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Discussion; secondary class doesn't matter.
Noaani
As far as I can tell, secondary classes do two things. They provide a list of adornments to spells and abilities of the primary class, and they are used to determine stats gained with each new level.
So, if our primary archetype will be where all of our base spells and abilities come from, and our secondary will provide those base spells and abilities with adornments we can select to apply, we can assume that the difference between a tank/tank and a tank/ranger will be almost entirely contained within the adornments each of these two classes have access to.
The thing is, we will gain access to more adornments as we adventure out in Verra.
In my experience playing MMO's, the best things are always the things that take the most time to get. If you apply this basic principle to these adornments, which group are likely to be better - the group of adornments you get as you level your character, or the group of adornments you actually spend time to gain access to?
Now, I admit I am making a few assumptions here - adornments found in the world will be based on primary archetype, not actual class is one assumption I am making.
What this says to me is that once players have spent time in Verra, once a large number of players have access to the ariety of adornments on offer outside of the class system, the bulk of players - those wanting to be the most effective at what they do at least - will likely all start using adornments on their spells and abilities that came from sources other than their secondary archetype.
If this is the case, if a tank/tank and a tank/ranger have the same spells and/or abilities selected, and the same adornments attached to them because they are the 'best' adornments, will there be any difference between a Guardian and a Warden?
Discuss!
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Songcaller
Military/Economic Update:
Mayors should be able to appoint diplomats.
Diplomats must travel to other mayors to make agreements for the respective nodes.
Trade Agreements can set caravan/naval routes for merchants to make more coin than average for the same distance travelled. Local merchants can then purchase off the local node resource pile and fill the local coffers.
Non Aggression Pacts can see windows of pvp immunity to citizens of one node who wish to venture into another node region unhindered by locals.
Map Exploration Trades can ensure people within trade Agreements can see reports of locational frequencies related to trade raid.
Players should not be limited by location for these agreements after exploration and travel time.
It should not be a requirement to use any of these systems, I wished to harmonise military/economic cooperation for those who would.
Restriction: Diplomats can't use Family Summon System.
Concept reference: Total War Series.
Much love,
Neurath.
Songcaller
Espionage System Update:
Mayors can appoint spies.
Spies can uncover information about non Aggression Pacts, trade Agreements and map Exploration shares.
Skill Tree Profession Additions:
Mayor
Diplomat
Spy
Concept reference: Total War Series.
Have fun all,
Neurath.
Songcaller
Anyone want a class design made? I am bored and have three days off. First come first serve, no responses at all would be a lucky dip
Peace,
Neurath.
Songcaller
In this post: Bard Roster, Sword Weapon Skill Roster and Spell Book Weapon Skill Roster.
Bard Roster:
Designated Weapons: Show Sceptre (Buffs/Magic). Sword.
Backup: Spell Book.
Base Skills for Bard:
Themes
1. Words of War: Ultra Large Burst. +50% Skill Speed for allies. Extra Large AoE. Duration 10 seconds. 30 second cooldown.
2. Mime of Massacre: Ultra Large Burst. +50% Accuracy for allies. Extra Large AoE. Duration 10 seconds. 30 second cooldown.
3. Chant of Conquest: Ultra Large Burst. +50% CC Resistance for you and your allies. Extra Large AoE. Duration 10 seconds. 30 second cooldown.
4. Peace of Petrification: Ultra Large Burst. Extra Large AoE. 3 second cooldown.
5. Song of Sacrifice: Ultra Large Burst. Extra Large AoE. 3 second cooldown.
6. Rule of Rebellion: Ultra Large Burst. Extra Large AoE. 3 second cooldown.
7. Chorus of Containment: (CC - Root) Large Burst. Extra Large AoE. 30 second cooldown.
8. End of Education: (CC - Confusion) Large Burst. Extra Large AoE. 30 second cooldown.
9. Murmurs of Martyrs: (CC - Slow) Large burn dot. Extra Large AoE. 10 second duration. 30 second cooldown.
10. Calls of Collusion: Clears all threat. 30 second cooldown.
11. Rallies of Reform: Ultra Large Burst. Ultra Large Mana Burst. -25% Accuracy for foes. Extra Large AoE. 10 second duration. 30 second cooldown.
12. Comrades of Compassion: Ultra Large Burst. -25% Skill Speed for foes. Ultra Large Mana Burst. Extra Large AoE. 10 second duration. 30 second cooldown.
