Sat training skill and I was thinking, back on osi shards the most wanted items were doom arties (with exeption of the weps mabe). Here on Pan with player imbuing able to safly add 5-7 props +8 gets a bit risky as many of you will know.
Quotemaluc wrote:
--There is a 100% chance of screaming NOOO if you break an 8+ property item.
So to put life back into doom and its rewards, I am kindly asking if doom arties could be reworked so they are more on par with what can be imbued by players on Pandora. I dont mean 10 prop arties just an extra 1 or 2.
for example, adding mage armour to jackles coller, hci/dci on orni, removig skills from midnight and dancer legs in place of somthing else, you get the idea. A little twist could be random new props so that one item can fit better into ppls suit, depending on there needs.
Hope this starts a good discution with lots of feedback, for Kon to concider.
PS. yes I know my spelling is atrosious :D :D :D
I do like this idea... With that being said I do feel that there has to be some care put into place when redoing these arties as Ely stated. This would bring some life into Doom once again and maybe even some PvP ^^
good idea mate :)
or if it's easier, something like adding [property] imbue deeds for doom artis to the pcoin room, make em expensive, and limit the number of such deeds that can be used on each item?
I really like this idea, and Ill have to be honest I have pondered over it many times.
I want to put in an awesome artifact, Wings of Pandora for example (nothing like what I wear, but still leet as ever) and that would be a gauntlet arti
Pandora has set a new tone for weapons and monster as far as classic UO has gone and I think this is a great idea. I'll be reworking this in the future. Thanks for the friendly reminder.
Also with this - I would like to revamp every gauntlet artifact
Someone please least each artifact you can get - and what should be added on their props, get the conversation going. Let's compete with imbuing.
It would be nice if we could add like 1-2 properties to them not sure how difficult a task this is but just an idea. I do think getting doom involved one way or another is a great idea though. I also think some tweaking on the tokuno items needs revamped as well. Whether you add a couple mods or allow us to add them either way will bring them two areas back into play in game.
much as alphabetical order would make sense, i don't have time to list all the artis, so instead i'll list my favourites and some ideas for what to add to them:
jackal's collar - current mods: 15dex 2hpr, 5/23/17/3/2 [plate gorget, non medable as it stands]
suggested improvements - mage armour, lmc, mr, hpi, si or ssi <--- would be competing with very uber necklaces people have for pvp, sacrificing 1/3 fc/fcr so it really has to be worth it!
spirit of the totem - current mods: 20 str 15 hci 15rpd, 20/3/8/4/4 [bear mask]
suggested improvements - either 30hld or 30 hla, lmc, mr, an additional high resist, si or +dex
ornament of the magician - current mods: 2fc, 3fcr, 10 lmc, 20 lrc, 15 energy resist.
suggested improvements - 15 hci and dci, 8 dex, 8 int, 12sdi
sorry i don't have time for more just now.
p.s. the gauntlet's weapons are especially awful. suggest replacing them with really sweet weaps that we can't currently make with runics (i.e. tinker-made weapons like my old favourite, the cleaver).
Kro`s listed prolly the top 3 wanted/usfull from osi there, adding all his sugested mods would poss make then a tad OP, so mabe add a random 2-3 of his sugestions.
mage armour on jackels is a must imo.
I`ll take a look at stratics ect soon and post a full list of added props for ppl to discuss.
I think that's a great idea, from what i've been reading it seems not many people are hunting in doom here. That would be a very good way to get people back in there. Good addition for hunters/collectors and would also make PVPers happy :)
I'll be looking at what's avalaible and try to post a list of things that i think would be good additions.
keep them coming -- my main goal with the shard next is make weapons / armor / jewels from the basic OSI systems comparable to Imbuing, so that imbuing isnt the only thing you rely on.
Keep them coming
Also there is no OP -- cause if something is really strong then ill make mobs to match it etc.. its all scale
also if you guys can post gauntlet artifacts that are completely worthless that I can remove to replace with custom pandora artifacts
also feel free to list some custom artifacts in detail with props etc. and I will consider them
worthless doom artis:
bracelet of health
holy knight's breastplate
frostbringer
ring of the elements
legacy of the dread lord
the dragon slayer
voice of the fallen king
axe of heavens
those are what i'd say are absolutely dire and would need either major overhaul from imbuing type of bonuses or pure replacing. other pretty poor artis are:
berserker's maul
bone crusher
tunic of fire
aegis
dryad bow
divine countenance
blade of insanity
anything with +skill (dryad, midnight bracers, hunter's headdress etc) would need the + skill swapped for something useful, too. unless the +skill let you go over 120 skill like blacksmith bod reward the gloves of mining.
Be prepared this is gonna be a long post !
I just finished going through all of doom arties, looking at what their current mods are and thinking what would be good to add on them. I tried to add about 3 / 4 to each that way they're better than the low imbued stuff but not as good as good imbued gear. Doing that the gap between Imbued and Artifacts wouldn't be as big, but fully imbued items still have the advantage. I also tried to keep in mind what the items were first itended to, example if an item had had mage properties on it, it was most likely intended to be used by mages, so i tried to keep it that way.
