Gishnas Hat-

Waldoff

Administrator
Staff member
Yesterday Ruin downed Gishna for the first time. At first glance all the loot was great, but then we saw the classes on the following item.

Warden.JPG


Now all the druids out there are drooling over this thing, but on our first gishna kill, only ONE druid sent a tell. There are a ton of good priest hats out there, some better and some worse including; ASoM crown, Warden of Torment Circlet etc. So while this item is great for druids (albeit under mana'd for gishnas difficulty), it is going to start rotting on our second or third gishna kill.

Now about monks and beastlords on the hat. The HUGE assortment of good DPS hats that blow this one away in melee stats makes this one almost completely useless for a guilds monks/beast that are up to this lvl. Eurikos hat, Rotters hat, Skywatchers hat, Hood of Hellfire, and seductress turban all blow it out of the water.

I am preposing that more classes be put on the helm, or at least more stats for the two classes out of three who would not use it presently.

Thanks for reading-
Wold
 
I suggest that you make a real, detailed proposal to what you would like this hat changed to if you want it looked at anytime soon, instead of just doing a general "fix this" and demanding a reply.
 
Ok, I will attempt to elaborate from my original post.

There are two avenues that I see as per my original text. One is to either add the other casters to the hat, because the stats on it for casters are not horrible. This would mean adding the other two priests and int casters to the classes equippable. This would allow us to at least get someone in raid who can use it, even though it still wont stand up to a good few of the hats off lesser mobs including blackfire and torment warden hat.

The other avenue I see would be to add more melee stats to it so that it would be even remotally desirable to beastlords and monks. Right now a beastlord or a monk with Rotters helm, ASoM helm, Eurikos helm, flamewarder, hood of hellfire, seductress turban or the rest of the plethora of better monk beast helms off easier mobs would not use it. In my opinion this avenue would include adding a fairly high attack buff and adding stats such as stamina, agility with more resists. Some sort of clicky would do well to make it compete with seductress hat.

Gishna is the hardest mob in Sepulcher, and his loot doesnt reflect it in the least. This is the biggest example of that, yet while all the other loots we can find homes for, the restricted nature of this being only a druid hat makes it the outlier.


Appreciate the response, thanks much

Wold
 
You touch on another problem in your post, Gishna is the hardest encounter in Sepulcher.

Disciple obviously needs to be tuned upwards in difficulty, heavily.
Originally the victims determined the tier of loot dropped from the event, now if you kill the victims and wipe, there is no downside, you start off after the 4 waves of mobs.

Ginam
 
he said tier of loot, maybe some of doto's items were designed to be better if you beat the encounter in its harder form. ( i don't know, just speculating )
 
oh, I appologize for misquoting you liam.


From what I understand when you activated the loot code it spit 4 new items at us partyly because we had one less villager alive at the end relative to forsakens run. If you look at the loot we got, it could be considered a bit less nice versus forsakens loot.

That being said.... any non derailing opinions?
 
What I said wasn't derailing, it was relative to the reply you made to Ginam. If you didn't mean it as a burn to me, then forget it, but the way in which you stated me made me feel like it was some sort of assinine comment directed towards myself.
 
Wasnt a comment directed at anyone, was just an attempt to get the conversation back onto the hat. DOTO as an encounter needs some tweaks I agree, but being its only been done twice by two seperate guilds, im willing to wait till the devs want to get to it.
 
I'm gonna make this usable by all wis casters and wis hybrids so you can stop bickering.
 
The number of captives alive on death should still determine the quantity(and quality) of loot you get. The only change I made is so that three items drop regardless of how many captives are alive, with a maximum of five items dropping(and also the highest possible quality item). If this isn't the case please let me know because I need to get it fixed.

Edit: After reading your website update, it seems to be working correctly.
 
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