13. Sign of Stardom: Ultra Large Burst. -25% damage. Ultra Large Mana Burst. Extra Large AoE. 10 second duration. 30 second cooldown.
14. Act of Assassination: Ultra Large Burst. +100% Damage for you and your allies. Extra Large AoE. 10 second duration. 30 second cooldown.
15. Method of Mobilisation: Ultra Large Burst. +50% Movement Speed. Extra Large AoE. 10 second duration. 30 second cooldown.
16. Echo of Engagement: +50% Damage absorption for you and your allies. Extra Large AoE. 10 second duration. 30 second cooldown.
17. Arms of Aggression: +50% Damage Reflection for you and your allies. Extra Large AoE. 10 second duration. 30 second cooldown.
18. Fields of Fulfilment: +50% Damage Deflection for you and your allies. Extra Large AoE. 10 second duration. 30 second cooldown.
19. Hail of Hope: Ultra Large Hail Storm DoT. Ultra Large HoT. Extra Large AoE. 10 second duration. 30 second cooldown.
20. Music of Magic: +100% Healing for you and your allies. Extra Large AoE. 10 second duration. 30 second cooldown.
Class Buffs:
Tall Tales: + 100% Movement Speed (personal). +100% Mount Speed (Personal). Damage and healing bars increased by 100% for you and your allies. Double AoE Radius for you and your allies. Ultra Large AoE.
Physical Presence: +100% Physical Damage. +100% Critical Chance. +100% Critical Hit. Extra Large HoT. +25% Resistance (All Source)((All source resistance is earnt at 5% every 10 levels)).
Masterful Methods: +100% Magical Damage. +100% Accuracy. +100% Skill Speed.
These buffs are 0 at level 1 but will be maximum at level 5o.
The buffs and debuffs do not stack but can be refreshed by the collective individuals with the individual buffs.
Sword Weapon Roster (Weapon Speed 1.3. Maximum Weapon Range: Arm length plus weapon length of 1 meter):
Acts (Soft Target AoE Cones).
1 Assorted Act - Ultra Large Burst. 3 second cooldown.
2 Ascended Act – Ultra Large Burst. 3 second cooldown.
3 Awesome Act - Ultra Large Burst. 3 second cooldown.
4 Attuned Act - Ultra Large bleed DoT. 5 second duration. 20 second cooldown.
5 Advanced Act - Ultra Large rupture DoT. 5 second duration. 20 second cooldown.
6 Angled Act - Ultra Large haemorrhage DoT. 5 second duration. 20 second cooldown.
7 Ambitious Act – Ultra Large Burst. Ultra Large pierce DoT (Wide Cone) 5 second duration. 2o second cooldown.
8 Aggressive Act - Ultra Large Burst. Ultra Large puncture DoT (Wide Cone) 5 second duration. 20 second cooldown.
9 Aggravated Act - Ultra Large Burst. Ultra Large pummel DoT (Wide Cone) 5 second duration. 20 second cooldown.
10 Ace Act - Ultra Large Burst, 1 x ultra large confusion dot. 1 x ultra large misdirection dot (Narrow Cone) 5 second duration. 20 second cooldown.
11 Accompanied Act - Ultra Large Burst, 1 x ultra large wound dot. 1 x ultra large festered wound dot. (Narrow Cone) 5 second duration. 20 second cooldown.
12 Associated Act - Ultra Large Burst, 1 x ultra large slash dot. 1 x ultra large cut dot. (Narrow Cone) 5 second duration. 20 second cooldown.
13 Astute Act - 2 x extra large bursts (Median Cone) 3 second cooldown.
14 Arbitrated Act - 2 x extra large bursts (Median Cone) 3 second cooldown.
15 Affluent Act – 2 x extra large bursts (Median Cone) 3 second cooldown.
16 Affronted Act - 2 x ultra large burst. 1 x ultra large ravage dot. 1 x ultra large berserk dot. (Frontal Arc) 5 second duration. 20 second cooldown.
17 Aspirant Act - 2 x ultra large burst. 1 x ultra large frenzy dot. 1 x ultra large mania dot. (Left Arc) 5 second duration. 20 second cooldown.
18 Aptitude Act - 2 x ultra large burst. 1 x ultra large subversion dot. 1 x ultra large riposte dot. (Right Arc) 5 second duration. 20 second cooldown.
19 Assault Act (Charge) – Large Burst. Large fractured dot. +50% Damage Reflection. 10 second duration. 30 second cooldown.