Here's a list, feel free to comment :)
ARCANE SHIELD:
currently: Spell Channeling, Night Sight, DCI15%, FC1 Energy resist 1%
Suggestion: Better resists, HCI, FCR, Reflect
ARMOR OF FORTUNE:
currently: Luck200, LRC40%, Phys2%, Fire4%, Cold3%, Poison3% Energy4%, Mage Armor
Suggestion: LMC, FC, FCR, Mana
AXE OF THE HEAVENS
currently: Hit Lightning50%, HCI15%, DCI15%, Dmg Inc50%, Phys dmg 100%
Suggestion: SSI, Life Leech, HLA,
BLADE OF INSANITY
currently: Hit Stam Leech 100%, Stam Regen2, SSI30%, Dmg Inc50%
Suggestion: Hit lightning, HCI, Life Leech
BONE CRUSHER
currently: Hit Lower Def50%, Str10, Dmg Inc75%
Suggestion: Hit lightning, SSI, HCI, Life Leech
BRACELET OF HEALTH
currently: HP5 HP regen 10
Suggestion: Str, HCI, DCI
BREATH OF THE DEAD
currently: Hit Harm 25%, Life Leech 100%, SDI5% Dmg Inc50%
Suggestion: Hit Harm 50%, HCI, more SDI, Spell chaneling, SSI
DIVINE COUNTENANCE
currently: Int8, Mana Regen2, Reflect 15%, LMC8%, Phys8%, Fire6%, Cold9%, Poison4%, Energy25%
Suggestion: higher mana regen, mana increase, LRC,
FROSTBRINGER
currently: Hit Dispel50%, Stam Regen10 Dmg Inc50%
Suggestion: remove hit dispel? (that mod always seemed useless to me) Hit fireball, SSI, HCI, Spell channeling
GAUNTLETS OF NOBILITY
currently: Str8, Luck100, Dmg Inc20% Phys18%, Fire3%, Cold1%, Poison20%, Energy3%
Suggestion: HP Increase, HP Regen, Dex, better resists
HAT OF THE MAGIC
currently: Int8, Mana Regen 4, SDI10%, Fire5%,Cold9%, Poison20%, Energy20%
Suggestion: Mana increase, more SDI, LMC, LRC, the other resists at 20% too
HELM OF INSIGHT
currently: Int8 Mana Inc15, Mana Regen2, LMC8% Phys5%, Fire3%, Cold2%, Poison3%, Energy17%
Suggestion: Better resists, LRC, Mage armor
HOLY KNIGHT'S BREASTPLATE
currently: HP10, Reflect15% Phys35%, Fire3%, Cold2%, Poison3%, Energy3%
Suggestion: better resists, Str, Hp regen, dex
HUNTER'S HEADDRESS
currently: Archery +20 Dex8, Nightsight, HCI15%, Phys2%, Fire6%, Cold23%, Poison1%, Energy7%
Suggestion: better resists, DCI, Str, Stam, stam regen
JACKAL'S COLLAR
currently: Dex15, HP Regen2, Phys5%, Fire23%, Cold17%, Poison3%, Energy2%
Suggestion: better resist, HP, Str, Stam regen
LEGACY OF THE DREAD LORD
currently: Spell Channeling, FCR3, SSI30%, Dmg Inc50%
Suggestion: HCI, Hit Harm, FC
LEGGINGS OF BANE
currently: durability100%, Stam8, HCI20%, Phys4%, Fire4%, Cold4%, Poison36%, Energy2%
Suggestion: better resists, Dex, DCI, Stam regen, HP
MIDNIGHT BRACERS
currently: Necro +20, SDI10%, Mage Armor, Phys23%, Fire, 3%, Cold4%, Poison2%, Energy4%,
Suggestion: Better resists, LMC, LRC, Mana, Mana regen, FCR
ORNAMENT OF THE MAGICIAN
currently: FCR3, FC2, LMC10%, LRC20% Energy15%
Suggestion: SDI, Int, maybe resists? (this one already seems pretty decent to me)
ORNATE CROWN OF THE HARROWER
currently: HP Regen2, Stam Regen2, Dmg Inc25%, Phys3%, Fire3%, Cold4%, Poison17%, Energy4%
Suggestion: better resists, HP, Dex, Reflect,
RING OF THE ELEMENTS
currently: Luck100, Fire16%, Cold16%, Poison16%, Energy16%
Suggestion: Well on this one you can add pretty much anything you want, depending if you want it to be for a mage or for a fighter, for a mage: FC, FCR, SDI, Int, for a fighter: HCI, DCI, Str, Dex
RING OF THE VILE
currently: Dex8, Stam Regen6, HCI15%, Poison Resist20%
Suggestion: DCI, Str, HP Regen
SERPENT'S FANG
currently: Hit poison area 100%, HCI,15%, Dmg Inc50%, Poison Resist15%
Suggestion: Hit lightning, Hit lower defense, hit lower attack, life leech
SHADOW DANCER LEGINGS
currently: Stealing+20, Stealth+20, Phys17%, Fire4%, Cold3%, Poison18%, Energy18%
Suggestion: No clue... Those just suck so suggestion: remove them? lol
SPIRIT OF THE TOTEM
currently: Str20, Reflect15%, HCI15%, Phys20%, Fire3%, Cold8%, Poison4%, Energy4%
Suggestion: HP, DCI, better resists, Dmg Inc?
STAFF OF THE MAGI
currently: Spell Channeling, FC1, Dmg Inc50%
Suggestion: HCI, Hit lightning, FCR, Mana leech
THE BERSEKER'S MAUL
currently: SSI75%, Dmg Inc50%
Suggestion: Hit lower attack, HCI, Hit harm, Life leech
THE DRAGON SLAYER
currently: Dragon Slayer, Luck110, Dmg Inc50%, Fire Resist20%, Use Best Weapon Skill
Suggestion: Hit fireball, HCI, Hit lower attack, SSI, Life Leech
THE DRYAD BOW
currently: Random skill +5 or +10? Self Repair, SSI50%, Dmg Inc35%, Poison resist15%
Suggestion: Hit lightning, HCI, Hit lower defense, Life leech
THE TASKMASTER
currently: hit poison area 100%, Dex5, HCI15%, Dmg Inc50%
Suggestion: hit fireball, hit lower defense, hit lower attack,
TUNIC OF FIRE
currently: Selfrepair5, Nightsight, Reflect15%, Phys24%, Fire34%, Cold4%, Poison1%, Energy2%
Suggestion: Str, Dex, HP, HP regen
VOICE OF THE FALLEN KING
currently: Str8, HP Regen5, Stam Regen3, Phy2%, Fire4%, Cold18%, Poison3%, Energy18%
Suggestion: better resists, Dex, HP, Stam
AEGIS
currently: Self Repair5, Reflect15%, DCI15%, LMC8%, Phys15%, Fire1%
Suggestion: Add some resists, HCI, FC, Spell channeling
As most of you might've noticed i wrote better resits on pretty much all armor pieces hehe. So i guess we can all agree that for starters armor pieces really need a boost in the resists departement :)
Also I made that list before i saw your post about removing some, I'll have a closer look at which are useless later on tonight :)
Right i`ve dug out my makeshift book of doom arties I use to use as a price guide, so from the top here are my reconendations for new mods on Doom arties. Most have a standard base of 5 mods with one mod thats special to that item type, or have more power than standard loot, ie FC2 on orni or dex on jackels.- here goes
Aegis - Spell channeling deffo, mana regen (MR) and/or HCI Str/HPI
Arcane Shield - make it 1/2 or even up to 1/4, this could be a good one for random prop, it could vary from 1/2 up to 2/4. if 2/4 seems a bit OP mabe add SDI. It is ment to be for mages after all.
