EZ Server

General Category => General Discussion => Topic started by: Hunter on July 24, 2012, 03:24:18 am



Title: Earring
Post by: Hunter on July 24, 2012, 03:24:18 am
Earring of the Ages

Ranks with 1%+ per rank for chance of Divine Intervention saving you from death. Would make a great anti shout kill item for main tanks.

Clickie with recast delay of 3-5 minutes, last 30 minutes?

Essences, crafters guild, etc.

Discuss.



Title: Re: Earring
Post by: Strix on July 24, 2012, 04:37:24 am
*Drool*


Title: Re: Earring
Post by: metsu on July 24, 2012, 04:48:42 am
No more essences please . :'( :'( :'(


Title: Re: Earring
Post by: Natedog on July 24, 2012, 05:08:32 am
No more essences please . :'( :'( :'(

Would be nice to see a new reagent for this item maybe farmed in T7? or ToFS or whatever zone it comes in lol


Title: Re: Earring
Post by: Pyronost on July 24, 2012, 05:10:43 am
No more essences please . :'( :'( :'(

+1 metsu, +1. If there was a way to use this thing to bridge the gap between t4/t5, I'd roll over and let you slather me with peanut butter for sure. Something to give us lower end guys who havent invested 2-5 years into the server something to do other than farm charms over and over.


Title: Re: Earring
Post by: Strix on July 24, 2012, 05:38:45 am
No more essences please . :'( :'( :'(

20 Earrings of Power: 9 for Mortal Men, 7 for Dwarf Lords, 3 for Elven Kings, and 1 for the Dark Lord.

Perhaps this:

Part 1.
1.  Get an Earring Mold from the Dark Elves (with 20 slots)
2.  Collect 19 earrings from various locations (Human, Dwarf and Elven)
3.  Collect a powersource (could be an SLS or something different)
4.  Combine to make "Earring of the Ages (no rank no stats)"

Part 2.
Collect 8 heads.

Each Rank has a boss dedicated to that level.  Players will need to camp the boss for that level and get the head 8 times.  No instances allowed for the zones where the bosses are located (*evil grin*)

eg.
Rank 1 Boss = Gix
to
Rank 9 boss = Sleeper (at the level of OMM in T6)

So for Rank 1 you would need:
8 x Gix Heads

Part 3.
Collect essences (SLS for rank 1) for the following ranks:
Rank 1 = SLS
Rank 2 = Qvic
Rank 3 = Tacvi
Rank 4 = D.Minor
Rank 5 = D. Major
Rank 6 = G. Minor
Rank 7 = G. Major
Rank 8 = Abyss
Rank 9 = Anguish


Leveling the Earring
So for Rank 1 you would need:
1 x Earring of the Ages (no rank)
8 x Gix Heads
1 x SLS

= Earring of the Ages Rank 1.

To level to the next rank now you just need 8 heads of the next teir boss + Tacvi essence (going in order of the list) + Rank 1 ring in the magic box to combine.

Etc etc etc.




Title: Re: Earring
Post by: Brokyn on July 24, 2012, 09:00:51 am
No more essences please . :'( :'( :'(

20 Earrings of Power: 9 for Mortal Men, 7 for Dwarf Lords, 3 for Elven Kings, and 1 for the Dark Lord.

Perhaps this:

Part 1.
1.  Get an Earring Mold from the Dark Elves (with 20 slots)
2.  Collect 19 earrings from various locations (Human, Dwarf and Elven)
3.  Collect a powersource (could be an SLS or something different)
4.  Combine to make "Earring of the Ages (no rank no stats)"

Part 2.
Collect 8 heads.

Each Rank has a boss dedicated to that level.  Players will need to camp the boss for that level and get the head 8 times.  No instances allowed for the zones where the bosses are located (*evil grin*)

eg.
Rank 1 Boss = Gix
to
Rank 9 boss = Sleeper (at the level of OMM in T6)

So for Rank 1 you would need:
8 x Gix Heads

Part 3.
Collect essences (SLS for rank 1) for the following ranks:
Rank 1 = SLS
Rank 2 = Qvic
Rank 3 = Tacvi
Rank 4 = D.Minor
Rank 5 = D. Major
Rank 6 = G. Minor
Rank 7 = G. Major
Rank 8 = Abyss
Rank 9 = Anguish


Leveling the Earring
So for Rank 1 you would need:
1 x Earring of the Ages (no rank)
8 x Gix Heads
1 x SLS

= Earring of the Ages Rank 1.

To level to the next rank now you just need 8 heads of the next teir boss + Tacvi essence (going in order of the list) + Rank 1 ring in the magic box to combine.

Etc etc etc.


You had me right up to the essences...  I love the idea, but there has to be something other than re-using items we already have so many uses for.