20 Agitation Act (Taunt) – Large Life Drain DoT. Large Mana drain DoT. 10 second duration. 3o second cooldown.
Spell Book Weapon Roster (Weapon Speed 2.6):
Chapters (Soft Target AoE).
1 Carried Chapter (Movement Skill – Relocate). Instant teleport 25 meters backwards. 15 second cooldown.
2 Corruption Chapter – Instant. 100% Lifedrain from corrupted. Extra Large AoE. 10 Second Cooldown.
3 Convalesce Chapter – Extra Large AoE. Ultra Large Mana Burst. 3 second cooldown.
4 Cooperation Chapter – Extra Large AoE. 2x Ultra Large Mana Burst. 3 second cooldown.
5 Continuation Chapter – Extra Large AoE. 3x Ultra Large Mana Burst. 3 second cooldown.
6 Corrective Chapter – (CC – Disarm) Large AoE. Large Burst. 30 second cooldown.
7 Constrictive Chapter – (CC – Root) Large AoE. large burst. 30 second cooldown.
8 Controlled Chapter – (CC – Slow) Large AoE. large burst. 30 second cooldown.
9 Combat Chapter – Extra Large AoE. Ultra Large Burst. 3 second cooldown.
10 Combination Chapter – Extra Large AoE. 2x Ultra Large Burst. 3 second cooldown.
11 Certification Chapter – Extra Large AoE. 3x Ultra Large Burst. 3 second cooldown.
12 Creation Chapter – Extra Large AoE. Extra Large Geo Generation DoT. Extra Large MoT. 10 second duration. 3o second cooldown.
13 Cultivation Chapter – Extra Large AoE. Extra Large Growth Generation DoT. Extra Large MoT. 10 second duration. 30 second cooldown.
14 Conflagration Chapter – Extra Large AoE. Extra Large Glow Generation DoT. Extra Large MoT. 10 second duration. 30 second cooldown.
15 Carnal Chapter – Extra Large AoE. Extra Large Perversion DoT. Extra Large HoT. 10 second duration. 30 second cooldown.
16 Core Chapter – Extra Large AoE. Extra Large Persecution DoT. Extra Large HoT. 10 second duration. 30 second cooldown.
17 Cryptic Chapter – Extra Large AoE. Extra Large Probation DoT. Extra Large HoT. 10 second duration. 30 second cooldown.
18 Cute Chapter – Extra Large AoE. Ultra Large Burst Heal. 3 second cooldown.
19 Crucial Chapter – Extra Large AoE. 2 x Ultra Large Burst Heal. 3 second cooldown.
20 Completion Chapter – Extra Large AoE. 3 x Ultra Large Burst Heal. 3 second cooldown.
Concept reference: Ashes of Creation, our old Bard and my creative process.
I hope you enjoy the concepts!
Much love and all the best,
Neurath 😉
SongRune
As a Bard, I dislike this concept. Give me weaker buffs that I can sustain. I don't want to have to dance between different random bursts of varying buffs. This just denies me the ability to control the flow of battle. It becomes a dance of trying to time different abilities so that other's abilities can chain with them. It's not shifting the flow of battle by changing the balance of strengths and weaknesses between my allies and my enemies. This is feels to me like a burst-damage mage, but in buff form, requiring me to time my micro-buffs so my allies do (or take) less damage in a given instant, with what are effectively "combo abilities" with irregular long term effects. Maybe there are bards who want that, but I'm not one of them. Weaker and longer, please.
In your concept, are weapons (soft) locked to certain classes? If so, I'd like to request Dagger as an option.
Songcaller
It is not the case for one class to control any battle. There is a fine line between active buffs and passive buffs.
Augments will change class and skill abilities.
I have to build the 8 base classes to support group content until level 25.
The active buffs are over buffs (Bard causes 200% damage and 200% Healing bar.) The skill is in the application.
Furthermore, I do not want a passive bard firing off a buff every 60 seconds. It's Tab Action Combat, not a dice roll in a drunken state.
SongRune
Very well. I gave my feedback.
Songcaller
Brilliant. Thank you. I can't be specific because I do not know if TTK will be 30 seconds or 60 seconds.
Would you love a rogue to have a 60 second combat stealth and nuke you in your corner?
SongRune
I don't see how this is related.
Songcaller
Because stealth is a buff.
Songcaller
Arena Update:
1 Class: Avatar - Tank, Heal, Dps, Buff combined.
1v1, 3v3, 5v5, 20 player free for all.
Concepts:
Olympiad Arena L2.
Ashes of Creation Military Mayor Node Arena System.