Armor of Fortune - an old mage faviorite due to double LRC & DCI on armour. this i would add ressist as its only npc standard, also MR2 & posibly one of the following LMC MI HPI.
Axe of Heavens - like said previosly doom weps look good but never rly were. Bump the hit lighning all the way to 100% and add in some SSI. Now depending if Doom arties are made imbuable depends on what other mods you add. PPL do tend to tailor there weps to a poupouse, either PvP or PvM a perticular champ/mob. I should rly let Kronen cover weps as he has a better idea of the best props for perticular weps. So that said i`ll just list the doom weps n let others determin the best prop for them.
Blade of Insanity
Blade of the Righteous Stealable every 30 days.
Bone Crusher posibly the worst doom arti, seen for sale on Europa for less than 200k, when other weps could be sold for 800k-1m+
Bracelt of Health - High numberd props if only 2 og them, rly needs FC and FCR to be of use on Pan, other props could inc Str/DCI.
Breath of the Dead
Divine Countenance Poor mans HoM, Higher resists, a total of 50-60 would be nice + SDI but not too much as HoM rly has to be the better Arti. Tis tradidion you know.
FrostbringerGet rid of Hit dispel, could make it a bow version of Axe of Heavens.
Gauntlets of Nobility Dex would be my ovious choice here, but im a dexxer at heart, This is a good one to add HLD to, moves ppl away from mace n shields. Other additions could inc MR, LMC, MI.
Hat of the Magi (HoM) - Put your hands up if you`ve saved up fro weeks to buy this one :D Bump the base resist up to 60 round the int bonus up to 10 and up the SDI to 20-25.
Helm of Insight - rase the LMC to 10 or 15. add in fire or phys ressist. other props could be SSI or HLA. this needs mage armour too.
Holt Knights Bestplate - add in HCI up the low resists to player made exe standard. other props added could be MR LMC and/or STR
Hunters headdress - up the lower resists but limit adding to many other props due to it having DEX already, so 1-2 of the following MR LMC LRC ect
Jackal`s Collar - add on the mage AR, but like above limit the other new props, due to the masive DEX bonus.
Legacy of the Dread Lord - add on a Hit spell, SSI and mabe SDI, if poss can balanced be added to other 2H weps apart from bows?
Leggings of bane - like in others up the low resists to 6-9, add on MR and go with the stamina theme and add stamina regen.
Midnight Bracers - drop the skill, double the SDI, up the low end resist, and add on some new mage type props LRC LMC MR.
Ornament of the magician (Orni) - In the past this has been the most sort after nad highest price payed for item from doom, Rly I would like to keep it that way ( I love a bit O tradition ) so curently its 2/3 which could be upped to 2/4 with the complicated adition of DCI & HCI totaling 25 ie, if HCI=15 DCI=10, and if HCI=5 DCI=20. sinularly stats could total 12 with 2-4 of each stat. I like a bit of ramdomness. that way Orni can fit in to lots of diff suits.
Ornate Crown of the Harrower - go with the regen them and add on MR and HPR, add mage AR and up the low end resists. Also would be nice to have it drop from Harrower too. Tis his Crown after all.
Ring of the Elements - high luck, top resists (64 Total) no real use of Pan, so add on FC/FCR with mabe DCI abd some stats.
Ring of the Vile - Dexxers first arti purchace, up the dex to 12, add on some magery FC/FCR, vile is back in busness.
Serpants Fang - stay with the snakey Fangy thing and add Hit Leach to it, mabe reptile slayer too, hit area good for champs with lots of mobs.
Shadow Dancer leggins - after dropping the redundant skills im not too sure what to add on, i`ll leave this one for further descution.
Spirit of the totem - Kro pretty much coverd this one.
Staff of the Magi - Being aimed toward the mage add on SDI, mage wep prop not rly usfull on no skill cap shard, so swap for SSI and Hit spell, Also to make this item a little more interesting, it could come in other 2H wep variatys, ie Spear of the Magi, Halbeard ect.
The Dryad Bow - drop skills, up dmg, add spell ect
The beserker`s maul - again go with a stammina theme, leach, regen, bonus stamina or dex. poss hit spell.
The Dragon Slayer - OSI trying a George & the dragon thing mi thinks, so make it the best dragon slayer, up luck to 200, bump Dmg to 75, add SSI and poss hit spell, as for its resists dmg, would need to look at dragon kind as a whole and find best dmg tupe to put on it, 20% of each may be best here.
The Inquisitors Reselution - Stealable every 30 days, needs 5 people tho to get through puzzel. add on MR and other magey props. LRC may be a good one for this item.
The Taskmaster -
Titans Hammer - Stealable every 30 days.
Treachery (AKA Lord Blackthorn`s Claw) - never available as drop in Doom, but its on the list i printed out from stratics soon after AoS came out. would be nice to see it in game if only for deco and the colectors. heres it info
Bone Harvester (mosdt likly hued Ice white (1153) hard to tell from this old pic, bone harvesters may be quite light in coler and it could just be plain old iron)
Cursed
Hit cold Area 60%
Hit point Inc 10
HCI 15%
SSI 35%
dmg Inc 75%
UBWS
phys Dmg 100%
Tunic of Fire - add on MR and DCI, up low end resist. HPR could be added as not many artis seen to ude it.
Voice of the Fallen King - Now because ppl on pan use necklace to get FC/FCR 4/8 cap, tis item would need a big enough prop to make them want to chose voice, simular to jackles. mabe all 3 regens 3-5 and/or a prop not ushally avaiablr on a neck of gorget.
Zyronic Claw - Stealable every 30 days. SSI and hit spell to be added here.
