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About Mondasin
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Mondasin reacted to a post in a topic: Dreadlords
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Mondasin reacted to a post in a topic: Dreadlords
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Mondasin reacted to a post in a topic: Paladin Class
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betaguy reacted to a post in a topic: Want to know something about Crowfall, ask away!
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betaguy reacted to a post in a topic: Want to know something about Crowfall, ask away!
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Albert Rock reacted to a post in a topic: It's called "strategy"
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JamesGoblin reacted to a post in a topic: It's called "strategy"
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Mondasin reacted to a post in a topic: Crowfall Crafting - All The Best Gear is Player Made - MarkeeDragon Video
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JamesGoblin reacted to a post in a topic: Crafting Master List
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Mondasin reacted to a post in a topic: Kingdom terrain theme options?
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Mondasin reacted to a post in a topic: Crafting / Economy F A Q
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Thought I replied to this thread weeks ago, but I'm willing to toss my name in as another Alchemist. I might spend more time with those lovely mines that appear as an Alchemist power.
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Mondasin reacted to a post in a topic: Crafting Master List
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Mondasin reacted to a post in a topic: On Crows and Vessels
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JamesGoblin reacted to a post in a topic: Live Stream Crafting Updates 06/27
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I'm still curious why Alchemy is in the Exploration tree instead of crafting, but I am really digging the idea of Alchemists getting mines to place.
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Mondasin reacted to a post in a topic: Craft Skill Combination List
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Tell us your planned starting profession and why!
Mondasin replied to IdeaMatrix's topic in Crafting & Economy
The only profession I'm actually looking forward to dabbling in is Alchemy, and we don't know how hard it is to get that discipline. -
Mondasin reacted to a post in a topic: looks like wow stole a few ideas from Crowfall
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corvax reacted to a post in a topic: ACE how many campaigns can one account play simultaneously?
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courant101 reacted to a post in a topic: ACE how many campaigns can one account play simultaneously?
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ACE how many campaigns can one account play simultaneously?
Mondasin replied to VIKINGNAIL's topic in General Discussion
They did bring up the idea that one could unlock themselves from a campaign for a price, but didn't elaborate much further on that. Personally I'm ok with the lock per ring suggestion that Corvax brought up on page 1, but I do understand the need/want to have a easy way to reorganized people at the start of the campaign cycle so everyone is in the same server. -
Good chunk of my thoughts on this aswell. They listed off 3-4 ways a druid could heal ( without revealing any of the actual powers ) but they haven't really mentioned what the rest of her kit(s) are planned to be for initial testing other than her second bar is about damage. I have faith that ACE will balance healing numbers, heck to prevent a stacking of healers they could always make heals overwrite each other, or add diminishing returns to heal spam from a flock of druids, or a herd of Lego's if they keep they healing after the upcoming change.
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Alchemy has always been shown as a Discipline, and hopefully it'll get a nice spot as a utility or crafting discipline at that.
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I mean you could call diminishing returns a drawback, but I'm sure ArtCraft will have plenty of time to test proper healing, if any, from potions when they go into crafting and disciple testing.
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Dondagora reacted to a post in a topic: Alchemy/Food: Heal pots and more.
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Its looking like more of a caster support type to be the opposite of the legionaire, but until we see solid info on the powerset I'm guessing zone control or area denial focused.
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shadowfang1992 reacted to a post in a topic: Pre-Alpha 1.3: Enter the Ranger - Official discussion thread
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Pre-Alpha 1.3: Enter the Ranger - Official discussion thread
Mondasin replied to Pann's topic in News & Announcements
I think the plan is to have spell caster base classes be short-mid range with promotions than can increase their max or more plainly fit them into a preferred distance. Might see a confessor promotion based around diving into enemies blowing their combo's for quick dirty damage or CC while their team sweeps in behind them to clean up. -
Ways to balance healing potions for PvP: 1 - Instant health potions have the lowest healing value of all potions 2 - notable cooldown on using potions ( could be per type of potion for global over all potion types) 3 - Give a draw back to using potions. 4 - Make potions a hefty investment ( perhaps worth 2-3 low-medium quality items(read weapon/armor)) 5 - Make all healing potions as Heals Over Time with a long duration but low interval numbers so you can be killed while using them. 6 - Make alternative potions to healing look more appealing ( damage reduction via Armor/Resistance potion
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Oh heck yea, Artcraft hired a meme machine, pulling out the ole End of ze world and everything. I look forward to the good times ahead with our new Guinecean overlords.
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I like the idea of being able to lock off sections of an EK, so all visitors can go to the market, trusted people can frolic in the country side.
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Shadowbane Succubus taken out - can we get it back?
Mondasin replied to preston's topic in General Discussion
Other than another mob, does a Succubus potentially add anything to the game? Any reason for it to exist? -
Malekai (my current planned god before blessings) Hero Kronos Maece Kane Zaleena Gaea/ D'orion (Interested in how worshiping a dead god works) and the others I really have no interest in.
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Will crafters really need to gather their own materials from dangerous locations? Maybe a bit at launch before they have high crafting skills, but after a while can't they just swap refining/crafting the materials into armor/weapons for raw goods? Having a ton of Quality 5 ore isn't going to do a group of combat focused characters any good unless they find someone who can craft it into weapons/armor for them. Hell the other way could even happen, where a high level craft could offer some mercenaries a cut of the raw materials he farms if they can protect him while out gathering.