Title: Re: Earring
Post by: Doublep on July 24, 2012, 11:53:44 am
Have to agree on Essences if weapon comes out needed them also Earring should be different. Would be nice to be able to farm a different style item while trying to Grind essences for other items and switch every few days to keep mind Sane.


Title: Re: Earring
Post by: Griz on July 24, 2012, 12:04:08 pm
Something other than SLSes also. I realize you want it to also have a certain amount of mundane grinding required, but how about some equally rare component that comes from low level mobs that DON'T path under the world? Ice Giant Feet (5x toes combined in a magic box) or something.


Title: Re: Earring
Post by: Premador on July 24, 2012, 12:17:30 pm
+1 on that griz


Title: Re: Earring
Post by: Strix on July 24, 2012, 03:40:53 pm

Part 3.
Collect essences (SLS for rank 1) for the following ranks:
Rank 1 = SLS
Rank 2 = Qvic
Rank 3 = Tacvi
Rank 4 = D.Minor
Rank 5 = D. Major
Rank 6 = G. Minor
Rank 7 = G. Major
Rank 8 = Abyss
Rank 9 = Anguish


What if Part 3 was an Earring from each teir??

So....

Rank 1 = PoT earring
Rank 2 = Qvic Ear
Rank 3 = Tacvi Ear
Rank 4 = T1 Ear
Rank 5 = T2 Ear
Rank 6 = T3 Ear
Rank 7 = T4 Ear
Rank 8 = T5 Ear
Rank 9 = T6 Ear

Anyone hearing me???  :D :D :D

Strix


Title: Re: Earring
Post by: Strix on July 24, 2012, 03:43:48 pm
Something other than SLSes also. I realize you want it to also have a certain amount of mundane grinding required, but how about some equally rare component that comes from low level mobs that DON'T path under the world? Ice Giant Feet (5x toes combined in a magic box) or something.

Probably should be ears maybe (we are talking about earrings and not shoes after all)??  Personally I think it should be a Gnome Wizard ear.  Everyone hates them :)

Strix 


Title: Re: Earring
Post by: Strix on July 24, 2012, 03:50:16 pm
Adjusting the post from above:

20 Earrings of Power: 9 for Mortal Men, 7 for Dwarf Lords, 3 for Elven Kings, and 1 for the Dark Lord.

Perhaps this:

Part 1.
1.  Get an Earring Mold from the Dark Elves (with 20 slots)
2.  Collect 19 earrings from various locations (Human, Dwarf and Elven)
3.  Collect a powersource (could be an SLS or something different)
4.  Combine to make "Earring of the Ages (no rank no stats)"

Part 2.
Collect 8 heads.

Each Rank has a boss dedicated to that level.  Players will need to camp the boss for that level and get the head 8 times.  No instances allowed for the zones where the bosses are located (*evil grin*)

eg.
Rank 1 Boss = Gix
to
Rank 9 boss = Sleeper (at the level of OMM in T6)

So for Rank 1 you would need:
8 x Gix Heads

Part 3.
Collect an Earring from each Tier for the following ranks:
Rank 1 = PoT earring
Rank 2 = Qvic Ear
Rank 3 = Tacvi Ear
Rank 4 = T1 Ear
Rank 5 = T2 Ear
Rank 6 = T3 Ear
Rank 7 = T4 Ear
Rank 8 = T5 Ear
Rank 9 = T6 Ear


Leveling the Earring
So for Rank 1 you would need:
1 x Earring of the Ages (no rank)
8 x Gix Heads
1 x Plane of Time Earring

= Earring of the Ages Rank 1.

To level to the next rank now you just need 8 heads of the next teir boss + Qvic Ear (going in order of the list) + Rank 1 ring in the magic box to combine.

Etc etc etc.




Title: Re: Earring
Post by: Griz on July 24, 2012, 04:07:18 pm
I don't think Emu supports bags with higher than 10 slots, even if people are using UF


Title: Re: Earring
Post by: marxist on July 24, 2012, 04:43:08 pm
Can split the recipe...make a earring gem and maybe a setting then combine them later


Title: Re: Earring
Post by: Fugitive on July 24, 2012, 05:09:48 pm
+1 to Ears...

Fugitive's ears are .... mine though..


Title: Re: Earring
Post by: Nexxel on July 24, 2012, 05:21:56 pm
New ear slot would be cool, but as already stated, something new BESIDES essences...

Even more rare then them, just something Diffrent.

Maybe something that in part could be tradeable, so as to help with the Economy.

But do like..


Title: Re: Earring
Post by: hateborne on July 24, 2012, 05:54:01 pm
I would like to see something that benefits EVERYTHING one this time. RoA is either/or, UC is nearly mandatory around T5-T6, and the Shield of the Ages is very tank friendly.