I have listed the weps but not comebted on what to add, i`ll leave that to someone like Kronen who knows them better.
I hope your still with me after all that, it will give you all some thing to mull over, and post your thoughts on. These are only sugestions and if the sugestion of making artis imbuable in some way, even if limited to adding one prop, that will change things some. Hope you enjoyed reading this the 2nd version of this post & that it proves usefull to the ongoing discution.
Now go make yourself a cuppa, you deserve it for reading all this.
axe of heavens could be awesome with sc no pen, mana leech, life leech, random super slayer, more di, ssi, an additional hitspell... remember how bad everyone wanted soulseeker when it first came out on osi?
but it all boils down to how powerful kon wants to make these. seemingly no need to worry about op mods, so, to that end, every weapon should be spell channeling no pen, every armour part medable, 8 lmc 2 mr 5 hpi, 8 mi/si. this would be the ideal mods we go for in imbuing. some might warrant lrc as well or in place of other lesser mods, and enhance potions would be a great mod for ring of the vile.. i can't see the doom artis being used for long, or by existing vets, without a good number of these mods, because everyone's a hybrid. i may err towards dexxer stylings, but that doesn't mean i don't do magery.
i don't quite understand why you guys are suggesting almost useless mods. take stamina regen for example, i've got 120 focus (equates to 12 stamina regen), divine fury, total refresh pots, and possibly stamina leech from a weapon too. there's not a good reason to sacrifice a mod like mana regen for stamina regen unless you're already at the caps for the more favourable mods. hit point regen is similarly pointless here - 1 hpr = +0.1 hp/sec. given the 2 sec bandage heal, along with magery heals and pots, this really is a negligible bonus. (this paragraph assumes osi-rules apply and it isn't customised for pandora.)
(can't seem to edit my own posts, that's why i'm replying again.)
the reason i list pretty much all the weapons as worthless or close to worthless is not just because of their mods, but also the weapon type, which determines the special moves available. there's a reason no one makes regular bows with their runics, or almost any other of the ML weapons. good weapons are those with good pvp and/or pvm special moves, such as bleed/mortal/concussion/ai/double strike/shot.
ely asked about the possibility of adding the balanced mod to 2h melee weapons as well as ranged. this is something i've often wished for; if it was a GOOD 2h pvp weapon with good specials, it'd be ever so tasty (my no.1 choice for a doom arti like this would be some leet executioner's axe with this).
i'm not sure of a valid argument against balanced 2h melee weaps in general, yes it means not disarming to pot, but so what? surely being able to do this, and maintain range, and keep attacking whilst equipped with a balanced bow is roughly equal to still being able to parry and evade if it's off cool down, and having to keep up close to an opponent to keep hitting him. it opens up variety of weapons with different special move combos that people might use in pvp, therefore more tactics and opportunities open up. bringing more dexxer-esque options to the pvp table :)
btw does anyone remember the pre-patch task master? it had a greater base damage range than any other warfork. this could be a sweet mod for the revised gauntlet weapons, to make them stand out.
Breath of the Dead
Damage Increase: 50%
Hit Harm: 50%
Hit Lightning: 50%
Hit Mana Leech: 50%
Spell Damage Increase: 15%
Swing Speed Increase: 25%
Spell Channeling
Bone Harvesters are very popular on this shard, especially with players who don't have enough stamina to swing hammer picks. I think Breath of the Dead would become an awesome weapon on this shard. Mage PvP Weapon (8 Properties)
Shadow Dancer Leggings
Lower Mana Cost: 10%
Hit Chance Increase: 10%
Hit Point Increase: 10
Stamina Increase: 10
Physical Resist: 17%
Fire Resist: 14%
Cold Resist: 13%
Poison Resist: 18%
Energy Resist: 18%
Dexxer PvP or PvM (About 8 Properties)
Axe of the Heavens
Random Super Slayer
Damage Increase: 50%
Hit Mana Leech: 50%
Hit Life Leech: 50%
Hit Poison Area: 50%
Swing Speed Increase: 30%
Spell Channeling
Best PvM weapon in the game is the double axe, has both Double Strike and Whirlwind attack. Put a super slayer on this axe and the appropriate leeches with a hit area effect. Dexxer PvM Weapon (8 Properties)
Bone Crusher
Damage Increase: 50%
Stamina Increase: 20
Hit Harm: 50%
Hit Lightning: 50%
Hit Mana Leech: 50%
Swing Speed Increase: 40%
Spell Channeling
War Mace's have base damage of 16-17, out of all one handed weapons, only Lances hit harder. War Maces have Bleed Attack and Crushing Blow. With Crushing Blow and 100% DI, you can hit for around 40, not counting hit-spells. Not much better than AI, but better. Added stam and SSI 40% because of 4s swing time. Dexxer PvP Weapon (8 Properties)
Midnight Bracers
Lower Mana Cost: 10%
Lower Reagent Cost: 20%
Mana Increase: 10
Spell Damage Increase: 10%
Defense Chance Increase: 10%
Physical Resist: 18%
Fire Resist: 6%
Cold Resist: 18%
Poison Resist: 6%
Energy Resist: 18%
Mage Armor
PvP/PvM Mage Armor (8 real properties)
Just a minor sugestion, as we can see ppl want MR2 LMC8 MI8 HPI5 & mabe LRC SI on armor, on wep they want 2 Hit spells SSI DI SC and mabe leaches depending on pourpouse, Now I dont think making all doom arties like tis would be too great, keep some low powerd so that new players can aford to buy them from player vendors, and upgrade when they can aford.
This way you won`t have to remove many/any and the power range covers prices from low to very high.
wow guys this is awesome..
