Acrune2007-10-01 04:11:00
QUOTE(Shiri @ Sep 30 2007, 11:59 PM) 445589
Same as GM and GA then.
GA's are in charge of the guild. GM's are partially in charge of the city/commune. GC is the one who is obligated to fight and get killed a lot. Not the same
Shiri2007-10-01 04:19:54
GC's can also be in charge of commune/city security, combat training and defence organisation if orgs set it up like that. Of course it's not the same. That's why they're different positions. *peer*
Acrune2007-10-01 04:22:51
Eh, champ needs some perk, otherwise its just security + rescue ability.
Forren2007-10-01 04:29:48
QUOTE(Acrune @ Oct 1 2007, 12:22 AM) 445592
Eh, champ needs some perk, otherwise its just security + rescue ability.
We have no karma loss on PK death.
That alone is enough. It's great for PKing.
Unknown2007-10-01 05:09:18
QUOTE(Forren @ Sep 30 2007, 10:16 PM) 445583
Uh...
Guardian Pets and Helms >>>> Mage Staff
Guardian Pets and Helms >>>> Mage Staff
No idea about the helms...
But I handled Malarious a whole lot better than I handled Narsrim. I understand demigod/no demigod...but still. Narsrim didn't even have to try...staff staff win. Yes my health is bad...but no one but really tanky warriors can survive that staff for long. I actually had a fight with Malarious.
Xavius2007-10-01 05:12:09
I'm not a really tanky warrior. I'm not even level 80, and I spend a lot of time as a faeling. I survive champ staves.
Acrune2007-10-01 05:13:26
Narsrim is also a better fighter. And if you have more then 5k health, Narsrim's staff can be tanked without much trouble.
Ashteru2007-10-01 06:53:04
QUOTE(Shamarah @ Oct 1 2007, 01:47 AM) 445569
No, but you have to spend two hours rubbing cleanse enchantments afterwards to wash out the scent of cheap whore.
Pffh, no change to usual business for me, then.
Krellan2007-10-01 07:41:24
plus hold breath takes away 25% minimally. I forget if it's 50% asphyx or 25%. So if you need, since you're a guardian now, hold breathe tank an attack and start your burst offense.
Unknown2007-10-01 11:29:12
Champion artifacts should be more than just rescue. I've never been able to figure out why people always assume that champions should be the best fighters in the guild and not need bonuses. Champions should be more concerned with training guildmates and security measures than actually going out and PK-whoring every enemy they can find. There have been several very good champions in the past who were not top tier fighters, and several top-tier fighters who were absolutely horrible champions. A champion might very well need small buffs to perform well.
They do need to be nerfed (warrior helms, patchou, handmaiden, bard instruments, and mage staves should all be scaled down). I think that shuck, grim, and druid cudgels are probably okay as they are.
They do need to be nerfed (warrior helms, patchou, handmaiden, bard instruments, and mage staves should all be scaled down). I think that shuck, grim, and druid cudgels are probably okay as they are.
Desitrus2007-10-01 19:51:52
You'll be happy to know that monk Sashes are rescue only. If my Sash had a face, I would be proper in saying that I "tested its face off." No speed, damage, wounding, or any other advantage. Just the rescue and the sex appeal. All I need.
Unknown2007-10-01 20:06:37
QUOTE(Desitrus @ Oct 1 2007, 02:51 PM) 445718
You'll be happy to know that monk Sashes are rescue only. If my Sash had a face, I would be proper in saying that I "tested its face off." No speed, damage, wounding, or any other advantage. Just the rescue and the sex appeal. All I need.
Perfect, I'll take 100.
Forren2007-10-01 20:30:30
QUOTE(mitbulls @ Oct 1 2007, 07:29 AM) 445628
A champion might very well need small buffs to perform well.
I disagree 100% with this. If you need the champ artie, you are not champ material.
Ashteru2007-10-01 20:34:44
QUOTE(Forren @ Oct 1 2007, 08:30 PM) 445729
I agree 100% with this. If you need the champ artie, you are not champ material.
Your first sentence contradicts your second one. I SENSE MINDCONTROL!
Forren2007-10-01 20:36:47
QUOTE(Ashteru @ Oct 1 2007, 04:34 PM) 445732
Your first sentence contradicts your second one. I SENSE MINDCONTROL!
Ack, I meant DISagree!
Ashteru2007-10-01 20:37:53
QUOTE(Forren @ Oct 1 2007, 08:36 PM) 445735
Ack, I meant DISagree!
Mindcontrol.
Jack2007-10-01 22:41:19
QUOTE(Bianca @ Oct 1 2007, 06:09 AM) 445596
No idea about the helms...
But I handled Malarious a whole lot better than I handled Narsrim. I understand demigod/no demigod...but still. Narsrim didn't even have to try...staff staff win. Yes my health is bad...but no one but really tanky warriors can survive that staff for long. I actually had a fight with Malarious.
But I handled Malarious a whole lot better than I handled Narsrim. I understand demigod/no demigod...but still. Narsrim didn't even have to try...staff staff win. Yes my health is bad...but no one but really tanky warriors can survive that staff for long. I actually had a fight with Malarious.
