Thursday, September 26, 2013

Cheap DAOC Platinum

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Friday, September 6, 2013

Where will be your next adventure?

As we approach what I feel is the twilight of DAoC my thoughts turn to the future. What will I do? Where will I go when the end officially comes? My answer to you is Elder Scrolls Online. As an Elder Scrolls fan and avid MMO player I eagerly await another epic adventure to rival my first journey outside of Mularn or the first time I saw the walls of Camelot crossing the Cotswold bridge.

Over the many long and rich years I have played DAoC I feel I have developed quite a bond with my fellow players both friend and foe, and so fellow DAoC'ers I would like to know, do any of you plan to play ESO? If so Which alliance will you play for and why? Will you make your choice solely on your Elder Scrolls interest? Or will your choice be influenced by your DAoC experience? For example, I'm interested in either the Ebonheart Pact or the Aldmeri Dominion largely because of my Elder Scrolls interest, but also because I see the Daggerfall Covenant as an Elder Scrolls version of Albion (my home realm) and I'd like to try something new. Who will you play for in this game?

Referred to IGN

Monday, August 26, 2013

Couple things I'd like to share

-Free to Play is NOT a means from which DAOC can go as it is a PvP centric game, and F2P relies on content to be sold through the store by which the game is designed around content being sold. Meaning, the game as a whole is devalued so that you have incentives to pay MORE money per month than you were previously spending with a small fee of $15/month (many of us pay a LOT more since we have more than 3 accounts).



-The "free gear" aspect for Battleground characters was an awesome idea, however the same aspect would be TERRIBLE for lvl 50 RvR. Quite frankly, the whole point of the PVE aspect of the game is to fund & gear your PvP RVR end-game aspect. It is what made, and has continued to make, DAOC one of the best MMO's still to date. However, if you go the same route as they went with the BG gear then they officially have given up on DAOC entirely and are purposefully trying to destroy what DAOC is. It isn't a good idea at all, and will do nothing but devalue the rest of the game. Simply don't do it.


Thursday, August 15, 2013

Lab, and Wall abusing

I'm curious, if EA/Mythic even takes this into consideration? I mean, this is seen every day at any given time, you run up to labby with a couple of visible people and 50+ people scatter like roaches when the lights come on, is this bug/abuse being seen to, taken care off?
or is this simply a matter of consequence vs subs lost = not profitable enough?

some simple fixes, make death from high places available, no where in the game where you loose 99% on purpose just because you don't die, and if so you're an idiot there are ways to get there without jumping I'm sure.

Make falling for above 90% of your health make you lose buffs, sure you're alive, but you're not worth all.

make a invisible wall, similar to DF Stairs / Lab entrances, if u come to close, u get bumped out into the open, ( this sorta is already in the game, but honestly guys, it does NOT work )

I'm not even sure if this goes to the right eyes, could anyone tell me where i could write this to someone that have the opportunity to act on it?

Wednesday, August 7, 2013

What ToA stand for ?

ToA stands for Trials of Atlantis. It was DAoC 2nd paid expansion. The expansion adds in great looking zones, mobs that drop lots of coins, new quests, 10 "Master Levels" and extremely powerful items called artifacts. ToA, when launched, was confusing and most of what you had to do was Raid content. ToA is wrongly blamed for many things and rightly for some things. What ToA did was bring out the difference between many groups of players and polarized the DAoC community. For example, it brought about a noticeable difference between more casual players and 'hardcore' players. At the launch of ToA it took 50+ in game days played to reach level 50 and then you had to spend another 50+ days doing ToA. So for those that could play 14 hours a day, they had a huge advantage over those who didn't. Another issue are those who just wanted to RvR and were upset at the PvE content. The addition of essentially mandatory PvE content in order to RvR again greatly upset many people. The year before ToA Mythic made a commitment to player made goods being the best in the game. However, Mythic went back on this commitment with ToA when artifacts and many drops were added. This did huge destructive damage to the crafter community and the economy as a whole.
The response to ToA was slow to come but it finally had come. DAoC launched new servers without ToA content. Further, the last patch (1.81) addressed many of the issues with ToA. Essentially ToA has become a lot quicker to do. This has helped make it so that more people can get ToA items they need to compete.
In 1.89 ToA has been redesigned around groups.  Almost every encounter can be done by a single group of less.  Drops that used to happen from encounters that were not related to artificats or ML have been placed on new mobs that you can farm.  These are elementals and Affritis. 
The first tier of encounters, designed for solo players or duos (depending on class).  The second tier, designed for small groups (3-6 players), is made up of the basic Afrit.  The third tier, designed for full groups, is the Master Afrit. He waits safely outside the trial planes, using his bound servants to fight and steal for him. Note that camping the same spot you find one in isn't generally the best idea, as they may not always show themselves in the same place.  When afrits from the new encounters are slain, they will drop portions of their essence along with their master level and artifact loot. Five of these essences can be combined into the reforming energies of an afrit and then traded to the "Trogo Zontanos Mageia" for loot from the ML/artifact encounter monster of your choosing.
In addition you can now use bountry points (earned from RvR kills) to purchase ML step credits and Scrolls.  In theory, this allows someone to avoid doing ToA and earn the abilties from RvR. 
So while not back to pre-ToA play style on the regular servers, changes are certainly for the better and those who do not remember the 'good ole days' should find the content easy to do and many will find it enjoyable as well.

