Warhammer Online: Suggestion: New Crafting Skill: Amulets


Despite the fact that you really couldn’t make an easier crafting system if you tried, I still like it. Everybody with alts or friends or gold can basically make what the need. It’s not complicated, but it still takes the effort to make the nice stuff. There’s not much difference in a 24 versus a 23 Talisman, other than about 100 gold in the AH. But when you inspect someone and they have 24 slotted in every piece, it shows you, who goes the distance. Or maybe it shows you how to scream when you see 24s in Annihilator.

I’ve only really been on my new server for about a month now, but I have a ton of Tali Mats. To the point that I basically just hand on 20, 21 and 22s to friends or just newbs I inspect randomly in camps. Yesterday, I inspected a Sorceress, who seemed like they slightly knew what they were doing. She was wearing full Invader, and everything but the Staff had no talismans slotted at all. She no longer obviously knew what she was doing.

“Un-Fucking-Acceptable! Sit still.”

I handed her 5x Intel 22 Talismans.

“OMG, thanks, do you want some gold?”

“Nope, I just want you to kill stuff.”

See, there is a benefit to not hiding yourself, or going anonymous. You never know when a silly Disciple will just hand you purple talismans. I love crafting, it makes me friends, or at least fake ones.

But to the point of the post: I think it’s time for the 3rd crafting capability to add to the system. I think there is one area with a giant f’ing gap. And that’s the pocket slots. Sure there are fun things you can pick up, but for the most part, I bet most of us are grinding Tombs to get our barriers and bypass pocket items. If you aren’t, you have lots to still learn in this game, young grasshopper. You either having nothing in your pockets, or a barrier that gives you 4K worth of shield or the 15 second undefendable attack. To me, you either need to nerf it, or offer build-ups to it. You might have gotten lucky with PVE and gotten a 4K one, but does that not mean that I can’t just have one for 1K or 2K that I crafted? I think so.

Mr. Meh Suggestion Idea Spectacular:

3rd Main Skill: Amulet Maker

The Amulet Maker Skill allows you to use specific Materials to create pocket items. Like its 2 cousins, the talisman and apothecary, the skill uses a container and a main ingredient/fragment, called a charm. You can help control the strength of the creation by adding better sub-materials to the developement. Based on the main charm, you could create one of the following pocket items. The descriptions below describe the amounts of the bonus based on charm rank with Green, Blue, Purple levels.

For example: Magic Barrier 100 level: G 200/B 350/P 500 would mean the Blue Amulet would give you a magic barrier worth 350.

Spirit Magic Defense Barrier - Barriers have a 10 minute cooldown between uses. Effects last for 5 seconds.
50 level: G 100/B 150/P 200
100 level: G 200/B 350/P 500
150 level: G 500/B 750/P 1,000
200 level: G 1,000/B 1,500/P 2,000

Elemental Magic Defense Barrier - Barriers have a 10 minute cooldown between uses. Effects last for 5 seconds.
50 level: G 100/B 150/P 200
100 level: G 200/B 350/P 500
150 level: G 500/B 750/P 1,000
200 level: G 1,000/B 1,500/P 2,000

Corporeal Magic Defense Barrier - Barriers have a 10 minute cooldown between uses. Effects last for 5 seconds.
50 level: G 100/B 150/P 200
100 level: G 200/B 350/P 500
150 level: G 500/B 750/P 1,000
200 level: G 1,000/B 1,500/P 2,000

Ranged Physical Defense Barrier - Barriers have a 10 minute cooldown between uses. Effects last for 5 seconds.
50 level: G 100/B 150/P 200
100 level: G 200/B 350/P 500
150 level: G 500/B 750/P 1,000
200 level: G 1,000/B 1,500/P 2,000

Melee Physical Defense Barrier - Barriers have a 10 minute cooldown between uses. Effects last for 5 seconds.
50 level: G 100/B 150/P 200
100 level: G 200/B 350/P 500
150 level: G 500/B 750/P 1,000
200 level: G 1,000/B 1,500/P 2,000