So out of the 3-4 posts of people who have made fulls lists, you guys should vote on whos list seems the most legit in the best interest of Pandora.. or out of all those suggestions, make a new list, and be very detail -- if you think something should MR for example.. say MR - 2
Looking all this over. 8-)
Tunic Of Fire
Hit Point Increase: 10
Mana Regeneration: 2
Stamina Regeneration: 3
Hit Point Regeneration: 2
Stamina increase: 10
Reflect Physical Damage 15%
Physical Resist 24%
Fire Resist 34%
Cold Resist 5%
Poison Resist 10%
Energy Resist 5%
Dexxer PvP/PvM Armor (8 Properties)
Gauntlets Of Nobility
Strenth Bonus: 10
Luck: 150
Damage Increase: 10%
Hit Chance Increase: 10%
Lower Mana Cost: 10%
Stamina Bonus: 10
Physical Resist: 18%
Fire Resist: 6%
Cold Resist: 8%
Poison Resist: 20%
Energy Resist: 8%
Dexxer PvM/PvP Armor (8 Properties)
Armor of Fortune
Luck 200
Defense Chance Increase: 15%
Lower Reagent Cost: 40%
Lower Mana Cost: 10%
Mana Regeneration: 3
Mana Increase: 10
Physical Resist 5%
Fire Resist 15%
Cold Resist 5%
Poison Resist 10%
Energy Resist 5%
Mage Armor
Mage PvM/PvP Armor (8 real Properties)
Divine Countenance
Hit Point Increase: 10
Intelligence Bonus: 8
Mana Regeneration: 2
Mana Increase: 10
Reflect Physical Damage: 15%
Lower Mana Cost: 10%
Physical Resist: 16%
Fire Resist: 9%
Cold Resist: 10%
Poison Resist: 5%
Energy Resist: 25%
Mage Headgear (8 Properties, designed to compete with imbued M&S)
Ring Of The Elements
Lower Reagent Cost: 20%
Spell Damage Increase: 15%
Faster Casting: 2
Luck: 150
Fire Resist: 15%
Cold Resist: 15%
Poison Resist: 15%
Energy Resist: 15%
Mage PvM Ring (8 Properties)
Voice Of The Fallen King
Strength Bonus: 10
Dexterity Bonus: 10
Hit Chance Increase: 10
Defense Chance increase: 10
Hit Point Regeneration: 5
Enhance Potions: 25%
Physical Resist 5%
Fire Resist 5%
Cold Resist 18%
Poison Resist 5%
Energy Resist 18%
Dexxer PvM/PvP Armor (8 Properties, designed to compete with imbued necklace.)
Hunter's Headdress
Dexterity Bonus: 10
Strenth Bonus: 10
Hit Chance Increase: 15%
Reflect Physical Damage: 15%
Hit Point Increase: 5
Stamina Increase: 10
Physical Resist 10%
Fire Resist 8%
Cold Resist 23%
Poison Resist 17%
Energy Resist 7%
Dexxer PvP/PvM Headgear (8 Properties, designed to compete with imbued M&S)
Ornate Crown Of The Harrower
Hit Point Increase: 10
Lower Mana Cost: 10%
Lower Reagent Cost: 20%
Mana Increase: 10
Mana Regeneration: 3
Spell Damage Increase: 10%
Physical Resist: 10%
Fire Resist: 5%
Cold Resist: 14%
Poison Resist: 17%
Energy Resist: 14%
Mage Armor
Mage PvM/PvP Headgear (8 real Properties, designed to compete with imbued M&S)
Mah is that based on the other suggestions above or just on your own?
I agree with some of your suggested items Mahavira but i think some of them might be a little overpowered. Especially the ones where you say competing with imbued M&S or competing with imbued necklace. I definately think Doom arties need to be made better since most of them are useless at the moment, but not as good as imbued gear as training and collecting the materials needed for imbuing seems to be VERY long. I think they should be just a little under as they're still pretty hard to come by.
This is from Gizmo's post about imbuing.
QuoteMany people look at imbuing in different ways, but here on Pandora we want this system to be a end game tool for players.
I kinda agree with that, Doom artis could be the step just before you finish making '' your perfect '' gear, in a way that they're better that imbued stuff with about 5 properties but when an imbued item reaches 7 - 8 properties it will be better than artis.
As i play as a gargoyle i took the liberty of making custom ones for gargoyles :mrgreen: i tried to keep them about the same strength as SA artifacts currently are. Just thought it could be nice to have some gargoyle stuff dropping outside Ter Mur :) (dont take the names into consideration, english isn't my main language so im not very good at coming up with names.. lol)
WINGS OF THE ENSLAVED GARGOYLE
Dark colored stone wings
Gargoyles only
Resists around 10 - 15% each
Mage Armor
Strength 5
Dexterity 5
Hit Points 10
HP Regen 2
Reflect Physical 15%
SHIELD OF DOOM
Avalaible to both humans and gargoyles, could be a kite shield i think its avalaible to both races.
(Gargish Kite Shield and Metal Kite Shield)
Physical resist 15%
Fire resist 5%
Spell channeling
Hit Chance increase 15%
Defence Chance Increase 15%
Strength 10
Reflect Physical 15%
SHOES OF THE DAMNED
Gargish leather talons
Gargoyles only
Resists around 5 - 15%
Mana 10
Mana Regen 4
LRC 25%
LMC15%
SDI 10%
Another thing, if we were to have an artifact called Wings of Pandora i think it should be the best artifact out there as it would take on the name of the server :) This one should definately compete and even be better than imbued stuff but at the same time be VERY VERY VERY rare. Could be something like that:
WINGS OF PANDORA
Spell Channeling
Damage Increase 75%
Hit Lightning 50%
Hit Fireball 50%
HCI 15%
Strength 10
Dexterity 10
Faster Casting 1
Fast Cast Recovery 2
Hit Life Leech 50%
Now to me that weap definately looks awesome
Well after deep thought on this topic I see goods and bads. One if we change all the items doom will be a hot spot but the pvp guilds will corner the market and the rich will get richer and the new players will still be left with scraps for gear which would leave us with two options---- one go with it or two make gauntlet a non pvp zone. Also I personally think instead of changing every arti I think it would be better to maybe say allow two properties to be added to weapons and 2-3 to armor then people would be able to add what they need etc... I think the same concept would be great for the tokuno majors also. We dont want to over do it and make hammers and sewing kits etc useless either so we need to be careful and think it thru before we act as with every action there is a reaction and we dont need it to bring any bad. I'm all about seeing the shard grow and not go backwards.
@ Konstantine
Just my own, I looked through the other suggestions and they're all pretty much similar. I think when we get all doom artifacts listed then we can make a final list and edit them? How many props should we make them 6-8?
