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Probably would be better to make ranged and mage versions of defenders.

 

I was thinking this.

Like maybe:

A defender that parries melee hits.

A small buckler or arm guard of sorts perhaps that can deflect ranged hits.

And some sort of ward that can absorb magic hits.

 

Wouldn't be too triangle breaking either - it'd be offering a small boon to the style you are so so against opposed to effecting the style you are op against or the style your meant to be ruined by.

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Boss Slayer dev blog update

 

- Update 03/06/2014

 

We're currently in the design stage of Boss Slayer and it's already looking pretty juicy. :)

 

To keep you in the loop with what we're doing we thought we'd shed some light on our plans, as well as give a few sneak peeks at the kinds of things you can get your hands on upon its release.

 

First off, the all-important question; what is Boss Slayer? So, Boss Slayer is a brand new system, entirely separate from current Slayer, which challenges you each day to kill a boss a certain amount of times; kind of like a daily challenge. All players will be able to participate in this, and assigned bosses will be dependent on your combat level. You will receive a nice amount of Slayer XP for handing in the task but shouldn’t undermine existing rates.

 

By successfully completing tasks you will accumulate a new set of points which can be spent in a brand new store. Rewards are primarily focused around people that kill stuff, a lot. Things such as ways to change instancing costs, degradation of items on death, and the loot beam animation, just to name a few.

 

We're going to be polling two things, one relating to which NPC we should use to assign tasks and another for one of the unlockable rewards. You'll see these in-game in the not too distant future.

 

With this update we'll also be working our ninja-magic to bring you something that we know you've wanted for a long time... the ability to track your kills on bosses and a range of other creatures in Gielinor!

 

We'll continue to focus on our Ninja fixes during its development which we know you'll all appreciate. Stay tuned for more information about Boss Slayer.

 

-

 

The information above is subject to change during development.

 



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Summoning AI changes incoming? Chris L's done some stuff, and Krista's taking suggestions.

 

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We're also going to see one of the T90 2H weapons when it's finished being modelled.

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https://twitter.com/JagexOsborne/status/474192506641711106  In reference to crystal hatchet/pickaxe.

 

Edit: Oops, posted in wrong thread, feel free to delete this.

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Summoning AI changes incoming? Chris L's done some stuff, and Krista's taking suggestions.

 

9uLYp0V.png

 

We're also going to see one of the T90 2H weapons when it's finished being modelled.

 

Let Mod Krista hitch her wagon to his pre-done AI and use his power of having previously got free dev-time content approved and get a solid "grass-roots" summ rework done plx? I mean off the top of my head weren't Rots and I wanna say Vorago, but maybe KK both projects Chris L did in free time and then pitched to get in-game?

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Probably would be better to make ranged and mage versions of defenders.

 

I was thinking this.

Like maybe:

A defender that parries melee hits.

A small buckler or arm guard of sorts perhaps that can deflect ranged hits.

And some sort of ward that can absorb magic hits.

 

Wouldn't be too triangle breaking either - it'd be offering a small boon to the style you are so so against opposed to effecting the style you are op against or the style your meant to be ruined by.

 

 

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Boss Slayer dev blog update

 

- Update 03/06/2014

 

We're currently in the design stage of Boss Slayer and it's already looking pretty juicy. :)

 

To keep you in the loop with what we're doing we thought we'd shed some light on our plans, as well as give a few sneak peeks at the kinds of things you can get your hands on upon its release.

 

First off, the all-important question; what is Boss Slayer? So, Boss Slayer is a brand new system, entirely separate from current Slayer, which challenges you each day to kill a boss a certain amount of times; kind of like a daily challenge. All players will be able to participate in this, and assigned bosses will be dependent on your combat level. You will receive a nice amount of Slayer XP for handing in the task but shouldn’t undermine existing rates.

 

By successfully completing tasks you will accumulate a new set of points which can be spent in a brand new store. Rewards are primarily focused around people that kill stuff, a lot. Things such as ways to change instancing costs, degradation of items on death, and the loot beam animation, just to name a few.

