Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!


Ozreas ✭✭✭


Last Active
Member, Beta Testers
  • Re: I HEART

    Up next in Useless Things Ozreas Made: The Miniseries:

    (yeah that's right the fire/ice bar goes in opposite directions because having one caps the other)
  • Re: Clueless

    Engineer: low-key secret Change sage.
  • Re: Discussion: Commodity Production, Replacements for Duplicate/Transmute/Devastate

    Gjarrus said:
    A ritual PvE attack would be nifty as a replacement. Helps that all 3 of those are fairly low in their trees, too.

    Snowballing from this and keeping to the concept of the tier 1 abilities in these trees being relevant to commodity generation: why not tie the systems together and make these abilities caravan-specific? Capturing caravans could certainly stand to be made more tolerable. Undeveloped off-the-cuff ideas:

      Aryana: Mollification: Pacifies all caravan-related mobs (including sentries) in the room for 8s. Targetting randomized afterwards.

     Moradeim: Loonacy: Transform all caravan guards into ducks for 6s. Ducks do less damage and are easier to kill.

     Sukhder: Isolation: 50% chance per caravan guard to be scared out of the room in an attempt to isolate the caravan merchant. They will return shortly after and target whoever used the ritual.
  • Re: Quotes

    Who are any of those people?
  • Re: [split] Circle Switching Costs

    As someone who has changed circles as much as (if not more than) most people over the years, I'm going to skip the long rant about hating most experiences had with alts and the diatribe about how any reasonable person should have no problem switching freely between the game's organizations. Instead, here's some support for a good idea:

    Increasing the availability of the No Brainer lesson packages as a solution for circle switching, both as the same character or through multiple, solves many cross-circling issues. Many of the things that a character can do are determined by possession or lack of certain skillsets. Artifacts are, have always been, and would remain perks for those willing to make that investment for extra benefits. 

    As @Jules pointed out, IRE's big spenders are often the lifeblood of their games and it is for this reason that a "shared investment" across multiple characters would be silly. However, these same people become much more likely to purchase artifacts for multiple characters when those characters have easy access to transcendent skills like Trueassess, Focusing, and the damage resistance skills. The Iron Elite gating of the packages would open this up further. For example, after three months of play, the spending personality thinks "Okay, I've transcended most of my skills, I have three hundred fifteen credits from my elite membership, and I have the hunter's belt I bought on day one. For about $70 I can upgrade to Girdle of the Titans! Done!"

    Seems like a no-brainer.