Helms are insanely good. Malarious is nowhere near as good a fighter as Narsrim. Very bad analogy.
Malarious2007-10-02 08:39:09
Malarious had lag, which she knew even going into the spars And I dont have tarot I switched over to astro.
On another note... Wait Grim is better than a staff that boosts damage? Can Ents just do something like whisper when an enemy is near or let you check nearby area for em and make the REAL effect 20% more damage? Mages meld, I guess we can get intel on whose around? Like scent? I will take damage buff anytime.
And no you shouldnt need the champ arty to be champ, or how the hell did you get the position? If you can hold your own then you can be champ.. you dont become able to hold your own BECAUSE you are champ.
The Maiden is the best one.. hands down.. Grim has blackout.. thats it, the damage is so rare its hardly noted (1% anyone?). The other two tend to have hexes but passive aeon and shucks blacklung are nice. Still I think Helm is best bonus, then Staff, then some ents, then cudgle, then other ents. And Bard artys go high up for great use even if they didnt boost damage. While monk arty I wont even comment on.
SUMMARY:
-Screw the ents, make em let you do scent
EX. The Nil Grim Horror informs you he detects:
Narsrim- The River of Lost Souls
Forren- The River of Lost Souls
Revan- The Megalith of Doom
etc
-Give me damage as the main effect like staves give! Damage kills would be so much easier
-They could be brought in line with eachother
-You shouldnt need the arty to be able to fight (some people may have noticed Grim isnt with me as much, and sometimes I leave demon passive! Right Bianca? )
I would also take handmaiden or patchous effects anyday, Shuck is more iffy but blacklung if you scabies epilepsy and ecto would be killer!
I had more to say.. but time to hit the hay!
EDIT: Oh, and Nars is tiny, can writhe faster, has demesne and probably uses phantoms if not also claws, has his combos if wants, or can just staff to death with arty staff and high int... um wait nope Narsrim has alot more goin for him. Nars has multiple things I dont.. recall that first? Damage boost and insane bleeding is just among it
On another note... Wait Grim is better than a staff that boosts damage? Can Ents just do something like whisper when an enemy is near or let you check nearby area for em and make the REAL effect 20% more damage? Mages meld, I guess we can get intel on whose around? Like scent? I will take damage buff anytime.
And no you shouldnt need the champ arty to be champ, or how the hell did you get the position? If you can hold your own then you can be champ.. you dont become able to hold your own BECAUSE you are champ.
The Maiden is the best one.. hands down.. Grim has blackout.. thats it, the damage is so rare its hardly noted (1% anyone?). The other two tend to have hexes but passive aeon and shucks blacklung are nice. Still I think Helm is best bonus, then Staff, then some ents, then cudgle, then other ents. And Bard artys go high up for great use even if they didnt boost damage. While monk arty I wont even comment on.
SUMMARY:
-Screw the ents, make em let you do scent
EX. The Nil Grim Horror informs you he detects:
Narsrim- The River of Lost Souls
Forren- The River of Lost Souls
Revan- The Megalith of Doom
etc
-Give me damage as the main effect like staves give! Damage kills would be so much easier
-They could be brought in line with eachother
-You shouldnt need the arty to be able to fight (some people may have noticed Grim isnt with me as much, and sometimes I leave demon passive! Right Bianca? )
I would also take handmaiden or patchous effects anyday, Shuck is more iffy but blacklung if you scabies epilepsy and ecto would be killer!
I had more to say.. but time to hit the hay!
EDIT: Oh, and Nars is tiny, can writhe faster, has demesne and probably uses phantoms if not also claws, has his combos if wants, or can just staff to death with arty staff and high int... um wait nope Narsrim has alot more goin for him. Nars has multiple things I dont.. recall that first? Damage boost and insane bleeding is just among it
Unknown2007-10-02 09:22:37
what do the helms actually do??
Unknown2007-10-02 09:37:58
QUOTE(Asmoth @ Sep 30 2007, 06:34 PM) 445468
why are there champion artifacts? At all? I mean, champions are supposed to be good ass kickers as is. Why are we giving them mega-guitars and super staffs? I'm seriously curious? Cause with bards who whore transfix, coupled with the super long stun from earwort blanknoting. It makes them even more unmanagable. You can always not use truehearing, but then what happens is their songs that stop you from healing or drinking lay in and then they are still at an advantage and you're healing is all gimped up.
I agree. I don't understand why the people most likely to be top-tier combatants are given extra advantages for being better without them than others.
Maybe it's already been said, but wouldn't it make more sense for champions to have protective powers? For example, a guild champion pet gives a bonus x% chance to cure a player delivered affliction on any citizen in the room including the champion, increasing with the number of guildmembers there. Or a champion weapon has an extra y% chance to parry on behalf of any citizen in the room, again increasing with the number of guildmembers present. Or a champion staff/cudgel has a z% chance to absorb 25% of the damage of a player attack against any citizen, and so on and so forth.
The karma bonuses are still nice, as is the rescue ability. But any combat advantage should really be group-based, as a result of the champion leading some effort.