 

We're going to be polling two things, one relating to which NPC we should use to assign tasks and another for one of the unlockable rewards. You'll see these in-game in the not too distant future.

 

With this update we'll also be working our ninja-magic to bring you something that we know you've wanted for a long time... the ability to track your kills on bosses and a range of other creatures in Gielinor!

 

We'll continue to focus on our Ninja fixes during its development which we know you'll all appreciate. Stay tuned for more information about Boss Slayer.

 

-

 

The information above is subject to change during development.

 

That sounds so much like Final Fantasy XIV's "FATE" system...

Popoto.~<3

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"Hi guys,
 
In the next update you guys should see a definite improvement to to this/the combat triangle/the stats interface which should help you start mix and matching armour again and fine tuning your gear setups to min/max on damage dealt/damage taken for faster kill times and longer trips.
 
Pi"

 

 

@Tiersystem

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Such teasers!

 

05-Jun-2014 15:25:07 Last edited on 05-Jun-2014 15:35:27 by Mod Moltare

 

Team 1 Team Blog

 

 

Hello

 

Previously I wrote a Team Blog for The Dukes as an experiment. The goal was to give you a bit more information on upcoming projects and to get your early feedback on them. This feedback would then be used to help us mould these projects into higher quality releases. I feel like the experiment was a success. You all seemed to enjoy the blog and we made a few changes based on your feedback. Since then I have moved teams somewhat and today shall be blogging about the rather originally named, ‘Team 1’.

 

The Team – All for one, one for all…

For anybody who knows a little bit about software development, we work within Scrum teams. Team 1 is a scrum team, as is The Dukes. Along with a third team, Team 2, who are working on the Elf City, we all share the same goals of continuing the fun by producing quality updates. There are of course other teams within RuneScape, but with slightly different goals, such as the Ninjas.

 

Current Projects –Spiders, Grouping, Runes & Elder Gods

The team develops several projects at once and knows roughly the projects they will be working on for at least the next six months ahead. One of the challenges is determining how much resources we assign to each project. It’s hard to do, as we obviously like to make every update the best it can be. But we can’t do that and try to release content every single week. There has to be a compromise. With the combat boss we have gone full out graphics wise. But as a result of this, we are unable to do as much graphical work as we potentially might like on other projects. Therefore to provide a bit more development time on our upcoming quest, we have had to switch it around with another project, which we have decided we won’t dedicate as much time towards. It’s okay, as we haven’t decided what this other project is yet, but we know it can’t be big graphical wise. We still expect all these projects to be great, we wouldn’t release them if we didn’t, I just wanted to give you a bit of an insight into one of the challenges we face as a team.

 

4jyQs6x.png

 

Combat Boss

Back in March you voted for us to work on a combat boss. A lot of people had been calling for a solo experience and this is what we have been developing, along with the option of fighting it with a partner. You may have seen from other announcements or teasers that the boss is an arachnid and possible rewards include level 90 two-handed weapons.

 

Right now we are well into development. As I have said above, we decided to go full out with the graphics here. Believe me the animated models looks absolutely fantastic and are bound to scare more than a few. We chose to do this as we expect those of you who enjoy combat to be playing through this over and over again. Here is a work in progress screenshot of what you are going to be coming up against.

 

 

Grouping System

We are finally, finally, working upon a grouping system. This is a very technical project, so we are working closely with the engine team who are doing a lot of work for it as well. At this current time we have completed all prototype work to ensure functionality and are now moving onto laying out the interface properly and creating an end to end user flow. Usability is key, so once this is done we will be able to start holding playtests.

 

The system works by allowing players to create groups aimed at specific types of multiplayer content such as minigames, skills and bosses. You can select restrictions, such as minimum combat levels to join the group or what role you want to play in Barbarian Assault. While waiting for group members you can continue doing whatever you were doing, and once you have enough people you can head to a bank and select "ready". Once all groups members are ready they are teleported onto the same world and to a lobby area.