For earring effect, spell crit/spell damage. (For the record, these are the same two effects that cause Intensity of the Resolute to turn autoattacks into thermonuclear strikes). Preferably between 8 and 12 ranks.

Rank: Crit Chance / Spell Damage %
1: 1/1
2: 2/3
3: 3/4
4: 4/6
5: 5/7
6: 6/9
7: 7/10
8: 8/12
9: 9/13
10: 10/15

For the clever among you, the formula is clear. For those less so: 1% crit per rank, 1.5 (rounding DOWN) spell damage per rank.

Now the thing to note: THIS MODIFIER IS TAKEN LAST! This affects the FINAL spell damage, not the base damage. Meaning +15% will literally take your current damage and cause 15% more damage on crits (plus whatever a crit adds).

Obviously it could cause some SERIOUS number jumps, but I do not believe it should be so much grind based. I would like to see this be ~40% grind and ~60% chance. Like the old EQ epics, give a mob spawn times ranging from 48-96 hours from zone pop (to prevent instancing from being the immediate solution but still helpful in guilds).

As for the essences,  too much of the game depends on it. Mixing in the random spawn element would be nice. Also, a 12-24h spawn time with ~35% drop chance would make for a nice effect too. These would not require a "camping in shifts" thing (fuggin' Raster...) as a player could make a guild instance and check it periodically. The ability to trade the 48-96h drops (aka droppable), but sell rights to the 12-24h (aka NO DROP) would give another worthwhile thing to trade/sell. The number of essences/SLS is approaching the point where botting is nearly mandatory. :-\

-Hate


Title: Re: Earring
Post by: Hunter on July 24, 2012, 06:40:02 pm
Depop after 1-2 hrs else players would guild instance, then check at end of the day for spawn.

We will brainstorm more. Definitely will be an earring quest of some type. Maybe one for crits and one for divine intervention.

Or maybe use that divine intervention for the ultimate weapon.


Title: Re: Earring
Post by: hateborne on July 24, 2012, 06:50:09 pm
Even if they are checking at the end of the day, they still have to check in at LEAST daily to see if it's up. From my understanding, the spawn timer don't seem to work very well in guild instances (at least long duration timers) unless it's considered an "active" zone with a player or two.

Just a thought though. :-D

-Hate


Title: Re: Earring
Post by: Strix on July 25, 2012, 03:14:29 am
Can split the recipe...make a earring gem and maybe a setting then combine them later

Adjusting would look like this:


Part 1.
1.  Get an Earring Mold from the Dark Elves (with 4 slots)
2.  Collect 19 earrings from various locations (Human, Dwarf and Elven)
3.  Collect a powersource (could be an SLS or something different)
4.  Combine Human earrings to make: "Human Earring of Power"
5.  Combine Dwarven earrings to make" "Dwarven Earring of Power"
6.  Combine Elven earrings to make: "Elven Earring of Power"
7.  Place 3 Power Rings into the 4 slot Mold and hit combine to make "Earring of the Ages (no rank no stats)"




Title: Re: Earring
Post by: Strix on July 25, 2012, 03:24:12 am
I would like to see something that benefits EVERYTHING one this time. RoA is either/or, UC is nearly mandatory around T5-T6, and the Shield of the Ages is very tank friendly.

Something that benefits all classes is cool - althought I really like the idea of "1%+ per rank for chance of Divine Intervention saving you from death".

Could we have one quest that diverges into two types of earrings perhaps?  Slightly different components in the combines could generate the caster friendly earring.

For earring effect, spell crit/spell damage. (For the record, these are the same two effects that cause Intensity of the Resolute to turn autoattacks into thermonuclear strikes). Preferably between 8 and 12 ranks.

Rank: Crit Chance / Spell Damage %
1: 1/1
2: 2/3
3: 3/4
4: 4/6
5: 5/7
6: 6/9
7: 7/10
8: 8/12
9: 9/13
10: 10/15


That sounds cool :)


As for the essences,  too much of the game depends on it. Mixing in the random spawn element would be nice. Also, a 12-24h spawn time with ~35% drop chance would make for a nice effect too. These would not require a "camping in shifts" thing (fuggin' Raster...) as a player could make a guild instance and check it periodically. The ability to trade the 48-96h drops (aka droppable), but sell rights to the 12-24h (aka NO DROP) would give another worthwhile thing to trade/sell. The number of essences/SLS is approaching the point where botting is nearly mandatory. :-\

-Hate

Evil bastard!!!!


:D :D :D :D

Strix


Title: Re: Earring
Post by: Natedog on July 25, 2012, 05:14:40 am
For earring effect, spell crit/spell damage. (For the record, these are the same two effects that cause Intensity of the Resolute to turn autoattacks into thermonuclear strikes).

^

My monks would love to be Thermonuclear devices! Love the idea of a Crit / spell dmg item.