Author | Content | Date |
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TYPHIN |
Hi,
Could we possibly consider some/any/all of the following: add an hsoma version of the weaker bravery ring of int add a necro charm version for devils remove the % chance of increased accuracy from Icarus feather / Orion eye The crit version make sense that you randomly hit harder as opposed to randomly hit more often. reduce the materials required for row/rof. nobody is making them with ROK. the drop rate of mujarin is mental compared to axe handles for instance. Consider even changing the recipe entirely give the rationale below have hsoma versions of darian hoop, necronis choker, tark chain and rebel courage. None of the att/ma access are better than their dropped equivalents such as warp neck OTM etc but it would certainly be a nice start and give more value to accessory crafting Weops and armour are both in a really nice place right now. Access is my main craft and i just feel its left behind. I don't put the reasons for that down to a lack of interest. Id be more likely to say that its cause we dont use a conventional set of materials. all the recipes are so specific. While i can appreciate that being the case for top end items, i think it makes keeping accessories in line with the other two manufacturing professions harder than it needs to be.
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[quote="TYPHIN"]Hi,
Could we possibly consider some/any/all of the following:
add an hsoma version of the weaker bravery ring of int
add a necro charm version for devils
remove the % chance of increased accuracy from Icarus feather / Orion eye The crit version make sense that you randomly hit harder as opposed to randomly hit more often.
reduce the materials required for row/rof. nobody is making them with ROK. the drop rate of mujarin is mental compared to axe handles for instance. Consider even changing the recipe entirely give the rationale below
have hsoma versions of darian hoop, necronis choker, tark chain and rebel courage.
None of the att/ma access are better than their dropped equivalents such as warp neck OTM etc but it would certainly be a nice start and give more value to accessory crafting
Weops and armour are both in a really nice place right now. Access is my main craft and i just feel its left behind. I don't put the reasons for that down to a lack of interest. Id be more likely to say that its cause we dont use a conventional set of materials. all the recipes are so specific. While i can appreciate that being the case for top end items, i think it makes keeping accessories in line with the other two manufacturing professions harder than it needs to be.[/quote]
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#1 2018/01/17 17:37:56 |
TYPHIN |
[Intense] 3 Weight : 4 Durability : 1014 Can we address this? weops and armour start with base dura. access doesnt. this is an intense ring made at 119 skill. i think its silly. can we fix this? im not talking about sell price, just dura. |
#2 2018/01/20 03:35:47 |
1355 |
Its not so bad when your skill goes up. Dont forget you can low roll on tag, ive had epics with better dura than int etc. Wind bands provide better base dura for upgrades.
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#3 2018/01/20 15:40:49 |
TYPHIN |
Rings are often used as a base for CT's
[Legendary] 3
Weight : 4 Durability : 1071 |
#4 2018/01/22 16:31:14 |
1355 |
"TYPHIN"Rings are often used as a base for CT's well considering my untagged wind/flesh/necro start at 1095 while the rares proc 1300 they make better bases. Without needing to use 30-60k copper & high roll on lego dura.
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[quote="1355"][quote="TYPHIN"]Rings are often used as a base for CT's [item post=126809 index=0][/quote]
well considering my untagged wind/flesh/necro start at 1095 while the rares proc 1300 they make better bases. Without needing to use 30-60k copper & high roll on lego dura.[/quote]
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#5 2018/01/22 19:04:39 |
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