 

We would love to be able to put players directly into the minigames, however that is very costly time wise. We feel it's better to release the matchmaking portion of the system as early as possible, to bring some life back to the minigames many of you have told us you still want to play, but find it difficult to get a team together.

 

You will also have a new chat window for group chat, which will allow you to speak with your entire group, or just your team within your group. For example, if you're playing Castle Wars you can use team chat to organise attacks, and group chat to taunt when you grab the flag!

 

Make Runes Valuable

This recently won a poll in which we asked you to vote for which non-combat project you would like us to work on next. We are currently in the design stage for this. We have settled on the core aims for the projects and have a good idea of what we want to do. We now need to fully flesh these ideas out before we begin development. It’s important that we have a clearly defined design document so that everybody knows what they are working towards and can refer back to it regularly.

 

As a part of this we are looking to significantly reduce the rate at which runes and rune essence enters the game via non runecrafting methods. Therefore we are looking to remove rune essence from challenge bags and reduce the drop rate of runes from slayer monsters. Something else we are thinking of doing, which also ties into our combat projects, is to make runes and ammo be consumed by EOC abilities. Part of the reason runes have lost their value is because very little are consumed during combat now. Potentially we might poll this, so let us know your thoughts.

 

Elder God Quest

Very early this year we decided that the content of this quest would be decided by you. Over several polls you have chosen a 6th Age Quest, followed by the Elder Gods storyline. Now in a poll due to end Friday, it appears that it shall be about researching these Elder Gods in a scene-setting quest. It will also contain some Grandmaster post-quest content for those of you who have completed Fate of the Gods. Initial design for this has begun, with the team currently fleshing out the plot. I won’t say anymore though, as I wouldn’t want to spoil it.

 

Until Next Time…

Please let me know your thoughts on the above projects and how this blog could be improved. We may answer some of your questions in this thread, whilst others may be answer in the next blog. We will likely post again in several weeks once each of the projects have developed a bit further and we have more to share.

 

Thank you

Mod Kelpie and Team 1

 



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>Makes runes valuable

>Make spells use runes again

 

Hey guys,

So we are in VERY EARLY discussions about ways in which we could add a rune/ammo cost to abilities. This stands to be a highly controversial topic so I would like to gauge a general feeling from the community and any ideas you guys could have on this topic.

 

The requirement of runes and ammo wasn't added to abilities when EoC was launched as we found that the cost of training these skills caused a large barrier to entry on range/magic combat on what should be an equal system. However this came with a few downsides too.

 

The good parts of bringing this back are re-invigorating the rune/ammo market but also it allows us to do things such as, enchanted bolt specs/Ancient effects on ablities/We can buff storm of armadyls scaling so that it is always the best spell and many other things.

 

What I would like from you guys is:

1. How would you feel about this coming back?

2. Would you be happy with a system where by 1 ability uses 1 spell cost/1 ammo

3. Would you prefer some kind of berserk mode/ability you could toggle to burn supplies to deal extra damage instead?

4. Do you have any other ideas or ways in which we could make this work?

5. How would you even things out between the classes (especially melee)? Would you make melee weapons degrade faster or have a chance to break? Something else?

6. Anything else you can think of....

 

Once again, I'd like to reiterate this is in very early discussions and absolutely nothing is set in stone. It could happen or you guys could all hate the idea and we scrap it tomorrow lol. We have just been thinking about it and would really appreciate input from you guys on this matter :)

 

Thanks,

Pi

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Back to MeleeScape, then?

 

Actually, wouldn't Legacy have to deal with rune/ammo costs? That may be something.

Or keep melee weapons using the same repair costs. Then have ranged and magic weapons take a lesser repair cost...



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Make runes and arrows get used with abilities

 

Add some kind of equaliviant to accumulator for magic that saves runes. And let them work on abilities. Problem solved.

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Make runes and arrows get used with abilities

 

Add some kind of equaliviant to accumulator for magic that saves runes. And let them work on abilities. Problem solved.

