Rented armor / guild armor

valdian's pet can tank warchief rujik moktar, the hardest boss in this internet video game

nerf mages
 
Runic pet i think is 30k+ but... he has almost no AC, so hes really not easier to keep up than a real tank except for mobs that are all spell damage or similar. Relic bst is 25k, but same deal. Even with the pet armor tome done they just take way way way more damage than a real tank with 2500ac does.
 
Ideal

im just gonna throw this out there may not be great ideal, and id rather have coders fixing other things mainly quests however since its a concern ill share my ideal. U have faction tagged armor in this game why not guild tagged armor. the guild leader or officer (also must be raid leader) at start of raid sets a option to make the raid guild tagged which means any items looted by players in the raid will have the guilds specific guild tag on it. this armor can only be wearable while in the guild from which it is tagged for. if u leave the guild then 2 options it pops off and cannot be sold or traded and cant be worn again unless u rejoin the guild or its completely destroyed.

Now while there are other people not in the guild that are there this will have no effect on anything they loot only those who loot an item from the guild that is tagging will it have any effect on.
 
so basically what i got from this. is make mobs drop 6 pieces of loot and gear up a second tank faster.
 
Why not consider doing some raid progression zones similar to the nadox style of equipment.

Instead of killen x mob, getting x points to put on x item; make some sort of system where a usable, high stat item (armor, for example) could be leveled with exp, or flags only in that zone/

Shadowed weps from Nadox come to mind, somethign similar could be done.
 
Honestly, is there any reason mages were never given spells that summon usable armor for players?

The easiest solution for this to me seems to be :

Give x raid mob a dropped spell that summons an item usable by tank classes (or other classes) that only yields stats in that zone.

Thus allowing guilds to gear up whoever they've brought with that cool summoned breastplate, or sword, or w/e.
 
Making that magician a required character in the raid as well! I don't like this idea for many reasons. I might just print out a list later, but this only replaces your problem with several more.
 
Personally think people should man up. Regearing is a part of the game. Guilds have been doing it for 6+years. Plus I see too much room for tier jumping like this and the raid game is already pretty quick compared to what it was. As per the nadox concept for raids, giving tier 4 players T8 loot is dumb. There are ways to make on tier raids require skill, and to get loot at that tier. Seems fine.
 
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I sort of agree kazimir, regearing is an issue. if your players aren't as commited you promote laziness or start letting thigns slack too much.

However i do think one item summonable might be cool. is there any way to make summoned items disappear when the summoner (magician in this case) left the zone? similar to nadox buffs poofing when someone leaves group or zones?

I'm not saying it would make the mage required, but it might give a mage the ability to bolster a raid tank in a certain situations in a more reasonable way? Not saying give mage summon spectral plate armor set for a character. maybe just a good bracer? shield? earring?

I never thought it was a good idea to duplicate characters and projects one char's stats on another, that or a full armor set is excessive for a situation that isn't that big of a problem (yet).

I mean, realistically we're allowing some really crazy things as pet weps, pet gear, etc now. I just don't understand how it's an ubsurd idea in a controlled amount, and i DO see how it would enable more people to engage certain situations! just my 2cp
 
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*shrugs* Was thinking situationally useful, like huge sv's.


Something like a shield summonable by some spell with some huge fire sv, and mid level ac or something along those lines. Would just make it a little bit easier to bring a different warrior, or pally, or sk.

But yeah, i agree the effect would be small, i just don't think it would be insignificantly small though.
 
Personally think people should man up. Regearing is a part of the game. Guilds have been doing it for 6+years. Plus I see too much room for tier jumping like this and the raid game is already pretty quick compared to what it was.

Yeah ok but this is about tanks. Who regears tanks when we can just box our zombie MT who hasn't played the game in years? Regearing is all about scooping rots and rolling on pug loot. And good luck getting into pugs regardless of how many AAs you have unless you can offer to box a t8 cleric or something to justify your existence.

It's not impossible. I did it, with an unhealthy amount of playtime and enough luck to be in a guild willing to carry my ass for a few months. But it's dumb and everytime the server collectively tells yet another new guy in ooc to not bother rolling a tank, they are right to do so. It probably shouldn't be that way.

I don't know how to fix it, but the simplest way would be to just make droppable tank loot better. Like, t5ish raid stats. Right now droppable/cmal3 tank loot is all AC and overcap STA with very little in the way of HP. This is ok for xp groups but very bad for raids. I really don't mind if this trivializes a few NDHK drops or something that nobody has raided ringer-free in years but that's me.

It's also not just raid gear, though. An eternal is a way way bigger upgrade for a tank than any other class, which makes the barrier to entry for a serious tank at least 220k+ plat for a jugg. It stinks.
 
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