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