Top three mechanical Items and why I listed their order this way 05/05/2015 05:23 AM CDT
1. Fix Skills potions

Far and away the most powerful ability in the game. You can migrate your skills without it, but major changes take a long time. The price of the potions in the Simucoins store are way too cheap. In fact I think they should be removed possibly. We already have the annual one coming up in a few days. This ability allows an incredible ability to min/max that only gets more powerful as you gain levels, and most especially post cap.

As an example, you train up in your core abilities along with the skills that aren't required, and ones that can be reduced. Then fix skills, lowering a bunch of skills and instantly cap the powerful skills that your class wouldn't normally have capped, or would have at least had to sacrifice for along the way if learned as you leveled. If it weren't for the annual freebee and the Simucoins cheapness this would easily be an item above 1 billion silvers.

2. The adventurers Guild Badges

Yes its a long haul to max out the badge, but theres no piece of gear that compares. It gives you three very powerful abilities that only require charging up. Probably also worth over a billion if there was only 1 in the lands.

3. Fix Stats

These are very expensive and only available threw Simucoins I believe, but not really all that. Sure if you really really messed up setting up your stats they are useful, but really you can easily compensate for a few bad stats with AG badges and the other enhancers. Really they should swap these and the fix skills around in price in the Simucoins store.

Anyone want to chime in with their views on this? Have different mechanical items to put in your top 3 list?

Just an elf about town...
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Re: Top three mechanical Items and why I listed their order this way 05/05/2015 07:20 AM CDT
<<These are very expensive and only available threw Simucoins I believe, but not really all that. Sure if you really really messed up setting up your stats they are useful, but really you can easily compensate for a few bad stats with AG badges and the other enhancers. Really they should swap these and the fix skills around in price in the Simucoins store.

Fixstat potions are available through the Adventurer's Guild for 1 million bounty points.


~Aulis
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QC'er
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Re: Top three mechanical Items and why I listed their order this way 05/05/2015 09:22 AM CDT

<<Anyone want to chime in with their views on this? Have different mechanical items to put in your top 3 list?>>

You're drunk Felicia, go home.
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Re: Top three mechanical Items and why I listed their order this way 05/06/2015 12:14 AM CDT

Heh heh, GM Aulis, yup I forgot about buying them via the Bounty method. What makes it funny is that is one of my goals later on to buy one that way. I have had trouble with a tenant in a rental I own and haven't been sleeping well the last week! I treat my tenants well and am not rich I own two modsest rentals and ride a bicycle for transportation. I work at an PT 8.50 an hour Job. It will all work out though....



Just an elf about town...
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Re: Top three mechanical Items and why I listed their order this way 05/07/2015 07:35 AM CDT
I'm not going to choose things that affect everyone, but just stuff for me. Like so:

1) Fixstat

Nuff said. I don't put fixskill on my list because we get one every year, and I've never used the potions.

2) My Sanctified weapon

Because 1625 is ridiculous. I'm not sure if there were only 1 on the market if it would sell for 1 billion silvers, but let's say no less than 100m for the quality weapons we can make. Ensorcelled, 8x, perfect, flaring, sanctified, returning, spell-infused weapon? Yeah...

3) Runestaves

Playing sword-and-board pures sucked a lot more than I care to remember.





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Re: Top three mechanical Items and why I listed their order this way 05/07/2015 09:49 PM CDT

Yes, I disliked toting a weapon and shield too. Heck I remember Dartaghan was using two shields at once for awhile...until that was fixed. I'm not sure about the newer areas, but OTF can be done empty-handed by a mage or sorcerer. Fixskill into full brawling and dodge, then add MOC and CM...

But yes Runestaffs are sweet especially since they have put out more special ones.
Just an elf about town...
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Re: Top three mechanical Items and why I listed their order this way 05/07/2015 11:15 PM CDT
> OTF can be done empty-handed by a mage or sorcerer. Fixskill into full brawling and dodge, then add MOC and CM...

Kaldonis was originally conceived as an open-handed, robe-wearing sorcerer. (Funny, they've released monks by now.) But after runestaves, and especially the flares, etc, it's hard not to use one. At cap I'll play with brawling again I think, but it's not high on my priority list.