Monday, August 5, 2013

Screenshot of dark age of camelot

PoC PL team consists of 2 wizzies (r7 r2), a block bot pally (r4), a cleric wearing epic gear, and 3 toons being PLed who hadn't been speced since Levels 38, 39, and 10. I'm playing the pally, wiz and now level 44 cleric, wiz and 44 mini are the same person, and 2 buds are on the cleric bot and mini that started at level 10 (now 34).

Somehow this team defeats a fg of R5 + mids trying to take Behnn, then takes the keep itself. Lawlerskates




Hope you can enjoy it!

Sunday, August 4, 2013

Nightshade: Questions and questions

I've always built my own templates (amongst all toons), with the exception I usually find a starting point of whats been done and go from there. I'd personally, but not through experience prefer to not run legendaries(no weaponcrafter for one lol)

1. Weapon choice:
Is pierce or blades optional: I've seen a lot of recent templates for blades because they are easier to make, but I'm not sure if there's a cap for dex for defense purposes. If there's not or if there is something I'm missing, what does blades have over pierce? Wouldn't that be a decent loss of defense through the lack of templated dex?

2. Item use and proc minimums:
I've read the post somewhere below in here for the minimums on procs and /uses to run? I've done a lot of research (through forums, not testing unfortunately), and there have been lots of opinions, but so far it seems like a basic for a template starts with SoM for the use2, Astral Legs for the aoe dehaste, less than or equal to to 2 crafted pieces as gloves and boots only with the rest being dual-procs from slayer, new epic, or galla chest, a Ring of Tarka'oz for melee resists. I saw a mention of a "WH" ,but still haven't nailed what that function is.
Im currently carrying Bounty point speed buff, endurance regen, superior elixir of instant heal, heroism, water breathing. I hadn't been running celerity at all either, but seems a necessity too. /facepalm

3. CL Abilities
The guardian CL abilities. 11% Parry buff, Damage add, and ABS buff all on 5 minute re-use timers. I wasn't running those.. lol

4. Alchemy vs Merchant:
I saw mention of possible crafted poisons are better than merchant? I have a mentality of merchant poisons were fine (first 50 in classic is a NS). I have an alchemist, but I'm not sure if there are benefits of crafted over merchant purchased poisons.

5. Weapon choices:
Legendaries build a template around those.
Pierce is Astral Meph fang or slayer for OH?
Blades is pretty much slayer or OH with MHI through maybe pictslayer, cuuld fang (which is all I could afford upfront to swap with), fine steel long sword, or astral blade of illusions.

6. Quickness:
Race dependent, just make sure to have 250 buffed for ..4.2? cap swing speed with haste/celerity?

7. Spec:
For me seems to be where you just gotta do your own research and find a playstyle that fits you. Lots of versatility here.

8. Poison use:
Get all your debuffs out, drop a LB, then pray to RNG gods for styles to stick.

If I'm missing anything worth adding or anyone has any advice please let me know. I'm trying to decide on where to start building my template, so if you have one you'd like to post here, please feel free as well.

Last, I hope this may help some others from searching all over the place for information.