Spirit Magic Attack Buff - Effects last for 5 seconds. The amount adds dps to each attack in that time. Cooldowns between uses are 10 minutes.
50 level: G 10/B 15/P 20
100 level: G 20/B 35/P 50
150 level: G 50/B 75/P 100
200 level: G 100/B 150/P 200

Elemental Attack Buff - Effects last for 5 seconds. The amount adds dps to each attack in that time. Cooldowns between uses are 10 minutes.
50 level: G 10/B 15/P 20
100 level: G 20/B 35/P 50
150 level: G 50/B 75/P 100
200 level: G 100/B 150/P 200

Corporeal Attack Buff - Effects last for 5 seconds. The amount adds dps to each attack in that time. Cooldowns between uses are 10 minutes.
50 level: G 10/B 15/P 20
100 level: G 20/B 35/P 50
150 level: G 50/B 75/P 100
200 level: G 100/B 150/P 200

Ranged Physical Attack Buff - Effects last for 5 seconds. The amount adds dps to each attack in that time. Only will add to ranged attacks. Cooldowns between uses are 10 minutes.
50 level: G 15/B 20/P 30
100 level: G 30/B 45/P 60
150 level: G 60/B 90/P 120
200 level: G 120/B 180/P 240

Melee Physical Attack Buff - Effects last for 5 seconds. The amount adds dps to each attack in that time. Only will add to melee attacks. Cooldowns between uses are 10 minutes.
50 level: G 15/B 20/P 30
100 level: G 30/B 45/P 60
150 level: G 60/B 90/P 120
200 level: G 120/B 180/P 240

Healing Buff - Effects last for 5 seconds. The amount adds hps to each heal tick from the caster using direct heals in that time. Cooldowns between uses are 10 minutes.
50 level: G 15/B 20/P 30
100 level: G 30/B 45/P 60
150 level: G 60/B 90/P 120
200 level: G 120/B 180/P 240

Parry Defense Buff - Effects last for 5 seconds. The amount is the increase to the percentage chance to parry. Cooldowns between uses are 10 minutes.
50 level: G 1/B 2/P 3
100 level: G 3/B 5/P 8
150 level: G 8/B 12/P 16
200 level: G 16/B 21/P 26

Block Defense Buff - Effects last for 5 seconds and requires shield. The amount is the increase to the percentage chance to block. Cooldowns between uses are 10 minutes.
50 level: G 1/B 2/P 3
100 level: G 3/B 5/P 8
150 level: G 8/B 12/P 16
200 level: G 16/B 21/P 26

Dodge Defense Buff - Effects last for 5 seconds. The amount is the increase to the percentage chance to dodge. Cooldowns between uses are 10 minutes.
50 level: G 1/B 2/P 3
100 level: G 3/B 5/P 8
150 level: G 8/B 12/P 16
200 level: G 16/B 21/P 26

Disrupt Defense Buff - Effects last for 5 seconds. The amount is the increase to the percentage chance to disrupt. Cooldowns between uses are 10 minutes.
50 level: G 1/B 2/P 3
100 level: G 3/B 5/P 8
150 level: G 8/B 12/P 16
200 level: G 16/B 21/P 26

Bypass Parry Offense Buff - Effects last for 5 seconds. The amount is the decrease to the percentage that the defender has to parry. Cooldowns between uses are 10 minutes.
50 level: G 1/B 2/P 3
100 level: G 3/B 5/P 8
150 level: G 8/B 12/P 16
200 level: G 16/B 21/P 26

Bypass Block Offense Buff - Effects last for 5 seconds. The amount is the decrease to the percentage that the defender has to block. Cooldowns between uses are 10 minutes.
50 level: G 1/B 2/P 3
100 level: G 3/B 5/P 8
150 level: G 8/B 12/P 16
200 level: G 16/B 21/P 26

