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How does the Boon system work?

Quick question to all the busy testers. Boons have a range of bonus they give. Is that dependent on the rank of the associated buildings?

Furthermore: How many boons is a guild able to get at best.

Thanks!

Comments

  • valwrynvalwryn Member, NW M9 Playtest Posts: 1,620 Arc User
    From what I can see on the structure list and Boon page:

    There's 3 categories of Boons, (Offense, Defense, and Utility). Each building holds a boon in each category. There are 7 buildings but only 4 plots (That's all I see) to build them on. If ya build 4 Boon structures, eventually your guild will have 4 boons in each category but can only pick one in each group. They seem to be changable.....hopefully tomorrows Live Stream can answer that. Some boons don't become available until the structure reaches a certain level. The bonus grows with the level of the structures.

    This is just a rough guesstimation but it should be in the soccer field. :|
  • mattia78mattia78 Member Posts: 87 Arc User
    valwryn wrote: »
    From what I can see on the structure list and Boon page:

    There's 3 categories of Boons, (Offense, Defense, and Utility). Each building holds a boon in each category. There are 7 buildings but only 4 plots (That's all I see) to build them on. If ya build 4 Boon structures, eventually your guild will have 4 boons in each category but can only pick one in each group. They seem to be changable.....hopefully tomorrows Live Stream can answer that. Some boons don't become available until the structure reaches a certain level. The bonus grows with the level of the structures.

    This is just a rough guesstimation but it should be in the soccer field. :|

    Exactly Val, that' how things are in preview atm. You can build 4 structures out of 7 that brings 3 boons each (one per category) that are unlocked as the building grows up. As per now every guildmate can choose one each category of the boons unlocked (offense, defense, utility) . Only one at time (each category) can be active. Not sure if the choice of the 3 is structure related or completely free. I don't think my guild in preview can build those structures before mod goes live, so i cannot be sure.

    Matt
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  • j0shi82j0shi82 Member Posts: 622 Arc User
    Thanks for the info guys!

    Explorers' Guild: Gold Bonus (1), Control Resist (3), Groupstats (5)
    Temple: Life Steal (1), Injury Resist (3), Grouphealpotion (5),
    Wizard's Workshop: HP (1), Healpotion (3), PVE Ward (5)
    Training Yard: PVE Slayer (1), Glory (3), AoE Resist (5),
    Stable: Defense (1), Armor Penetration (3), Mount Speed (5)
    Barracks: XP (1), Power (3), Incoming Healing (5)

    Siege Smithy: PVP Stamina Ward (3), PVP Ward (5)
    Siege Workshop; PVP Slayer (3), PVP Stamina Drain (5)

    Mercenary Outpost: Companion Slayer and Ward (1), Crit Resist (3), Crit Severity (5)

    ??

    ​​
  • two30two30 Member, NW M9 Playtest Posts: 1,168 Arc User
    This is the same info as j0shi82's post, but with the boon category added. The Temple has no Offense boons and the Mercenaries have no Utility boons.
    Barracks,           1,  Utility,  Bonus XP
    Barracks,           3,  Offense,  Power
    Barracks,           5,  Defense,  Incoming Healing
    Explorers' Guild,   1,  Utility,  Bonus Gold
    Explorers' Guild,   3,  Defense,  Control Resist
    Explorers' Guild,   5,  Offense,  Group Stat Bonus
    Mercenary Outpost,  1,  Offense,  Enhance Overload: Companion Ward and Slayer
    Mercenary Outpost,  3,  Defense,  Critical Hit Resistance
    Mercenary Outpost,  5,  Offense,  Critical Severity
    Siege Smithy,       3,  PvP,      Enhance Overload: Stamina Drain Ward
    Siege Smithy,       5,  PvP,      Enhance Overload: PvP Ward
    Siege Workshop,     3,  PvP,      Enhance Overload: Slayer
    Siege Workshop,     5,  PvP,      Enhance Overload: Stamina Drain
    Stable,             1,  Defense,  Defense
    Stable,             3,  Offense,  Armor Penetration
    Stable,             5,  Utility,  Mount Speed
    Temple,             1,  Defense,  Lifesteal
    Temple,             3,  Utility,  Injury Resistance
    Temple,             5,  Utility,  Group Heal Potions
    Training Yard,      1,  Offense,  Enhance Overload: Slayer
    Training Yard,      3,  Utility,  Bonus Glory
    Training Yard,      5,  Defense,  AoE Resistance
    Wizard's Workshop,  1,  Defense,  Hit Points
    Wizard's Workshop,  3,  Utility,  Healing Potion Bonus
    Wizard's Workshop,  5,  Offense,  Enhance Overload: Ward
    
    Neverwinter Tools for evaluating boons, mounts, dyes, etc.
  • commanderdata002commanderdata002 Member Posts: 312 Arc User
    Barrack and Stable is a must have.
    For the 2 another spots? Hard to tell.
    PVP guilds will surely chose differently.
    stock and stone I can master, but there's a Wizard to manage here!
  • j0shi82j0shi82 Member Posts: 622 Arc User
    edited July 2015
    Stable is not a must have for PVE. Mount Speed is not that important and classes that need Defense and ArPen already can stack it rather easy. I'd go Barracks, Explorers' Guild, Temple and Wizard's Workshop for PVE and Barracks, Stable, Temple (Siege Workshop) and Wizard's Workshop for PVP.

    Here'e my blog about the boon system: http://blog.nwo-uncensored.com/?p=990​​
    Post edited by j0shi82 on
  • valwrynvalwryn Member, NW M9 Playtest Posts: 1,620 Arc User
    The PvP boons are built on different plots than the PvE Boon structures. They share plots with more resource production plots. So a PvP Guild could have 4 PvE Boons and 2-3 PvP Boons to play with.
  • j0shi82j0shi82 Member Posts: 622 Arc User
    Well then the choices ain't that hard after all. PVP need to add the Stable and that's it.​​
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