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Rufie

Testers
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About Rufie

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    Hatchling

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    English

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  1. Rufie

    DPS Templar build?

    So just rolled a fresh blue Templar. (Fire human people things) Now figuring out how to build it. Im focusing on exicute dps and targeting low health enemys to get the finishes in where needed. That being said execute is the main powerhouse of the build. Going top spec(Vindicator i believe) Stats I got 117STR, 60 DEX, 117 INT, 80SP, 70CON. Reasoning is that exicute when hitting a target that you should be hitting will auto crit. So lower need for crit. But drives a higher need for Crit damage. Attack power seems easy to cap. 100ish base on the low side, 300 from talents, 125 from passive training so base will be around 525 before gear. For majors im thinking banshee and elementalist. Main focus will be pumping fire damage bonus. because cap stone will convert fire damage to slashing. This makes Fire damage boost my constant damage from the corcle as well as fire wall while also bumping my slashing damage for better block slashes and executes. For minors, Demons pact, Finish him, and probobly fashion statement. Is the core idea any good or am i wasting my time?
  2. Ultimately the chain of supply and demand needs to be reinforced. PVP guys need gear from crafters, Crafters need materials from gatherers, Gatherers need Pvpers to hold the objectives and provide protection in their zone to boost productivity, Pvp guys need gear to maintain that defence from the crafters.
  3. Ok, new to the game and doing some pvp and the related pve grind that goes with it. Sorry if this feels lame and please point out if none of this would work. Capturing forts. So current its break down a wall and stand in a circle for some time and don't engage guards because you want them alive on the flip. Wait to hold till timer is finished. What if you had objectives to do in order to claim a fort. So we want to take scribbles fort. A) In the vulnerability window. B, We meet up with our factions roster of guards to assault the wall. So we begin with say 10 Rank 5 guards and a Rank 7 elite captain. C) We have to protect our troop and move into the wall and take a section down. D) kill their captain. E) Raise the flag. Now after flag is raised our surviving guards take position and we have a to get walls rebuilt to defend the fort. If the captain dies at any point during the assault, your faction is repelled from the fort. If a guard dies then it is missing from the garrison during the intermission. Going after keeps seems nice to have an offensive and defensive objective and im not to experienced with these to really say anything. BUT, Could the pvp and pve be linked? Like have the motherloads in the zone be capped at R5 when neutral. When the keep is owned by a faction then they get bumped to R7. If the faction that holds the keep has say the keep and 1 fort then they get bumped to R8. 2 forts and a keep R9 with the ones around the keep at R10. Plus mabee restrict the number of realms on a campaign to be in tune with the population. Or start with say 3 keep relms and if the population spiked above say 300 then everyone gets the message "Scouts have spotted a portal to a unclaimed land in X zone!" This could be a 24 hour point boosting zone to divert guilds from their keeps to score some unclaimed riches. Let it have objectives like faerie circles to claim that generate caravans of dust that move to your faction. Rewards for having a higher population density and it spreads the defensive and offensives out a bit more while encouraging people with different pvp methods to play where they are strong. Full loot, Im not in favor of looting your equipment or vessel. But why not loot a skull with an equal rarity to your vessel when you die that has a sac level equal to like 10% of that rarities max exp cap. Sorry if some of this seems like rambling.
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