 

Give Melee some equivalent cost so that all styles are still equal. Repair kits or such that can be smithed.

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Except that ranged gets to use the best equipment in the game while having that feature, while magic has to use shitty elemental staves to get it (at best, staff of armadyl, but only for air spells).

 

The staves that have a like 1/8 chance of not using runes =/= the cape that has like a 1/2 chance of not costing ammo.

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i think this is somewhat compensated by ancient spells having secondary effects and an autoattack that can hit in a 3x3 square and doesn't suck hard like red chins for actual combat

 

it is still true that the system is a freakish sewn together corpse from ages of circumstance though

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It's interesting because around eoc jagex was talking of trying to move both mage and ranged away from consumable ammo and I think to an extent that is something they could maybe address with invention and a continuation of the wizard tower quest series.

 

For invention we could work out a way to make like a self-duplicating bolt/arrow/thrown item of various tiers there by rendering ranged ammo-less and with a continuation of the wizards tower series done at roughly the same time we could find a way to infuse ourselves with the basic elements and be able to use them without runes.

 

I think in both cases though it'd have to be something not 100% ammoless forever and maybe limited to like 90+ regions - like perhaps the self-duping ammos would degrade over time and need div energy to refuel them, but balanced in a way that they work out cheaper and less effort than plain ammo. Possibly excluding enchanted bolts and such from the mix on the basis (that if they ever get fixed) they are like 'special' ammo effected by other magic.

As for the magic 'ammoless' I'd say limiting it to the 4 elements is enough - especially if Jagex extends ancients to give us 1 set higher in spell tiers (maybe could be done via Seren, sort of like the magic she taught to fight with can only be used be the best mages to stop it being miss-used and could use soul runes) because then the 'normal' mage book with 100% runeless combat would be subpar, whilst the best magic would still require catalyst runes. Or, conversely, keeping to the 'cheap' casting notion perhaps the elements we could learn to use without runes would be better as ones we can derive from within ourselves (mind, body, blood and soul).

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I've located my old post, it hasn't exactly aged well.

 

 

 

I got an Idea for this. :D

 

First they need to add a Quest. In which you need to get something like a fire bronze dagger to kill an opponent only vulnerable to Fire with Protect from Magic on. So no magic cheating. Then, when the quest ends you can make the special magic rune weapons.

 

I are to explain!!!

 

In this machine you need to put 1000 of a certain rune, and 1 rune essence. All of these runes will then be brought to the essence to create and Omega rune, with a special name. You need to have Runecrafting levels to do this.

 

1000 Air Runes -> Lvl 21 Runecrafting + Rune Essence -> Tempest Rune

1000 Mind Runes ->Lvl 21 Runecrafting + Rune Essence -> Enigma Rune

1000 Water Runes -> Lvl 23 Runecrafting + Rune Essence -> Aqua Rune

1000 Earth Runes -> Lvl 24 Runecrafting + Rune Essence -> Terra Rune

1000 Fire Runes -> Lvl 26 Runecrafting + Rune Essence -> Magma Rune

1000 Body Runes -> lvl 30 Runecrafting + Rune Essence -> Life Rune

1000 Cosmic Runes -> Lvl 41 Runecrafting + Rune Essence -> Galactic Rune

1000 Chaos Runes -> Lvl 53 Runecrafting + Rune Essence -> Oblivion Rune

1000 Nature Runes -> Lvl 66 Runecrafting + Rune Essence -> Gaia Rune

1000 Law Runes -> Lvl 81 Runecrafting + Rune Essence -> Judgement Rune

1000 Death Runes -> Lvl 98 Runecrafting + Rune Essence -> Doom Rune

1000 Blood Runes -> Lvl 99 Runecrafting + Rune Essence -> Massacre Rune

1000 Soul Runes -> Lvl 99 Runecrafting + Rune Essence -> Spirit Rune

 

 

After that you can enchant your Weaponry. Ofcourse with the proper Magic lvl and runes ofcourse. Do note that all enchantments need 100 Cosmic Runes and one of the above Omega Rune.

