Salarus
Dalayan Master
Let me begin this, by saying that i've done the newport ring quest all the way through for a few of my chars, and i've found the quest very enjoyable, so thank you! However, I do have a few things I would like to point out about the rings. First, here are the rings themselves.
Tank ring:
http://www.angrygamer.net/sodwiki/index.php?title=Insignia_of_Newport_(Tank)
Great for tanks, the aggresion mod is huge, and so is the damage reduction. For the level atainable, it has decent all around stats, I have no quarrel with this ring.
Melle DPS ring
http://www.angrygamer.net/sodwiki/index.php?title=Insignia_of_Newport_(DPS)
At first when I got this I was sure I would get rid of it quickly, but the atk bonus is very nice, and quite on par with the tank ring as an item that melee dps would be using.
Caster and healer Rings
http://www.angrygamer.net/sodwiki/index.php?title=Insignia_of_Newport_(Caster)
and
http://www.angrygamer.net/sodwiki/index.php?title=Insignia_of_Newport_(Priest)
The reason I put these two together, is that I have the same problem with them both. With the caster ring, it offers an effect that is similar to the dmg inc. line, but does not stack with it. For the healer ring, it offers an effect similar to the heal inc. line, but does not stack with it.
My issue with the last two rings is that even though the stats are alright, the effect is almost always going to be trivial to any healer or caster who obtains these. In my experience, i've found that ring 5 and the end of this quest line is atainable at 55 if you bring a well rounded group with you for assitance, even though I see most people wait for 60+ to finish this. So at the level 55+ level, healers and casters alike have much better options for either healing inc items, or dmg inc items. Disregarding all dropable items with dmg inc 4, or heal inc 4 mods that you can usualy come across for circa 1kpp, Traek drops a dagger with dmg inc 5 for casters, and a heal inc 5 staff for healers, which is a much better, and easier item to attain at that level. So after putting a lot of thought into this issue, i've come up 2 solutions that I deem appropriate.
Solution 1: Change the effects on the rings to dmg inc/heal inc 4.5 instead of what is now 3.5, making it still below what traek drops, but better than most cheap dropable gear.
Solution 2: This is the solution I favor, and I hope is implimented if deemed reasonable. Change the effect on the two rings entirely. For healers, give them something along the lines of the "crude earthen runes" effect, that gives them a small increased chance to score a crit heal. For casters, an effect that gives them a small increased chance to score a critical blast, or DoT (if possible on the DoT.)
I believe this would put the caster/healer rings on par with the tank/dps ring, without making them too overpowered.
Thanks for your time and consideration, and thanks again for this great quest.
Tank ring:
http://www.angrygamer.net/sodwiki/index.php?title=Insignia_of_Newport_(Tank)
Great for tanks, the aggresion mod is huge, and so is the damage reduction. For the level atainable, it has decent all around stats, I have no quarrel with this ring.
Melle DPS ring
http://www.angrygamer.net/sodwiki/index.php?title=Insignia_of_Newport_(DPS)
At first when I got this I was sure I would get rid of it quickly, but the atk bonus is very nice, and quite on par with the tank ring as an item that melee dps would be using.
Caster and healer Rings
http://www.angrygamer.net/sodwiki/index.php?title=Insignia_of_Newport_(Caster)
and
http://www.angrygamer.net/sodwiki/index.php?title=Insignia_of_Newport_(Priest)
The reason I put these two together, is that I have the same problem with them both. With the caster ring, it offers an effect that is similar to the dmg inc. line, but does not stack with it. For the healer ring, it offers an effect similar to the heal inc. line, but does not stack with it.
My issue with the last two rings is that even though the stats are alright, the effect is almost always going to be trivial to any healer or caster who obtains these. In my experience, i've found that ring 5 and the end of this quest line is atainable at 55 if you bring a well rounded group with you for assitance, even though I see most people wait for 60+ to finish this. So at the level 55+ level, healers and casters alike have much better options for either healing inc items, or dmg inc items. Disregarding all dropable items with dmg inc 4, or heal inc 4 mods that you can usualy come across for circa 1kpp, Traek drops a dagger with dmg inc 5 for casters, and a heal inc 5 staff for healers, which is a much better, and easier item to attain at that level. So after putting a lot of thought into this issue, i've come up 2 solutions that I deem appropriate.
Solution 1: Change the effects on the rings to dmg inc/heal inc 4.5 instead of what is now 3.5, making it still below what traek drops, but better than most cheap dropable gear.
Solution 2: This is the solution I favor, and I hope is implimented if deemed reasonable. Change the effect on the two rings entirely. For healers, give them something along the lines of the "crude earthen runes" effect, that gives them a small increased chance to score a crit heal. For casters, an effect that gives them a small increased chance to score a critical blast, or DoT (if possible on the DoT.)
I believe this would put the caster/healer rings on par with the tank/dps ring, without making them too overpowered.
Thanks for your time and consideration, and thanks again for this great quest.