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Item Changes and Additions (06/01/2007)
Posted: Fri Jun 01, 2007 2:36 pm
by Leane
In the upcoming version update, we plan to introduce a multitude of items and synthesis recipes that will open the door to new weapons and armor with graphics unlike anything you've ever seen before!
We will also be giving players another chance to obtain the rewards from selected quests and missions they have already completed.
Click
here for details.
Details Below
In the upcoming version update, we plan to introduce a multitude of items and synthesis recipes that will open the door to new weapons and armor with graphics unlike anything you've ever seen before!
We will also be giving players another chance to obtain the rewards from selected quests and missions they have already completed.
New Items
Here is a selection of the new weapons and armor to be found in the next version update. How will these powerful items be obtained, and what wondrous properties will they possess...?
Existing Rewards
In answer to requests from many players, a number of rewards will once again become available. This change will be put into effect for selected quests and missions with multiple reward choices, such as Divine Might, Apocalypse Nigh, and the Chains of Promathia storyline.
We hope that players who have accidentally discarded a valuable item or those who wish to change their choice of reward will take full advantage of this opportunity!
Re: Item Changes and Additions (06/01/2007)
Posted: Fri Jun 01, 2007 8:59 pm
by Okuza
Leane wrote:Existing Rewards
In answer to requests from many players, a number of rewards will once again become available. This change will be put into effect for selected quests and missions with multiple reward choices, such as Divine Might, Apocalypse Nigh, and the Chains of Promathia storyline. We hope that players who have accidentally discarded a valuable item or those who wish to change their choice of reward will take full advantage of this opportunity!
Now there's some good news. I wonder if you could potentially get two items from those quests. That would be really amazing. The wording seems to indicate you can only get just one ("wish to change their choice"), though.
Still, I'd love to trade Rajas for Sattva. Rajas is a nice ring for XP, but it's only a teeny bit nicer than other easily purchased items. There is no substitute at all for an extra 3 enmity in the ring slot.
Posted: Sat Jun 02, 2007 1:54 am
by Shirai
The emote by the person in the adjusted Errant gear shown there looks like a smn emote....
What else are they gonna give us.....
SE SMN is already killing my inventory... it better be worth it..
Posted: Sat Jun 02, 2007 1:07 pm
by Sugami
How will they be obtained? Hmm... guessing something to do with this new Dynamis-type battlefield that's coming out
Pretty though

Posted: Sun Jun 10, 2007 6:32 pm
by Eviticus
It's like a hybrid between Dynamis and Assault from what I hear. Lv65-75, 6-36 people. There is one large chamber(multiple wings?). In the one you go to, the monsters seem to be random. When you aggro one, every one of that type will link no matter where it is. (Chigoes are murder.)
To win, you are given half an hour. No time extension mobs. If you win, you are given a certain amount of points. I think 500 for the first level, not sure if you get more for 'harder' difficulties. You spend these points like Assault Points to get certain stuff.
Things like that really damn cool lance, Valkrie's Fork(Drg onry) and Animator +1 (Pup onry). Those are really the only two useful things Pup and Drg get. There's 2-3 new sets of armor you have to decurse from abjurations got from Einherjar, none of which Drg or Pup can use....lol. -.-; (Really, the Fork is totally worth not getting any of those sets of armor. It's better then the Mezraq+1 which goes for millions. The Valk Fork is the best weapon for Drg in the game other then our Lv5 Relic Lance. And no one knows what exactly the Animator +1 does.....but it's Lv71...speculation of new WS's for automatons.)
Anyways tonight I'm either going on an Einherjar run, or Illrusi Atoll. If I do Einherjar, I'll tell ya how it goes from first hand rather then third hand info.
Posted: Mon Jun 11, 2007 9:57 am
by Sugami
Yup 2 new armor sets from abjurations, one for PLD/WAR/DRK which is only really good for PLD as a mix between tanking and damage. Other one for mages, WHM/RDM/BLM/SMN/BRD (I think) but doesn't seem overly great.
I'd like that cool new lance, another sweet looking weapon for me