I imagine for the Confluence it's not a big deal either. A large fraction of common flares won't work well (I use acid there), and if your DS is higher you are dispelled more easily, so it's not much of a thing. Of course they don't disarm so you haven't necessarily gained a lot...



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Re: Top three mechanical Items and why I listed their order this way 05/08/2015 06:28 AM CDT
I'm really looking forward to all of the new areas that came out after OTF, even if they end up too tuff for me at first. I might feel differently when I'm post cap, but from what I can gather theres plenty of post-cap hunting now. So I hope the folks that code areas will work on some battlegrounds, or quests type areas.

Just an elf about town...
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Re: Top three mechanical Items and why I listed their order this way 05/11/2015 11:25 PM CDT
If by plenty you mean 3, then yes there are plenty.

Alkire
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Re: Top three mechanical Items and why I listed their order this way 05/12/2015 12:33 AM CDT
>If by plenty you mean 3, then yes there are plenty.

5? I guess since he said "post-cap" then an argument to not include the Confluence could be made. Still puzzling slightly over why the creatures there are only level 95. Particularly with the two different sides or whatever, it would seem trivial to put a little more diversity there but I digress...



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Re: Top three mechanical Items and why I listed their order this way 05/12/2015 12:47 AM CDT
OTF, rift, and teras. Besides the confluence where am I missing?

Alkire
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Re: Top three mechanical Items and why I listed their order this way 05/12/2015 01:03 AM CDT
Warcamps and traveler bounties.

And I'd include the confluence, but that's just me.

Doug
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Re: Top three mechanical Items and why I listed their order this way 05/12/2015 01:40 AM CDT
escort bounties aren't really a hunting area and warcamps are for one specific society. I don't count the confluence since it doesn't have a lvl 100 base creature in it.

Alkire
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Re: Top three mechanical Items and why I listed their order this way 05/12/2015 05:46 AM CDT
>escort bounties aren't really a hunting area and warcamps are for one specific society. I don't count the confluence since it doesn't have a lvl 100 base creature in it.

I agree that bandits or escort bounties aren't a "hunting area".

As I said I could see discluding the Confluence since it only has level 95 creatures technically.

I'll beg to differ about warcamps though. Make a level 3 alt to scout warcamps, that's what I do. You don't need to have any affiliation with GoS to go hunting there as often as you like. It was my trick for hunting post-Citadel RR prior to the Confluence (and I still do it a bit...really fast to get ensorcell power).



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Re: Top three mechanical Items and why I listed their order this way 05/12/2015 09:04 AM CDT
>>escort bounties aren't really a hunting area

No, those bounties are not an 'area'. And yet, capped characters use them exclusively to continue 'the grind'. Which makes them part of the comment

>>but from what I can gather theres plenty of post-cap hunting now

And I get that there's going to be disagreement - doesn't mean anyone's wrong. I'm using a simple metric, though - if a capped character can continue to generate training points through a hunting activity, it's 'post cap hunting'. So, since the Rift (planes 4, 5 and the Scatter), Nelemar Temple, OTF (barely), Confluence (just as barely), warcamps and escort bounties all permit the continued generation of training points at level 100 - they're post-cap hunting.

Doug
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Re: Top three mechanical Items and why I listed their order this way 05/12/2015 11:23 AM CDT
>And I get that there's going to be disagreement - doesn't mean anyone's wrong.

Totally. It seems mostly definitional to me. I considered that "post-cap hunting areas" means 5 for me. Of course, bandits are also an option, or escort bandits. And I can see the Confluence not being "post-cap" as well as a question on warcamps.

No strong words from my end, just a perspective.



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Re: Top three mechanical Items and why I listed their order this way 05/21/2015 09:35 PM CDT
The deadfall has opened up again. Purely temporary, of course, but ...
Also those damned roots dragging people down seem at or near cap. My cleric was fighting one with an AS of 550 and TD of 390.

"So, what does that green line on the graph represent?"
"Oh, that's the projection of a hypothetical offspring from a union between Sauron and Cruella de Ville; we use that as a baseline for determining character alignment."
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