I will do the combat skill trees once the Arena system outline is in place.
Songcaller
Confirmation:
Open arena: Avatar Arena.
Military Mode Arena: Ascension Arena.
Much love,
Neurath.
Songcaller
Avatar Arena Update:
Cross server competition addition.
NPC Spectator Crowds like Lost Ark.
Voluntary player spectator crowds too.
Variety is the spice of life
All the best,
Neurath.
Songcaller
Avatar Arena Update:
Platforms, walkways, walls and structures.
Apoc Fire Wall will shrink the interior combat zone for adequate competition in each competition band.
No fire wall will exist in a 20 player ffa.
Location: The Astral Archipelago.
PvX Island in the sea, opposite side of map to The Chaos Circle. PvX Naval Zone surrounds.
Thank you for your dedication,
Neurath.
Songcaller
Avatar Arena Update:
3 Competition Bands:
1 Air - Avatar Winged Combat. Pvp concept Aion.
2 Land - Avatar Corporeal Form. Pvp concept lol.
3 Sea - Avatar submersion. Pvp concept underwater fights in Archage.
All is fair in love and war,
New Wrath.
Neurath.
Songcaller
In this post, PvE Update, PvP Update, PvX Update, Tab Action Combat Update, UI Update, Map Update.
Primordial Portals: Legendary Public Quests. Horde Mode. Despawn and relocate functions.
Successful defeat of a Primordial Portal opens a gateway to The Heathen Halls (Large PvX Public MuD). Concept Onyx Chambers from Age of Conan.
The Heathen Halls will swarm with Mobs, placeholders will hide bosses and guardians will block boss spawns. All will be legendary elites.
The Main Boss in The Heathen Halls is The Heathen Herald. Concept Herald of Xotli from Age of Conan.
Quixotic Quests (Repeatable): Penetrate a Primordial Portal. Concept Hunts in SWG.
The Heathen Herald, Legendary Bosses and Legendary Mobs will be randomised with each portal batch spawn. The Heathen Hybrids (Mobs) will roam and rove. They can also detect hidden players.
PvE Zones will give no Experience Gain. (All source).
PvX Zones will have x5 Experience Gain (All source).
PvP Zones will have x10 Experience Gain. (All source).
All PvX Zones will have randomised drops and resources protected by The Heathen Hoarders. Heathen Hoarders travel in groups of 4 and drop 1000 gold coins each. Heathen Hoarders are legendary elites. Concept Treasure Goblin from Diablo.
Achievement: Kill 100,000 Heathens and earn a Heathen Hound Pet Skin and Heathen Hound Mount Skin.
2 PvE Zone Additions (320 player raid instances – concept from EQ)((PvE Islands, PvE Naval Zone surrounds.))(((No flags, no decay, no experience debt, no corruption, no duels, no guild or node wars.))).:
The Mysterious Mound on The Mired Mudflat (Vampiric) – 15 levels of randomised legendary elite mobs, placeholders, bosses, guardians. 15 boss rooms with 8 linked randomised legendary elite raid bosses inside each room. Randomised legendary elite mobs will spawn from graves, corpse ledges and coffins. (Attunement comes from The Chaos Circle Mobs)((Reward for completion: Vice Vampire Racial Skin Cosmetic – Bitten Birth (Personal Buff) Inflicted Bleed Effects are doubled in length, size and duration.)).
The Cryptic Castle on The Carr Chevron (Lycan) – 25 boss rooms of 8 linked randomised legendary elite raid bosses. Halls of randomised legendary elite mobs. Placeholders. Bosses. Guardians. Randomised legendary elite mobs will spawn from Moon Mirrors, Moon Manifestations and Moon Magic. (Attunement comes from Astral Archipelago Mobs)((Reward for completion: Wicked Werewolf Racial Skin Cosmetic – Mauled Morph (Personal Buff) Inflicted Wound Effects are doubled in length, size and duration)).
Cryptic Castle Room List:
Instance List:
1. Great Hall
2. Cavern
3. Cellars
4. Dungeon
5. Barracks
6. Chambers
7. Moon Observatory
8. Kitchen
9. Moon Chapel
10. Armoury
11. Arsenal
12. Undercroft
13. Escape Route
14. Ice House
15. Dovecote
16. Parapet
17. Carriage House
18. Stable
19. Apothecary
20. Enchanter’s Enterprise
21. Forge
22. Brain Baths
23. Shapeshift Study
24. Knitters Nick (Replaces and fixes shredded clothes from transformations).
25. Keep
Each room will increase in difficulty the deeper into the zone raid teams travel. Boss rooms unlock one by one after completion of the room prior. Faster speed clearances will also received increased difficulty.