Posted: Mon Jun 11, 2007 12:46 pm
by Finwich
The mage Shadow gear seems to have a lot of magic accuracy. Eh, shuold be cool, but for RDM the JSE set give magic acc, so I'm in no hurry. It just looks cool!
Posted: Mon Jun 11, 2007 1:14 pm
by ScarlettPheonix
And we all know how popular the RDM JSE is...
I have a abjuration wishlist- and the new mage gear isn't on it. There are other pieces already in the game that are just as good, if not better, and I personally don't plan on going for it.
I missed my ls's Einherjar first run last week, but from what they said the next day- it's difficult but not impossible to do. They had a small turnout, about 8 people and they were facing 12 bats and 12 hounds on the first level/wing/room/w/e with no brds and only one blm so things didn't go so well but the over all opinion in my ls seems to be a good one for the new area.
Posted: Mon Jun 11, 2007 4:18 pm
by Alya Mizar (Tsybil)
The hot tip seems to be: bring BRDs and BLUs for Light based Sleeps.
As far as the new mage armor goes, meh. I am underwhelmed with Macc. If it works like Melee Acc, then +2 MND or INT is better than +1 Macc. No one has yet shown how Macc or Matt works.
Basically, if you have trouble sticking spells you can use Macc. I have no trouble sticking spells on anything that is not a Dynamis NM. perhaps if I hunted gods I would need it.
Posted: Mon Jun 11, 2007 4:31 pm
by Eviticus
Einherjar is one big load of ow if you're not seriously prepared for it. First off, the place has double dark weather and we went on dark's day. We walked in and saw about 5 Skeletons and 5 Dark Elementals.
Silently cursing under our breath, we decide to pull the skeletons. This is when things went wrong. We only saw 5, there were 12. Of each. Based on what ScarlettPheonix the 2 mob types with 12 each seems to be a common thread.
Anyways, needless to say they laughed at our LV75's Brd and Blu's sleeps. The 5 quickly became 12, and we all dropped in about a minute. It was actually quite amusing. Well, we reraised and regrouped and figured hell, why not, let's poke the mega boss, the Malboro Emperor. So we have a War/Nin run up and poke it with a crossbow. Somehow the dark elementals either aggroed or linked, cause they swarmed her. Being hit by 13 things instead of 1 like she expected, she quickly went down. And since she got hit, the blood aggro ticked off the skeletons, and so they went on a rampage too.
It was like Benny Hill. All in all? I recommend 36 Lv75's.
Posted: Mon Jun 11, 2007 8:19 pm
by Okuza
You need a lot of bards for einherjar. Perhaps once we figure out the precise agro transfer method, that won't be true, but for now, it's all about the bards. They're the only job that can reliably sleep undead and most of the critters in Einherjar are undead. Agro seems to be shared similar to Angra/Dragons in Beaucedine. If you pull one critter of a type, all critters of that type will agro.
Our attempt had about 16~20 hounds. Our two bards tried, but couldn't keep them all slept forever and so we wiped.
Posted: Tue Jun 12, 2007 10:40 am
by Sugami
Magic Accuracy was good for RDM when they were still RDM instead of some pseudo-WHM, also when monsters were still high VT-IT instead of T-VT.
Good for gods though, I hear they resist a lot for BLM.
I gotta find a good end game LS now D: or just join the old crappy one again.
Posted: Tue Jun 12, 2007 12:26 pm
by Leane
I'm sure magic accuracy will be good for besieged, if you wanna die that is
Posted: Tue Jun 12, 2007 5:34 pm
by Kahvi
havent you heard? no one lives thru besieged.
Posted: Tue Jun 12, 2007 5:58 pm
by ScarlettPheonix
All the m.acc in the world isn't going to help anyone in Besieged anyway considering the massive M.Def all the mobs seem to have.
I had the rdm jse legs and body for a long time (it was a gift) but hardly used either piece since there are very few spells that must land that I had difficulty in landing without the gear.
Many of the JSE pieces have better options out there- +15 Enfeebling on the AF trumps the JSE for enfeebling really, Errant/Jet/Errant HQ are better leg pieces for nuking, etc. Don't get me wrong, m.acc is useful at times, but not if I have to trade off on skill/potency for it- which is why I eventually sold both pcs.
Posted: Tue Jun 12, 2007 8:22 pm
by Keavy
Kahvi wrote:havent you heard? no one lives thru besieged.
As a WHM I do. Sometimes. Well, if I keep RRII up I do.

Posted: Wed Jun 13, 2007 7:54 am
by Kahvi
Keavy wrote:Kahvi wrote:havent you heard? no one lives thru besieged.
As a WHM I do. Sometimes. Well, if I keep RRII up I do.

Actually, by saying that you just proved my point.
Posted: Wed Jun 13, 2007 3:48 pm
by Finwich
Eh, I have a Chausable and the only reason I keep it is because a good friend bought it for me when my RDM hit 75 and he doesn't play anymore. I used to macro it in for nukes, but I don't bother with it anymore. I just leave on Duelist Tabard +1 pretty much all the time, unless I have my Royal on for some refresh lovin'.
Posted: Wed Jun 13, 2007 8:33 pm
by Keavy
Kahvi wrote:Keavy wrote:Kahvi wrote:havent you heard? no one lives thru besieged.
As a WHM I do. Sometimes. Well, if I keep RRII up I do.

Actually, by saying that you just proved my point.
Well, WHM's define "Live through" as "I didn't die without Reraise up"