Bypass Dodge Offense Buff - Effects last for 5 seconds. The amount is the decrease to the percentage that the defender has to dodge. Cooldowns between uses are 10 minutes.
50 level: G 1/B 2/P 3
100 level: G 3/B 5/P 8
150 level: G 8/B 12/P 16
200 level: G 16/B 21/P 26

Bypass Disrupt Offense Buff - Effects last for 5 seconds. The amount is the decrease to the percentage that the defender has to Disrupt. Cooldowns between uses are 10 minutes.
50 level: G 1/B 2/P 3
100 level: G 3/B 5/P 8
150 level: G 8/B 12/P 16
200 level: G 16/B 21/P 26

The Amulet Maker requires atleast one of the 2 Collector Skills to collect the proper materials. Both are capable of producing Charms for Amulet Making.

The first is the Forager. The Forager searches for their materials through both non-combat means. There will be sections of retrievable plant life added throughout the PvE and PvP areas. This interactable, respawning objects will be different types of plant life. These pockets of fertile plant life tend to attract aggressive beast and enemies a like as well. A Forager will most likely have to kill some NPC defenders to reach the items they need. Forager materials include charm drops. They can be common, uncommon, rare and very rare charms. These charms produce your defensive Amulets (barriers and buffs to defensive abilities).

The other skill is the Smithing. Friendly NPCs will no be setup throughout the PvE worlds. The Smith will not only sell the basic goods but also each offer special quest to gain special items. The items help add to building a specific Amulet material. This skill can best be compared to Cultivating, as it requires a main item, that allows you start the craft, and then add items to enhance the creation item. Charms produced through this skill help the output of Offensive Amulet items.

Obviously, the number values would have to be better determined through testing. That is the bloggers best first guess. And there are probably plenty of details that need more explaining. But I like the it, hopefully some readers like it too,

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10 thoughts on “Warhammer Online: Suggestion: New Crafting Skill: Amulets

  1. I think this is a great idea mate, would add some more variety and some great tactics. Would need to be on some kind of global timer like potions to stuff multiple same type items being over over used. Maybe one for the offensive types and one for the defensive?

    Or at very least make them only usable when equiped rather then from the Inventory/hotbar like the Battlebrew pack currently.

    • Well my assumption was that they fill pocket slots, so their use would have to be dragged to your hot bar. But you are right on the cooldowns, nice point. I’ll make note when I further add to this.

  2. This is a great idea. Since I have been focused on looking at the PvE side of WAR, this would be a great addition.
    I still wish they would take the Guild Inn, make it insyanced for each guild and allow it to be decorated and add a “wood” based crafting skill. I do not know how many stacks of logs I have seen laying around the game that could be turned into “choppable” resources.

    Any new crafting skill I think would be a major time sink and help keep people involved.

    Cheers

  3. Stopped reading after absorb and strikethrough pocket items.

    Please, for the love of god, no more of those unbalanced items. The first makes lifetaps unviable and the second makes tanks unviable. Go away. :(

    • A 5 seconds effect ever 10 minutes would hardly be over powered, would make a big different in certain circumstances but no more then Liniments, 200 Armour Pots and +24 talisman which would be the equivalent from the other crafting trees though. Suppose if it was a worry the pocket items could have a decay timer being they would need to be re-crafted rather then perminents.. say 14 days or so?

      • Well Sarigs, he didn’t get that far. He is saying stopped reading as soon as it was mentioned.

        Those pocket items are quite unbalanced. That’s exactly the point of this skill, to set the balance.

      • I guess that if everyone had them, that would balance things. But it doesn’t change the fact that things like unblockable attacks for x sec shouldn’t exist, we already have morales.

        Why have tanks then if you are going to negate one thing they excell at.

  4. As someone who both the magic and melee absorb bubbles, I agree heartily in balancing these things out. I remember whistfully back to the day when pocket items were just visual additions, and Mythic was adamanet on them never having an affect on combat.

    /sigh

    I use them, but I don’t have to like it. Adding a crafting skill would help bring balance. I’d prefer it be something that can implement PvP to balance the PvE-centric reality of the LotD tombs.

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