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Thread: Warning: Don't slot up your earth/fire resist sigils yet

  1. #16
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    Quote Originally Posted by Xenoheart View Post
    I think you have to consider those who have multiple cores. As a mage I need my max DPS core, and that likely wont change. However I also need a death resist tanking core for dollin. I also need my fire resist core for ROTP. I also need my water resist core for HK. I literally just finished the last of those cores a week ago because we are just now entering the R2 content. That blows.

    For those already well into R2s, not a big deal because they have had their cores forever and have just been saving up there inscribed passively and likely able to buy up there new cores immediately. For those not even remotely close, they now have a preview as to where to spend their inscribed. But for those on the cusp of entering R2 dungeons, this would be a major slap in the face.
    I have 8 cores... only one of them is for tanking


  2. #17
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    Quote Originally Posted by Primalthirst View Post
    You don't need a Fire Resist core for ROTP.

    Also please, please, please don't say that we Mages have it hard when we only need 1 core + resists.

    It makes us look like *****.

    Anyone other class that tanks or has good soul-specific greaters has to farm way more sets than we do.

    We have it easy.
    I farmed it in 2 days after I heard about RotP and the bosses weren't even on PTS. It has pretty nice lessers in it and hailstone tideshard and frozen deep one tear so I'm not complaining. as far as soul specific greaters, I don't use them either but still have 8 cores for some reason... death resist? lol


  3. #18
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    Quote Originally Posted by AquaSquirrel View Post
    I'm too poor and I slotted everything already. At least I can blame my raid's inadequacies on overtuned(not) resist based fights right?
    Blame Ursa, it's his fault anyways


  4. #19
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    Quote Originally Posted by Ladara View Post
    guess it's time to start farming again. I made a fire resist core for RotP guess I'll have 2 now
    Which is all but useless for most of the fights (maybe the 1st faceroll guy).

    Trion really needs to work out what they want us to be doing. They put all this grindable gear in the game and then make RotP fire damage that doesn't seem to be affected by resistance.

    The should have put all the available resist on gear or only offer lessers for resist where you need to trade up a lot of DPS. For example:

    DPS Core
    +20 int
    +20 wis
    +15 Spellpower
    +5 resist

    vs.

    +20 int
    +20 wis
    +20 resist

    Making high resist on fights would then make people trade out DPS.

  5. #20
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    Quote Originally Posted by Xenoheart View Post
    I think you have to consider those who have multiple cores. As a mage I need my max DPS core, and that likely wont change. However I also need a death resist tanking core for dollin. I also need my fire resist core for ROTP. I also need my water resist core for HK. I literally just finished the last of those cores a week ago because we are just now entering the R2 content. That blows.
    If you just started r2 content, then you have time to worry about getting the entire 20 man force ready for ID. Always remember, just because you "can" go to a new raid/dungeon/zone ... Doesn't mean you "should." take your time and farm the items for the new sigil. You have plenty of time, not like there is anything currently to do whenever ID shows up.

  6. #21
    Sword of Telara Archemys's Avatar
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    Quote Originally Posted by Primalthirst View Post
    You don't need a Fire Resist core for ROTP.
    .
    It certainly doesn't hurt.

    When my guild was trying to beat beruhest for the first time, there were alot of attempts where surprise surprise... I was the last one standing. ~25% less damage taken can be a big deal when abilities are hitting hard.

  7. #22
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    Quote Originally Posted by Archemys View Post
    It certainly doesn't hurt.

    When my guild was trying to beat beruhest for the first time, there were alot of attempts where surprise surprise... I was the last one standing. ~25% less damage taken can be a big deal when abilities are hitting hard.
    There aren't a whole lot of heavy hitting abilities from that guy, except maybe if you missed an interrupt or if you weren't spread out for leaping flames.

    ... although resisting leaping flames is always fun.

  8. #23
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    Quote Originally Posted by Tumnayar View Post
    Most cores have been done since GP released, and before RotP was released, so that seems to make sense to me.
    This^^

    In preparation for RoTP we all had our fire already.
    Guild Leader of CONVICTION

    GSB 5/5 RoS 5/5 GP 4/4 DH 4/4 HK 11/11 RoTP 4/4 ID 1/8
    Currently Recruiting Mage and Cleric.

  9. #24
    Ascendant batou079's Avatar
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    i wouldn't worry yet. Here is an official response from Trion in regards to Sigils.

    Quote Originally Posted by Daglar View Post
    Enchant for that slot looks doable.

    ~Daglar
    Lead Game Designer: Rift
    In other words, we might get a rune that applies to the sigil for the +resistances instead of whole new sigils.
    I hope to GOD that it happens this way instead of completely new ones.

    Byriel - Guardians - The Brethren - DH 4/4 - GP 4/4 - GSB 5/5 - RoS 5/5 - RotP 4/4 - HK 11/11 - iD 1/8
    Weekend HK PuG! http://brethrenrift.enjin.com/forum/...eekend-hk-runs

    Batousi, 50 Warrior ~ Bomah, 50 Cleric ~ Kusanagi, 50 Rogue ~ Fuu, LvLing Mage

  10. #25
    Sword of Telara Archemys's Avatar
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    Yes guys...

    Don't fret. There's an official Dev response in one of the other threads saying that something like a rune to add +20 or something would be doable.

    So far the best idea I think is the runes. Some way to remove essences would also be nice. Or maybe even allow people to drag an existing engine over a new one and merge them?

  11. #26
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    Quote Originally Posted by Archemys View Post
    Yes guys...

    Don't fret. There's an official Dev response in one of the other threads saying that something like a rune to add +20 or something would be doable.

    So far the best idea I think is the runes. Some way to remove essences would also be nice. Or maybe even allow people to drag an existing engine over a new one and merge them?
    Yep, a way to merge sigils and engines and keep the essences should be implemented in 1.8.
    Simple. Permanent solution to any future changes or upgrades to sigils.

    Opponents want grindy MMOs. They look good when they're the only ones who have the inkling to grind sigils over and over. Looking good via default in comparison to others' painful gameplay is inferior MMO progression and status.
    There's not enough of a base to support what's going on in sigil grinding department right now.

    Cut the grind. Carry essences over.

  12. #27
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    Quote Originally Posted by PFalcon View Post
    Yep, a way to merge sigils and engines and keep the essences should be implemented in 1.8.
    Simple. Permanent solution to any future changes or upgrades to sigils.

    Opponents want grindy MMOs. They look good when they're the only ones who have the inkling to grind sigils over and over. Looking good via default in comparison to others' painful gameplay is inferior MMO progression and status.
    There's not enough of a base to support what's going on in sigil grinding department right now.

    Cut the grind. Carry essences over.
    There's months between any raid instance. More than enough time for someone who tags an event every now and then to pile up more inscribes than you can shake a stick at.

    And, for the most part, you can just keep them in currency form until you need them.

    The "zomg its grindy!" argument feels alot like the whole lot of whining about PA. Neither PAs nor inscribes are issues if you play regularly. And if you don't, then what do you care?

    ---

    Personally, I can't stand most of your posts. If there ever were to be a MMO that incorporated all of the things you've mentioned from various threads into one game, it wouldn't even have the longevity of a single player game.

    Most of your posts are predictably in the direction of minimizing the time spent playing. So what happens if all those things are implimented? What then? What would be the point of your ideal mmo?

    What is this awesome end game you envision that will keep folks playing?

    Because I don't see it. Maybe you do, though. And I am curious as to what you think people would do in a MMO where grind doesn't exist and gear is more or less available on demand for anyone who logs in for 2 hours every few days.

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