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  • klayl771klayl771 Member Posts: 36 Arc User
    edited July 2013
    vayrano wrote: »
    The system isn't entirely different to what I have already experienced in Star Trek Online's (STO) reputation system. Even the 20 hours project timer is the same. Each reputation roughly took me around 1 month to complete. Only thing missing is the ability to buy pretty much all sorts of end game gear that are BoP of your choice with costs attached. I wonder if eventually we will see that appear over here.

    The new feats are actually passive powers and even the design of it is pretty much a carbon copy of what you will find in STO. You have 4 tiers/levels where you pick 1 passive of the 2 available, and the final passive is fixed for everyone. If the passive powers here are like in STO then they will apply wherever you are (dungeons/PvP etc)

    Companions upgrades are a bit pricey. I expected at least 500,000 AD for Blue to Purple. Hopefully they tweak the costs to make it a bit more reasonable.

    The environment and zone is pretty nice, but once you're done with your daily quests, there isn't really much to do, which is not totally a bad thing. Gives me more time to work on other things, like gathering AD.

    The feats system maybe simple but if any1 see it on the preview, they would want to farm for it esp. for pvp these are very good.
  • s32ialxs32ialx Member, Neverwinter Beta Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited July 2013
    tag76 wrote: »
    Armor pen on the new gear ? What a load of garbage for a cleric. I actually prefer your old armor to the new one! Why would a cleric need Crit? It's a cleric not a combat medic -.-

    Umm... actually we are "Combat Medics" hence why were are "Battle Ready Clerics" and yes a Crit Cleric is by far the best build you can do for cleric's. I've seen many builds and crit just wins can even keep those horrible pug groups alive for longer then they deserve to be alive -.- luls
  • brataccasbrataccas Member Posts: 57
    edited July 2013
    On top of that there were certain adds who would heal other adds to full health if they got low and heal small portions of the bosses HP if you didn't kill them in time.

    Those little Redcap trickster healers are horrible - we hates them!! :D
  • stormdrag0nstormdrag0n Member Posts: 3,222 Arc User
    edited July 2013
    I am so fricking happy that the response to this module is mostly positive, I really thing they did an amazing job overall, really enjoying it, but it also makes me want a Ranger even more.
    Always Looking for mature laidback players/rpers for Dungeon Delves!
  • hirosakisanhirosakisan Member Posts: 16 Arc User
    edited July 2013
    soulwhisp wrote: »
    We have 2 new enchantments, one of them is a pretty good a new utility enchant! I think its the best enchant so far :D
    a wisp that summons random enchants when u kill mobs? movement speed still better
    what's the other one?
    soulwhisp wrote: »

    I like the way you can now finally use the gold for something! Stack up like 200-300 gold at least before the expansion!

    for what? explain pls
  • xhritxhrit Member, Neverwinter Beta Users Posts: 0 Arc User
    edited July 2013
    That plus various splats would prevent you from attacking anything if struck for short periods of time made the fight interactive and action packed but did not by making the threat the adds rather than the boss.

    That sound pretty horrible actually, but whatever. Chances are I won't be playing it, since I am totally going to ragequit unless I get a free respec token so that I can undo the changes I just made respeccing my TR.
  • s32ialxs32ialx Member, Neverwinter Beta Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited July 2013
    a wisp that summons random enchants when u kill mobs? movement speed still better
    what's the other one?



    for what? explain pls


    omg -.- they better increase how much money you make because you need it for basically everything in the new zone -.-
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