These randomised raids will reset each month. Results and respawns will always be randomised. Below are the current concepts for each zone.
Randomised Legendary Elite Raid Bosses:
Random Reactions (Randomised routines): Random Status Buffs Given to multiple players. Players must not remain within 50 meters of each other. If the colours become corrupted or mixed up, or players do not divide. The Random Reaction will radiate and ruin the raid.
Random Results (Randomised routines) Random Status Buffs given to multiple players: -50% Healing, - 50% Mana Regen and -50% threat generation.
Random Results (Randomised routines) Random status effects applied in randomised areas: Totems, Wards, Blackholes, Waves, Explosions, Areas of Effect, Shield Breakers, Evasion Pervasion.
Random Results (Randomised routines) Random status effects applied to prevent Combat Resurrections for certain durations.
Random Results (Randomised routines) Random status effects applied to consume the combatants. Life drains of various sizes. Mana drains of various sizes.
Random Results (Randomised routines) Random status effects applied to players from zone entries: Extreme Single Target DoT, various durations, never extinguishes, always transfers. One to one, heart to heart and soul to soul.
Random Results (randomised routines) random status effects applied to low health players: Elevation, plummet and impaled execution.
Random Results (randomised routines) random status effects applied to ranged players. LoS Charges will occur, knockback, knockdown and nukes.
Random Results (randomised routines) Chilled Concerns status effects stack movement debuffs on random players. At 10 stacks players will either freeze, fracture or fragment.
Random Results (Randomised Routines) Storm Surgers, Raid Rumblers and Formation Fighters will randomly spawn to nuke raid members and assist the raid bosses. These mobs are legendary elite mobs.
Random Results (Randomised Routines) Elite Evil Entity may randomly appear inside boss rooms, remaining for the remnant of a fight. Thus, 9 randomised legendary elite raid bosses would have to be fought from that point onwards.
Raid Boss Health Checks:
All bosses must be at 1% health before a kill is attempted. If one boss reaches 1% and a single other has not, all will reset and reach 100% health. The fight will reset, the threat will not.
Each randomised raid boss will gain an invulnerability status at 25% remnant health. Each randomised raid boss has 40 medium hots imbedded.
Every 10% health lost on each boss, the threat tables are randomised.
Soft enrages occur every 5% health lost by a raid boss. Soft enrages will one shot healers. Every 10th stack will trigger a hard enrage.
Every 20% health lost for each raid boss, the raid boss will teleport with invincibility and aoe nuke around the combat area.
Every 25% health lost for each raid boss, the raid boss will shield and summon randomised legendary elite mobs.
Every 15% health lost for each raid boss, the raid boss will turn invulnerable players into instant corpses.
Every 33% health lost for each raid boss, the raid boss will enter Frenzy Stance and one shot tanks.
Every 30% health lost for each boss, the raid boss will enter hard enrage. Hard enrage can be suppressed by an Enchanter but 10 stacks will still mount. At 10 stacks Imbued Rage will occur and 40 x ultra large health bursts and 40 x large hots will apply to all raid bosses in the combat area. Wand Weapon Skill Abilities will have an interrupt Channel Ability – this must be used if you do not want all raid bosses to be healed.
At 50% health lost by each boss, the raid bosses will switch positions and threat tables.
Every 40% health lost each raid boss will one shot combat ressers.
Every 35% health lost by each raid boss, the raid boss will one shot the top 20 threat generators.
Stacks:
At 3 taunts stacks, each boss will break away, enter berserk mode and one shot buffers. Berserk mode can’t be taunted. Guardian angel is advised for targeted players on the run.
Every 60 seconds +10% damage stack is applied to each raid boss. No stack limit.
Timed Events:
Every 20 seconds each raid boss will do a +100% mana drain on the raid.
Every 30 seconds, each raid boss will clear all threat from the tanks.
After 10 seconds within a medium range of one another, the raid bosses will wipe the raid. Only two out of a maximum of 9 have to infringe the zonal markers for the raid to wipe.
Raid Boss Stats:
100% Armour (All Source)
100% Resistance (All Source)
100% Accuracy
100% Critical Chance
100% Critical Hit
+100% Physical Damage
+100% Healing
+100% Magic Damage
+100% Magical Critical Rating.
+100% Magical Critical Rating.