QuoteI agree with some of your suggested items Mahavira but i think some of them might be a little overpowered. Especially the ones where you say competing with imbued M&S or competing with imbued necklace. I definately think Doom arties need to be made better since most of them are useless at the moment, but not as good as imbued gear as training and collecting the materials needed for imbuing seems to be VERY long. I think they should be just a little under as they're still pretty hard to come by.
I was under the impression that we were supposed to create artifacts that would be an "alternative" to the imbuing system. Meaning, obtainable artifacts from rare drops that would compete with high-end imbued gear. We can imbue Mace and Shield glasses here and there's no other viable headgear at the moment (HLD 30%, HPI 5, STR 10, DEX 5, MI 8, MR 2, SI 8, LMC 8, plus high physical and 10s the other resists -- my M&S). That's why I suggested head gear that is comparable. Same with gorgets, Voice of the Fallen King, that's a neck slot. You can imbue +8 all stats, 15 hci, 15 dci, etc, on a necklace. Who would wear a low prop gorget?
I'm not saying these things should drop like normal artifacts, artifact rarity should be comparable to how long it would take a player to imbue an 8 prop item.
Oh well, i guess i just interpreted it differently. I was mostly going for moderate artifacts, something better than current Doom artifacts but not as good as imbued gear. That way there was some kind of gap between noob gear and imbued. But i'll agree that there could be a few that competes with imbuing and others that are a little less powerful. The ones competing with imbued stuff would have to have a very low drop rate in my opinion. Because the way i see it there aren't any alternative to imbued Mace and Shield because the way you described yours its a very awesome piece. I made a rough calculation and here's what i came up.
Only way to get those glasses is through the library donation thing and can only get them at the warrior. They cost 800 000 points, and the cheapest thing you can make is bucklers that give you 9 points for 10 ingots (that's all assuming you don't just donate gold). That would make 88 889 bucklers at 10 iron ingots each (888 890). Sure considering afk ressource gathering is allowed here someone could probably gather that amount pretty fast, but for someone like me who has no clue how all those complicated scripts work they probably would have to buy them, which would make roughly 2,7 million gold (3gp per iron). Now you need to gather all the materials needed to imbue those which can also be pretty costly i can't really say how much since i haven't tried imbuing yet. But i'm assuming it would be a couple millions gold worth. So if your lucky enough not to fail nor break the glasses it would still cost someone what 5 - 10 millions maybe more to get a pair of glasses like yours?
That's why i was thinking like making those artifacts better so that people who cant afford to have pieces imbued with 8 - 10 properties would have an alternative to having stuff imbued with 5 - 7. But yea might be a good idea to have a few that are as good as fully imbued items, but like i said earlier i do think that they should be VERY rare if that's the case.
Dont forget that all of this is only my opinion, im not the one to decide what's best for the server :)
overall, maha's making the best suggestions imo, though i still don't like to see entirely useless mods like hpr on artis. i notice he hasn't covered all of them yet, so here's my idea for my favourite arti:
Spirit of the Totem
Strength: 20
Hit Chance Increase: 15
Hit Lower Defense: 30
Mana Regeneration: 2
Mana Increase: 10
Stamina Increase: 10
Physical Resist: 20
Fire Resist: 3
Cold Resist: 8
Poison Resist: 4
Energy Resist: 20
mage and dexxer pvp head
I think were getting somewhere, I like this bridge idea, with some artis being at the top end and some at the lower end of the prop spectrum, otherwize they would all have MR2 LMC8 MI8 MPI5 LRC20 HCI/DCI15 with a few extras thrown in.
I really like what Kro said about the skill artis, if the skill could remain but add over your skill cap like the BoD gloves of mining do.
If we stay with the bridging idea we can have artis that cater to all bank balences. newer players would be able to aford the lower artis to get them off the start line as it were, and upgrade with better arti or imbu and item once there bank balance looks healther. leaving the ond arti to be sold to the next new player.
As for Lithiums post about PvP in doom, with risk comes reward. Mabe you would need to do Doom as a group, but then the hard core PvPers are not on all the time, and once the new system is up and running, Doom will be full of Blues, its likly the reds may not get off the beach, (I see normandy june 44, but with the tables turned). IMO revamping Doom will add a masive anount of group/team/guild play, with lots of players fighting bosses and each other. Far better than only seeing large groups of players at events or Ins bank.
The Taskmaster
Damage Increase: 50%
Hit Harm: 50%
Hit Lightning: 50%
Dexterity Bonus: 5
Hit Mana Leech: 40%
Swing Speed Increase: 25%
Spell Channeling
Dexxer PvP Weapon (8 Properties)
Ring Of The Vile
Faster Casting: 1
Faster Casting Recovery: 2
Dexterity Bonus: 10
Strength Bonus: 10
Stamina Regeneration: 6
Hit Chance Increase: 15%
Defense Chance Increase: 15%
Poison Eater: 10%
Dexxer PvP Jewelry (8 Properties)
Leggings Of Bane
Hit Point Increase: 6
Lower Mana Cost: 5%
Stamina Increase: 8
Mana Regeneration: 2
Hit Chance Increase: 20%
Physical Resist: 15%
Fire Resist: 6%
Cold Resist: 6%
Poison Resist: 26%
Energy Resist: 15%
Mage Armor
Dexxer PvP Armor (8 real Properties)
Jackal's Collar
Strength Bonus: 10
Dexterity Bonus: 15
Hit Chance Increase: 10%
Defense Chance Increase: 10%
Enhance Potions: 25%
Hit Point Regeneration: 2
Physical Resist: 5%
Fire Resist: 23%
Cold Resist: 17%
Poison Resist: 3%
Energy Resist: 5%
Mage Armor
Dexxer PvP Armor (8 real Properties)
Ægis
Reflect Physical Damage: 15%
Defense Chance Increase: 15%
Hit Chance Increase: 15%
Lower Mana Cost: 8%
Physical Resist: 15%
Spell Channelling
Mage/Dexxer Shield (7 Properties)
Arcane Shield
Defense Chance Increase 15%
Faster Casting: 1
Faster Casting Recovery: 2
Fire Resist: 15%
Poison Resist: 15%
Spell Channeling
Mage Shield (7 Properties)
Bracelet Of Health
Faster Casting: 1
Faster Casting Recovery: 3
Hit Point Increase: 5
Hit Point Regeneration: 10
Dexterity Bonus: 10
Hit Chance Increase: 10%
Defense Chance Increase: 10%
Dexxer Bracelet (7 Properties)
Holy Knight's Breastplate
Hit Point Increase: 5
Lower Mana Cost: 10%
Mana Regeneration: 2
Intelligence Bonus: 10
Spell Damage Increase: 10%
Reflect Physical Damage: 15%
Physical Resist: 25%
Fire Resist: 6%
Cold Resist: 5%
Poison Resist: 23%
Energy Resist: 5%
Mage PvP/PvM Armor (8 Properties)
If I am correct, I remember Gizmo and me putting this in-- but every Thursday Guantlet is a no pvp zone am I correct?
