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Exstalfior

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21

Friday, December 4th 2009, 9:16pm

Quoted from "oogliefrank;195628"

First off, great job, thank you much. I actually found a mod on your list I didn't know existed for my class and that I had been frustrated because it didn't exist but now that I know it does it gives me hope.

As to the change you made about Armor VII on your class list: why does a rogue need it anymore than a mage.

They obviously both need STA. For the most part mdef is a pvp stat so in my mind its just something nice to add to a 41 STA.

I could see saying that tanks get priority- but I can't see why warriors, scouts, or rogues should get it before mages and priests.


Well on the original post, Armour VII can be rolled on by all classes. Rogues, Scouts, Warriors etc don't get it first. It's whomever wants to roll on it, should roll on it. The class list is meant for classes who really shouldn't stack certain mods.

For example, you don't see a Rogue/Knight stacking Inquisition for the stam if they don't have any stam mods left. Same reason why a Mage/Priest shouldn't roll on Redemption for the wisdom mod.

Premium

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22

Friday, December 4th 2009, 9:33pm

Quoted from "Exstalfior;195723"

The class type was made by a member in the Vengeance guild on Osha as a guideline for what mods are best suited for what class.

I disagree with Repentance for Knights as if you look at the original chart

http://forum.us.runesofmagic.com/showthread.php?t=30233

then you will see that knights are built more around strength and stam and putting repentance on your gear isn't worth forsaking other mods.
The reason that casters can roll on Armour is the because of the lack of stamina mods that a caster can get. Mages only get Inquisition VII (41int/41stam) and Elder VII(30int/30stam) and that just won't due for stamina.


Repentance comes on Plate gear. Knights use Mana. Seems to me it's a decent stat for a Knight to use. The best to use? Obviously not. But there could always be room for it...

Pioneer VII
Suppression VII
Eruption VII
Guard VII

To me, those are the only slam dunk VII yellows for a Knight. One could argue Razor VII as well. But the rest could be all Stam + X stats, and you'll have a very nicely geared Knight. I don't see any reason why a Knight with those stats couldn't throw in a Repentance in there, and worry about missing out on anything.
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Quoted from "azaezel27;290594"

Rouge is a type of makeup... a Rogue is a type of AWESOME...

23

Sunday, December 6th 2009, 10:40pm

cuz a tank that rolled on that mod would be gimping their priest out of their best mod
Cyre (Priest 55 / Knight 55)
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Retired.

24

Sunday, December 13th 2009, 3:04am

Quoted from "Lucky;196361"

cuz a tank that rolled on that mod would be gimping their priest out of their best mod


But priests can still roll on pure stats and that could be seen as gimping a tank out his best mod. I have repentance on my knights gear and it helps keep my mana pool up for long fights. I think its a good stat for any mana using class and is pretty general rather than being suited for a specific class.

25

Sunday, December 20th 2009, 9:57pm

Quoted from "UncleMart;198559"

But priests can still roll on pure stats and that could be seen as gimping a tank out his best mod. I have repentance on my knights gear and it helps keep my mana pool up for long fights. I think its a good stat for any mana using class and is pretty general rather than being suited for a specific class.

I wish more Knight primary or secondary would see the light of Repentance, they get two benefits being mana and second free mdef which they also need due to stating up other slots. In some fights where the 500 mana drain tick hits a tank and they have under 5k mana that is not going to work.

I am a healer class and I know it is taking away my primary stat, however I do understand the overall game mechanics. Do not take this post that repentance must go on every piece of gear. It should not, however used wisely will give your tank a little less to worry about in those long fights.
huh? wah? Did I do that? Nevermind it was nothing.

26

Sunday, December 20th 2009, 9:59pm

Quoted from "LucasUpright;195592"

I will make adjustments as necessary but many people use the List by Class to get a good idea of what is available for them.

I did take your suggestions into account and made some edits to the list.

I read the post before and after your edit and feel that taking just one commentors opinion should not justify a change. This should be handled at a guild and party level, and restored to GENERAL guidelines and not set in stone as some are reading it.

Great effort thanks for the time you put into it.
huh? wah? Did I do that? Nevermind it was nothing.