 

- lvl 21 Magic: Special Enchantment lvl 1 - Enchant Bronze weaponry

- lvl 32 Magic: Special Enchantment lvl 2 - Enchant Iron weaponry

- lvl 43 Magic: Special Enchantment lvl 3 - Enchant Steel weaponry

- lvl 54 Magic: Special Enchantment lvl 4 - Enchant Black weaponry

- lvl 65 Magic: Special Enchantment lvl 5 - Enchant Mithril weaponry

- lvl 76 Magic: Special Enchantment lvl 6 - Enchant Adamant weaponry

- lvl 87 Magic: Special Enchantment lvl 7 - Enchant Rune weaponry

- lvl 98 Magic: Special Enchantment lvl 8 - Enchant Dragon weaponry

 

 

Then, ofcourse are there effects and bonnuses.

 

Air: (input weapon name here) of Wind.

bonusses:

Slash Weapons: Speed + 5%, Accuracy + 3%, Power - 3%

Crush Weapons: Speed + 7%, Accuracy + 1%, Power - 4%

Stab Weapons: Speed + 5%, Accuracy + 2%, Power - 2%

 

 

Mind: (input weapon name here) of Focus.

bonusses:

Slash Weapons: Speed + 0%, Accuracy + 10%, Power - 2%

Crush Weapons: Speed + 0%, Accuracy + 10%, Power - 2%

Stab Weapons: Speed + 0%, Accuracy + 10%, Power - 2%

 

 

Water: (input weapon name here) of Flood.

bonusses:

Slash Weapons: Speed + 0%, Accuracy + 5%, Power + 3%

Crush Weapons: Speed - 5%, Accuracy + 0%, Power + 12%

Stab Weapons: Speed + 0%, Accuracy - 1%, Power + 2%

 

 

Earth: (input weapon name here) of Brutality.

bonusses:

Slash Weapons: Speed - 5%, Accuracy - 2%, Power + 10%

Crush Weapons: Speed - 7%, Accuracy - 1%, Power + 15%

Stab Weapons: Speed - 6%, Accuracy - 3%, Power + 9%

 

 

Fire: (input weapon name here) of Burning Desires.

bonusses:

Slash Weapons: Speed + 2%, Accuracy -2%, Power + 7%

Crush Weapons: Speed + 1%, Accuracy - 2%, Power +9%

Stab Weapons: Speed + 3%, Accuracy - 2%, Power + 8%

 

 

Body: (input weapon name here) of the Cursed.

bonusses:

Slash Weapons: Speed + 3%, Accuracy + 3%, Power + 3%

Crush Weapons: Speed + 3%, Accuracy + 3%, Power + 3%

Stab Weapons: Speed + 3%, Accuracy + 3%, Power + 3%

Special Effect: Randomly binds your foe for 5 seconds.

 

 

Cosmic: (input weapon name here) of the Unknown.

bonusses:

Slash Weapons: Speed + 4%, Accuracy + 4%, Power + 4%

Crush Weapons: Speed + 4%, Accuracy + 4%, Power + 4%

Stab Weapons: Speed + 4%, Accuracy + 4%, Power + 4%

 

 

Chaos: (input weapon name here) of Annihilation.

bonusses:

Slash Weapons: Speed + 4%, Accuracy - 1%, Power + 15%

Crush Weapons: Speed + 4%, Accuracy - 1%, Power + 15%

Stab Weapons: Speed + 4%, Accuracy - 1%, Power + 15%

 

 

Nature: (input weapon name here) of the Wild.

bonusses:

Slash Weapons: Speed + 4%, Accuracy + 4%, Power + 4%

Crush Weapons: Speed + 4%, Accuracy + 4%, Power + 4%

Stab Weapons: Speed + 4%, Accuracy + 4%, Power + 4%

Special Effect: Can bind the foe for 5 to 15 seconds. It can also occur that when fighting a foe, you can get an amount of money random. The amount of money is decided trough multiplying the amount of hitpoints with 10 times (minimum) to 100 times (maximum).