So that allows a full day for non pvpers
also I would like it to match imbuing... Imbuing is a great tool. But I want alternatives to stuff just as good if you put in the work
I want guantlet to be the hotspot it once was.. simple as that.
So you guys agree Mahs list is the best? Mah can you repost your couple posts you made about each artifact? put them all together in one spot -- and I like the Gargoyle artifacts also :) so if you can steal them from that one guy and put them in your list too -- i just need one sheet of organization to go to town on
Breath of the Dead
Damage Increase: 50%
Hit Harm: 50%
Hit Lightning: 50%
Hit Mana Leech: 50%
Spell Damage Increase: 15%
Swing Speed Increase: 25%
Spell Channeling
Shadow Dancer Leggings
Lower Mana Cost: 10%
Hit Chance Increase: 10%
Swing Speed Increase: 10%
Stamina Increase: 10
Physical Resist: 17%
Fire Resist: 14%
Cold Resist: 13%
Poison Resist: 18%
Energy Resist: 18%
Axe of the Heavens
Random Super Slayer
Damage Increase: 50%
Hit Mana Leech: 50%
Hit Life Leech: 50%
Hit Poison Area: 50%
Swing Speed Increase: 30%
Spell Channeling
Bone Crusher
Damage Increase: 50%
Stamina Increase: 20
Hit Harm: 50%
Hit Lightning: 50%
Hit Mana Leech: 50%
Swing Speed Increase: 40%
Spell Channeling
Midnight Bracers
Lower Mana Cost: 10%
Lower Reagent Cost: 20%
Mana Increase: 10
Spell Damage Increase: 10%
Defense Chance Increase: 10%
Physical Resist: 18%
Fire Resist: 6%
Cold Resist: 18%
Poison Resist: 6%
Energy Resist: 18%
Mage Armor
Tunic Of Fire
Hit Point Increase: 10
Mana Regeneration: 2
Stamina Regeneration: 3
Hit Point Regeneration: 2
Stamina increase: 10
Reflect Physical Damage 15%
Physical Resist 24%
Fire Resist 34%
Cold Resist 5%
Poison Resist 10%
Energy Resist 5%
Gauntlets Of Nobility
Strenth Bonus: 10
Luck: 150
Damage Increase: 10%
Hit Chance Increase: 10%
Lower Mana Cost: 10%
Stamina Bonus: 10
Physical Resist: 18%
Fire Resist: 6%
Cold Resist: 8%
Poison Resist: 20%
Energy Resist: 8%
Armor of Fortune
Luck 200
Defense Chance Increase: 15%
Lower Reagent Cost: 40%
Lower Mana Cost: 10%
Mana Regeneration: 3
Mana Increase: 10
Physical Resist 5%
Fire Resist 15%
Cold Resist 5%
Poison Resist 10%
Energy Resist 5%
Mage Armor
Divine Countenance
Strength Bonus: 10
Intelligence Bonus: 10
Mana Regeneration: 3
Mana Increase: 10
Spell Damage Increase: 10%
Lower Mana Cost: 10%
Physical Resist: 16%
Fire Resist: 9%
Cold Resist: 10%
Poison Resist: 5%
Energy Resist: 25%
Ring Of The Elements
Lower Reagent Cost: 20%
Spell Damage Increase: 15%
Faster Casting: 2
Luck: 150
Fire Resist: 15%
Cold Resist: 15%
Poison Resist: 15%
Energy Resist: 15%
Voice Of The Fallen King
Strength Bonus: 10
Dexterity Bonus: 10
Hit Chance Increase: 10
Defense Chance increase: 10
Hit Point Regeneration: 5
Enhance Potions: 25%
Physical Resist 5%
Fire Resist 5%
Cold Resist 18%
Poison Resist 5%
Energy Resist 18%
Hunter's Headdress
Dexterity Bonus: 10
Strenth Bonus: 10
Hit Chance Increase: 15%
Damage Increase: 25%
Hit Point Increase: 5
Stamina Increase: 10
Physical Resist 10%
Fire Resist 8%
Cold Resist 23%
Poison Resist 17%
Energy Resist 7%
Ornate Crown Of The Harrower
Strength Increase: 10
Lower Mana Cost: 10%
Lower Reagent Cost: 20%
Mana Increase: 10
Mana Regeneration: 3
Spell Damage Increase: 10%
Physical Resist: 10%
Fire Resist: 5%
Cold Resist: 14%
Poison Resist: 17%
Energy Resist: 14%
Mage Armor
Spirit of the Totem
Strength: 20
Hit Chance Increase: 15
Hit Lower Defense: 30
Mana Regeneration: 2
Mana Increase: 10
Stamina Increase: 10
Physical Resist: 20
Fire Resist: 3
Cold Resist: 8
Poison Resist: 4
Energy Resist: 20
The Taskmaster
Damage Increase: 50%
Hit Harm: 50%
Hit Lightning: 50%
Dexterity Bonus: 10
Hit Mana Leech: 40%
Swing Speed Increase: 25%
Spell Channeling
Ring Of The Vile
Faster Casting: 1
Faster Casting Recovery: 2
Dexterity Bonus: 10
Strength Bonus: 10
Stamina Regeneration: 6
Hit Chance Increase: 15%
Defense Chance Increase: 15%
Damage Eater: 10%
Leggings Of Bane
Hit Point Increase: 5
Stamina Increase: 10
Mana Regeneration: 2
Hit Chance Increase: 20%
Swing Speed Increase: 10%
Physical Resist: 15%
Fire Resist: 6%
Cold Resist: 6%
Poison Resist: 26%
Energy Resist: 15%
Mage Armor
Jackal's Collar
Strength Bonus: 10
