember correctly, bards use mana for their DDs which increase their DPS.

My ignorance concerning Bards is drastic, so I apologise.
 
While I'm at it, the Ranger rewards seem to be completely dismal. I've played a Ranger, so I at least know what they want gear wise. I've seen better items come from player made stuff that's available for very minor amounts of platinum.

Anyway, this thread hasn't really received much positive feedback, so I guess Wiz et. al. are happy with how the items are, and feel that they are balanced properly between the classes. There's no point in wasting my breath.
 
Never ever talk about Ranger Thurg rewards. Please. :toot:

Use the search function if you need to know why, or take a peek in the Trashcan.
 
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