 

 

Law: (input weapon name here) of Order.

bonusses:

Slash Weapons: Speed + 5%, Accuracy + 5%, Power + 5%

Crush Weapons: Speed + 5%, Accuracy + 5%, Power + 5%

Stab Weapons: Speed + 5%, Accuracy + 5%, Power + 5%

Special Effect: Enchant it in the fountain of heroes to get a special 5 time teleport to following locations: Rimmington, Pollniveach, Taverly and Brimhaven. You can also give it a lvl 5 gem enchantment to let you teleport to Heroes Guild if your health falls below 20% and you are under lvl 30 wild. However after 5 enchantments the sword blocks and this will no longer be avaible, the sword will still function as normal though.

 

 

Death: (input weapon name here) of Assassination.

bonusses:

Slash Weapons: Speed + 6, Accuracy + 6%, Power + 6%

Crush Weapons: Speed + 6%, Accuracy + 6%, Power + 6%

Stab Weapons: Speed + 6%, Accuracy + 6%, Power + 6%

Special Effects: 1/100 chance to kill a certain enemy OHKO. This doesn't work with fellow Players or quest monsters tough. 1/20 to get a chritical hit (Has the power as if you were to use a super set).

 

Blood: (input weapon name here) of Bloodshed.

bonusses:

Slash Weapons: Speed + 10, Accuracy + 10%, Power + 10%

Crush Weapons: Speed + 10%, Accuracy + 10%, Power + 10%

Stab Weapons: Speed + 10%, Accuracy + 10%, Power + 10%

Special Effects: 1/50 chance to kill a certain enemy OHKO. This doesn't work with fellow Players or quest monsters tough. 1/10 to get a chritical hit (Has the power as if you were to use a super set).

 

Soul: (input weapon name here) of Life.

bonusses:

Slash Weapons: Speed + 15, Accuracy + 15%, Power + 15%

Crush Weapons: Speed + 15%, Accuracy + 15%, Power + 15%

Stab Weapons: Speed + 15%, Accuracy + 15%, Power + 15%

Special Effects: 1/25 chance to kill a certain enemy OHKO. This doesn't work with fellow Players or quest monsters tough. 1/5 to get a chritical hit (Has the power as if you were to use a super set). This sword also heals you randomly 15% of your maximum HP in battle.

------------------------------

 

 

I tought a long time about this, like it?

 

 

While the finer details don't hold up, the principle can:

 

10,000 runes + talisman + some gimmick* = ward

 

Air: -15 kg, slow and slowest weapons will both be set to average speed

Mind: +10% Accuracy

Water: Improved defence and offence +5% to both

Earth: Improved defence +10%

Fire: Improved offence +10%

Body: Improved adrenaline gain: +1% per ability, treshold -5% less, ultimate will keep 10% (stack with Ring of Vigour)

Chaos: +5% crit

Cosmic: 15% chance to ignore damage

Nature: Random binds (10%) and random poison inflictions (20%)

Law: Reduced cooldown on freedom OR improved timer on Anticipation and random stun immunities (25%)

Astral: +7% crit, +7% accuraccy, +7% defence and +7% offence

Death: +8% crit and chance to deathblow (20%) or one-hit KO if enemy is significantly less powerful than you (30%)

Blood: Random bleeds (20%) and blood transfer (15%)

Soul: +10% crit, random blood and prayer transfers (25%/10%)

 

 

*gimmick: Maybe you can make empty wards with divination that stack with the level of the rune you're using? eg: Incandescent energy for a Tier 11 empty ward which can be charged with soul runes.

 

spamming this to be exact

 

edit: yo warrior the original imbueing sounds awesome too but it kinda needs to go further then dragon tier.

 

(a) 

Sway all day, Butterfly flaps all the way!  tumblr_inline_mp4i2qAGS11qz4rgp.gif

✿ ♥‿♥)

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