Dexterity Bonus: 15
Hit Chance Increase: 10%
Defense Chance Increase: 10%
Enhance Potions: 25%
Hit Point Regeneration: 2
Physical Resist: 5%
Fire Resist: 23%
Cold Resist: 17%
Poison Resist: 3%
Energy Resist: 5%
Mage Armor
Ægis
Reflect Physical Damage: 15%
Defense Chance Increase: 15%
Hit Chance Increase: 15%
Lower Mana Cost: 8%
Physical Resist: 15%
Cold Resist: 15%
Spell Channelling
Arcane Shield
Defense Chance Increase 15%
Intelligence Bonus: 10
Faster Casting: 1
Faster Casting Recovery: 2
Fire Resist: 15%
Poison Resist: 15%
Spell Channeling
Bracelet Of Health
Faster Casting: 1
Faster Casting Recovery: 3
Hit Point Increase: 5
Hit Point Regeneration: 10
Dexterity Bonus: 10
Hit Chance Increase: 10%
Defense Chance Increase: 10%
Holy Knight's Breastplate
Hit Point Increase: 5
Lower Mana Cost: 10%
Mana Regeneration: 2
Intelligence Bonus: 10
Spell Damage Increase: 10%
Reflect Physical Damage: 15%
Physical Resist: 25%
Fire Resist: 6%
Cold Resist: 5%
Poison Resist: 23%
Energy Resist: 5%
The Berserker's Maul
Damage Increase 75%
Hit Fireball: 50%
Hit Lightning: 50%
Hit Life Leech: 50%
Swing Speed Increase 50%
Spell Channeling
Blade of Insanity
Random Super Slayer
Damage Increase 70%
Hit Mana Leech: 50%
Hit Life Leech: 50%
Hit Stamina Leech: 50%
Swing Speed Increase: 30%
Spell Channeling
The Dragon Slayer (Change to Broadsword?)
Dragon Slayer
Damage Increase: 50%
Hit Life Leech 40%
Hit Mana Leech 60%
Hit Lower Defense: 50%
Swing Speed Increase: 50%
Spell Channeling
The Dryad Bow (Change to Composite Bow?)
Damage Increase 50%
Hit Lightning: 50%
Hit Fireball: 50%
Hit Lower Defense: 50%
Swing Speed Increase 50%
Spell Channeling
Poison Damage: 100%
Frostbringer (Change to Crossbow?)
Damage Increase: 50%
Stamina Bonus: 10
Hit Fireball: 50%
Hit Lightning: 50%
Hit Mana Leech: 40%
Swing Speed Increase: 40%
Spell Channeling
Cold Damage: 100%
Hat Of The Magi
Lower Mana Cost: 10%
Intelligence Bonus: 10
Strength Bonus: 10
Mana Increase: 10
Mana Regeneration: 4
Spell Damage Increase: 15%
Physical Resist: 10%
Fire Resist: 5%
Cold Resist: 9%
Poison Resist: 20%
Energy Resist: 20%
Helm Of Insight
Intelligence Bonus: 10
Mana Increase 15
Mana Regeneration 2
Lower Mana Cost 8%
Lower Reagent Cost: 20%
Luck 200
Physical Resist 10%
Fire Resist 20%
Cold Resist 5%
Poison Resist 6%
Energy Resist 17%
Mage Armor
Legacy of the Dread Lord (Change to Bokuto?)
Damage Increase 50%
Hit Mana Leech: 50%
Hit Lightning: 50%
Hit Harm: 50%
Intelligence Bonus: 10
Swing Speed Increase 30%
Spell Channeling
Serpent's Fang
Damage Increase 70%
Hit Mana Leech: 50%
Dexterity Bonus: 10
Hit Harm: 50%
Hit Lightning: 50%
Swing Speed Increase: 30%
Spell Channeling
Staff Of The Magi
Damage Increase: 50%
Hit Poison Area: 25%
Hit Fire Area: 25%
Hit Energy Area: 25%
Hit Cold Area: 25%
Hit Mana Leech: 40%
Swing Speed Increase: 30%
Spell Channeling
Garg Stuff, increased a little:
WINGS OF THE ENSLAVED GARGOYLE (Dark colored stone wings)
Hit Point Increase: 5
Hit Chance Increase: 10%
Reflect Physical Damage: 15%
Stamina Increase: 10
Mana Increase: 10
Mage Armor
Physical Resist: 20%
Fire Resist: 10%
Cold Resist: 15%
Poison Resist 10%
Energy Resist 20%
SHIELD OF DOOM (Gargish Kite Shield and Metal Kite Shield)
Hit Chance increase 15%
Defence Chance Increase 15%
Strength Bonus: 10
Reflect Physical Damage: 15%
Physical resist: 15%
Fire resist: 15%
Spell channeling
Claws OF THE DAMNED (Gargish leather talons)
Spell Damage Increase: 15%
Mana Regeneration: 4
Mana Increase: 10
Lower Reagent Cost: 25%
Lower Mana Cost: 15%
Strength Bonus: 10
Physical Resist: 15%
Fire Resist: 10%
Cold Resist: 15%
Poison Resist: 10%
Energy Resist: 15%
Gargish Mage comparable to imbued M&S Headgear?
Ornament of the Magician
Faster Casting: 2
Faster Cast Recovery: 3
Lower Mana Cost: 10%
Lower Reagent Cost: 20%
Hit Chance Increase: 15%
Defense Chance Increase: 15%
Strength Bonus: 8
Dexterity Bonus: 8
Intelligence Bonus: 8
I am locking this for my own orginzational purposes -- Mah's last list is pretty much the final list, I will do my own personal tweas, including a couple of custom artifacts / gargy ones
TO keep this conversation going.. create topic
Doom Arti Idea 2
If you have a problem with any of that etc.