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Yeah next week would probably work.
If you believe everything you read, better not read.
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Bahahaha, I had a great idea for a cold elemental:
Mystic Twister
Grenth's Aura
Grenth's Fingers
Snow Storm
Arcane Zeal
Conjure Frost
Chilling Victory
Res of choice
Alea Jacta Est - Caesar
I live my life by Murphy's Law.
June 9th, 2009, 11:08
(This post was last modified: June 9th, 2009, 15:04 by FoxBat.)
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Zed-F Wrote:EotN Hard Mode Dungeons?
After our fun fail on vloxen the other day... I'm not sure we want to commit to this. It's doable, but some dungeons are going to be ridiculously frustrating, requiring several tries and impeccable strategy. On the upside we have the benefit of doing the dungeons in any order we want, so we could take a break from a frustrating one and come back later.
Wyrm's fun build doesn't match the listed rules, they literally pen the water guy into the water elemental line. I really was thinking about making them broader (something like "4 skills that reference your element"), so we could have "fire" TOF paragons, "earth" trappers, "air" channeling ritualist, and any number of "cold" necros.... this would invite many more classes and creative approaches, but I was concerned it would sidetrack the "nuke"/elementalist flavor. If we don't have many playing eles or their common secondaries (mesmer, necro) though, that route might suit us better.
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How about just EotN? I know it sounds a little overly simplistic, but do we really need to take on ventures that will take us months to complete? Especially with a lot of people going on vacation this summer, I think something a little more relaxed might be fun.
We can start thinking of hardmode variants later, since those will (probably) require a bit different approach.
Alea Jacta Est - Caesar
I live my life by Murphy's Law.
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Well most of us did just breeze through seven samurai ... There was a sense of dissapointment with how easy most of that was. But I do see the advantages of short in the summer. Maybe just EOTN missions HM, +/- daily zmission?
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Going to try and kick this off tomorrow around 8:30, can do any last minute arguing there.
June 16th, 2009, 00:52
(This post was last modified: June 16th, 2009, 01:48 by WarBlade.)
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*Dusts off Ice Blade*
Edit...
Some last minute thoughts:
FoxBat Wrote:Here is a completely optional list of OK (+) and forbidden (-) to clear up any confusion
+ Defile enchantments on dark and shadow mage
+ Snowstorm on a water mage
+ Summon Flame Djinn for a Fire Mage
+ Winter, even on non-water mage
+ Great Dwarf Weapon
+ Gust and Whirlwind on an air mage
+ Glyph of immolation, even on non-fire (degen isn't damage)
+ Parasitic Bond (or any pure degen hex)
+ Power attack (and most attack skills)
+ Ebon Scythe on an earth mage
- Ebon Vanguard Assassin, even on a fire mage with greater conflagration
- Empathy (passive, but still non-elemental damage)
- Flare on a water mage, even with winter up
- Splinter Weapon (creates *new* non-elemental damage source for the target ally)
- Summon Ice Imp on an Air Mage (even if you use Gust etc)
- Banishing strike on a non-light/holy mage
- Vampiric Scythe on an earth mage, even with Staggering Force
Some suggested additions/changes...
+ Breath of the Great Dwarf on a water or air mage? Or just air?
+ Great Dwarf Weapon restrict to earth mage seeing as it's a big lump of KD steel.
+ Cautery Signet option on fire mage as a fire themed means of getting pesky conditions off.
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That wasn't a list of restrictions, it was just explaining some of the consequences behind the single restriction on damage type. Trying to keep this KISS so I didn't want to get into rules for individual skills.
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I want you guys to know right off the bat that though I'm interested, and I'll be up for joining in, I'm going to be taking off for our summer ramble in a little over 2 weeks, and then my internet access is going to be erratic at best. So you'd better not count on me!
That being said, I'll dust off Arty (now able to wear CLOTHES!! yay for a freed house elf!) and join y'all when I'm able. Unless you're all just dying for me to bring my monk for Light damage.
I do think we ought to have some assignment of roles before we try to start in-game, otherwise there's just too much setup time.
It seems like WB wants Water. When I've played Arty outside of nudists, I've mostly done fire; I could keep with that, or try some other element. I don't really have a preference for Earth or Air. Anyone want to claim those?
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