Premium

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27

Saturday, January 23rd 2010, 4:05pm

Quoted from "Lucky;196361"

cuz a tank that rolled on that mod would be gimping their priest out of their best mod


This is why loot should be a discussion, and not a quick roll. If you're running with one Priest, and they happen to have a Repentance in their bank, maybe they agree to pass on it, so their tank can finish a piece of gear?

Perfect stat for a Priest, no doubt. But useful to a Knight as well.

Poor Knights have the toughest job transmuting out of all the classes. Every class wants to roll on their pure stam stats like Pioneer, and melee classes want to roll on stats like Suppression, and Eruption. I think it's only fair that Knights have some flexibility on what they roll on. Should they automatically roll on a Repentance when there is a Priest or two in the party? Absolutely not. But there's no harm in at least having a discussion before any rolls, and considering it. Let's show the Tanks some love! lol
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Quoted from "azaezel27;290594"

Rouge is a type of makeup... a Rogue is a type of AWESOME...

drjfan

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28

Saturday, January 23rd 2010, 4:16pm

Quoted from "Premium;214580"

This is why loot should be a discussion, and not a quick roll. If you're running with one Priest, and they happen to have a Repentance in their bank, maybe they agree to pass on it, so their tank can finish a piece of gear?

Perfect stat for a Priest, no doubt. But useful to a Knight as well.

Poor Knights have the toughest job transmuting out of all the classes. Every class wants to roll on their pure stam stats like Pioneer, and melee classes want to roll on stats like Suppression, and Eruption. I think it's only fair that Knights have some flexibility on what they roll on. Should they automatically roll on a Repentance when there is a Priest or two in the party? Absolutely not. But there's no harm in at least having a discussion before any rolls, and considering it. Let's show the Tanks some love! lol


absolutely concur here. We've had multiple loot squabbles in the past due to this very issue. Unfortunately, stam based mods are generally some of the least common, and as a knight, you're needing to run 4-5 on every single piece of gear, and they tend to need to be premium ones (no pun intended) because you're also having to stat at least some dex and wis to keep your to-hit and mana pool at numbers that are high enough to let you tank.

Considering that one of the best pure-tank stam mods effectively no longer exists (Guard is an extreme pain to farm now) it makes it even more difficult to work around.

If I could optimally mod a piece, assuming just reasonably obtainable mods, it'd look like such:

Razor VIII
Origin of the Lost VII (Stam/HP)
Suppression
Eruption
Fright
Repentance (upping magic defense and mana pool at the same time)

-
assuming I could mod every piece that way, I'd pass every single pioneer to squishier classes, seeing as knights get 3 defense per stamina, so the 121 on a pioneer quickly becomes far less impressive, compared to say a priest or rogue - other classes that need survivability due to the "this didn't go to plan" or "I have to stand here and eat AoE's all day long" issues that are inevitably going to crop up in the course of the game.
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55K/55R, then 55K/55S, once again R/k or K/r as the situation warrants

(pre 3.0 stats)
K/S 41,255 Health / 46,997 Defense / 10,363 Attack / 6,901 Mana / 9,093 Magic Defense
169 Crit / 243 Acc / 218 Dodge / 281 Parry

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29

Saturday, January 23rd 2010, 9:36pm

Quoted from "drjfan;214581"

If I could optimally mod a piece, assuming just reasonably obtainable mods, it'd look like such:

Razor VIII
Origin of the Lost VII (Stam/HP)
Suppression
Eruption
Fright
Repentance


Excellent Mod.

my "ideal" is alittle different due to everyone wanting HoS mods, i count that as a "rare" mod to use. and some mods i use due to everyone wanting the pure stam mods.

BARBARIAN VI (30 STR/75 PHY ATT)
SUPPRESSION VII ( 41 STR/41 STA)
REPENTANCE VII (41 STA/41 WIS)
RAZOR VII (41 STR/94 PHY ATT)
ARMOR VII (41 STA/123 MAG DEF)/PIONEER VII (41 STA/123 DEF)
ERUPTION VII (41 STA/82 PHY ATT)

2 "stam" 2 "combo" 2 "strength"
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suprra

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30

Monday, February 1st 2010, 3:27am

Great thread!!!
One thing I noticed that is missing is the other vii stats... like Secret of the Lost etc or can you link me to a list?