+100% Healing Critical Chance
+100% Healing Critical Hit
+500% damage to targets with less than 50% All Source Protection.
The two PvX and two PvE islands will be in opposite corners of the map.
Timers are old school, health checks are hardcore and phases are softmore. Reactive and sequential combat tracker to be inbuilt to prevent forewarning, foresight and predictive applications from third party software.
Due to the separation from PvP, these instances will continue to be adjusted and added to if needed to ensure the highest challenges ahead as requested by The Raid Guilds. These outlines are a base, not a final rendition. I’m a trained nurse, not a nanny hehe.
2 x PvP Instanced Zones (Heaven’s Hollow Access from Astral Archipelago and Hell’s Hole Access from The Chaos Circle).
Heaven’s Hollow and Hell’s Hole. No flags, no decay, no experience debt, no corruption. Full Loot. (Gold and Soul bound items can’t be dropped or looted here).
Angelic and Demonic Summons can be captured by Summoner Beast Masters here. Summoners would have to open Paddock Portals and defend the portals from opposition for 30 minutes. Paddock Portals broadcast activation once transfer is initiated.
Summoner Skinners can also skin these Angelic and Demonic Summons to provide skins to Demonic Shaman, Warlock and other class based summons. Legendary Skins.
These Demonic and Angelic Summons are Legendary Summons. Market Summons. Timed Summons. Willpower Summons. Will break free of Master and cause a Duel at time end.
Legendary Elite Angel Accountants roam Heaven’s Hollow. Packs of 8. 1000 gold on each 1. Concept: Treasure Goblin in Diablo.
Legendary Elite Demonic Dispensers roam Hell’s Hole. Packs of 8. 1000 gold on each 1. Concept: Treasure Goblin from Diablo.
UI Update:
Active skill bar will swap alongside activated manual weapon swap. Keybinds will remain in situ for both bars.
Avatars for The Avatar Arena and Champions for The Ascension Arena will also have 20 base skills.
By level 50, a player should have enough skill points to max out all skills on 2 weapon trees and all skills on the class base.
Tab Action Combat Update:
Click/Point Movement Addition. Left click to path to spot, double right click to
Movement skill and sprint to a minimum or maximum distance, skills can be used and queued through movement but not through sprint or movement skills, queued skills will activate after sprint or movement skills, shift right click will do a direct path to a point with no deviation. Control Key will enable and disable Click/Point Movement. Concept Diablo, L2 and Dota 2 (Dota 2 improvement preferred).
Clicking on the map will add a guide line for pathed auto run (Numlock). A trail of smoke would be cool for smoke breaks. Concept BDO.
These additions will ensure that the game will be a PvX and the Targetting System will be Hybrid Combat. All PvP players should be catered for, all PvE players should be catered for and all mmo fans should be catered for.
These raids are for a sole purpose. Not for progression. Do not attempt unless you want a Nightmare, Hardcore, Iron Hearted and Cold Experience.
A culmination of 28 years of my experience on RPG Games and MMOs. I will be 36 from July.
My advice would be to take one or two rooms a day once skills have improved. The worst case scenario will be if 9 out 9 randomised results occur at the same moment, unlikely but we never say impossible. We do not want deaths in real life. Naked Method Runs will be brutal enough. Stay safe. Have fun.
I can take the exec assistant post, back at work from tonight but I’m in no rush and can quit there at any time. Could work either nights or days for you.
Much love and thanks for your patience,
Neurath - Tom.
Songcaller
Military/Economic update:
Additional node npc:
Armed Assistant.
These npcs will enable, respec and augment class and weapon combinations.
Much love,
Neurath.
Songcaller
Armed Assistant Update:
Each augment source will need augments for each weapon and class skill.
Panel must have room to slot 60 augments before a player confirms choices.
If possible an overall potential summary for the build should be shown before player confirmation.
At the end of the day, my work load ever increases because of the 'I want everything now requests', therefore augments might be outlined by me but formulated by the skill devs.
All the best,
Neurath.
Songcaller
Gatherer Profession Addition:
Photographer.
Economic updates are so peaceful lol.
Tried not to go all in sims with artist too lol.
Neurath.
Songcaller
Pvp update:
Pvp public quest linked between Hell's Hole and Heaven's Hollow.
Twin gateways will open and suck players inside for a maximum 100 vs 100 battleground in The Violent Void.
Only occurs once 100 platers are on both zones. It would be heaven vs hell.
Details to be confirmed and further iteration of my zones to be completed.
Release the dogs of War,
Neurath.
Child Item