:)

31

Monday, February 1st 2010, 10:11pm

Quoted from "suprra;218792"

Great thread!!!
One thing I noticed that is missing is the other vii stats... like Secret of the Lost etc or can you link me to a list?

:)


Updated :)

32

Monday, February 1st 2010, 10:12pm

Hall of Survivor Bosses and Drops

HoS - Andriol
Bloody Boots
Secret of the Lost VII (47 WIS/305 MAX HP)

Destruction Battle Armor
Origin of the Lost VII (47 STA/305 MAX HP)

Goddess Leather Boots
Seal of the Lost VII (47 DEX/104 MATK)

Void Diadem
Heart of the Lost VII (47 INT/47 STA)


HoS - Glamo
Destruction Shoulder Armor
Tear of the Lost VII (47 STA/221 DEF)

Furios Sharp Axe
Scale of the Lost VII (47 STR/47 DEX)

Fury Chain Armor
Lost Power VII (47 STR/104 PATK)

Giant Fist Gloves
Fury of the Lost VII (47 DEX/221 MDEF)

Void Hand Protector
Flame of the Lost VII (47 WIS/104 MATK)


HoS - Guldamor
Belto Prayer Cape
Spirit of the Lost VII (47 INT/47 WIS)

Destruction Hand Protector
Stone of the Lost VII (47 STA/221 MDEF)

Dilany's Earing
Blood of the Lost VII (47 STR/47 STA)

Giant Fist Chest Protector
Diamond of the Lost VII (47 DEX/104 PATK)

Goddess Gloves
Moon of the Lost VII (47 DEX/305 MAX HP)

Void Shoes
Secret of the Lost VII (47 WIS/305 MAX HP)

Void Staff
Soul of the Lost VII (47 INT/104 MATK)


HoS - Andaphelmor
Lightning Sword
Lost Power VII (47 STR/104 PATK)

Wand of the Holy Sky
Ability of the Lost VII (47 INT/305 HP)

Yasran Barrier
Origin of the Lost VII (47 STA/305 HP)

Void Robe
Core of the Lost VII (47 WIS/305 MP)

Ifur Necklace
Spirit of the Lost VII (47 INT/47 WIS)

Fury Iron Boots
Wind of the Lost VII (47 STR/221 DEF)

Giant Fist Shoulder Protectors
Moon of the Lost VII (47 DEX/305 HP)

Dilany&#8217;s Ring
Day of the Lost VII (47 STA/104 PATK)

Destruction Heavy Boots
Wing of the Lost VII (47 STA/305 MP)

Belto Resolution Cape
Blood of the Lost VII (47 STR/47 STA)

suprra

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34

Tuesday, February 16th 2010, 8:36pm

Hmmm, looks like my scouts ideal stat lineup would be...
Cruel, Eruption, Razor, Fright, Ravage, and then something else with high PA like Might XI or something. Yay physical attack!

By the way...tanks for the write up. =)
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wneter

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35

Tuesday, February 16th 2010, 8:50pm

awesome post, sure will help to know what to look for :)

36

Wednesday, February 17th 2010, 9:45am

Can't wait to get some of these drops, thanks for the list

Splinters

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37

Friday, May 21st 2010, 11:38pm

I'm curious if anyone has the info on the new "of Fear" stats as well which seem to be slightly better than "of the Lost" stats.

-Griff
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Class: Mage/Priest
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polydectes

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38

Saturday, May 22nd 2010, 7:24am

Quoted from "Splinters;277055"

I'm curious if anyone has the info on the new "of Fear" stats as well which seem to be slightly better than "of the Lost" stats.

-Griff


seems to me that the new ones are VIII's? but i could be wrong
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OtakuboyT

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39

Saturday, May 22nd 2010, 7:43am

....and the ones that can be bought with mementos and honor

40

Saturday, May 22nd 2010, 7:24pm

Will be updating the post soon. Trying to get all the info together.