I know that the Devs are getting rid of the PVP procs on weapons and items like PVP RES on shields. But I am leveling up a new romulan character and trying to make him new gear. I have just made 5 Ship shields and the first four I got procs like
(Pha) Dis and pvpres) A useless shield because I don't fight enemies that use phasers or disruptors. Others were just as useless. AP, Tet, pvpres etc. the final shield had Cap and Plasma res but pvp res. and was only as good as a blue shield.
I want some way to control what procs are on my items when I craft them. At low level marks 1-6 it's not a terrible loss. But when you start crafting high level gear mk 8 and higher. it gets costly.
Yeah I hear some people say, Oh just craft mk ii until you get what you want then upgrade it to the right mark. That gets pricey in Dilithium especially for a new character. there is also the issue of every ten levels transferring said items to a character that can make the upgrade kits and has the dilithium to perform the upgrade.
I would like the ability to choose what procs are on my gear. Maybe you need to reach level 15 or 20 in the crafting school before you can do so. But How I would influence it is adding an additional crafting material cost. Adding one uncommon, one rare, and one very rare material into the mix to ensure you get a certain Pro for say Shields thoron particle, Beta Tachyon particle, and argonite gas might give your shields a Pha resistant Proc. Maybe adding an energy credit or a Dilithium cost to the cost. like 100 dill for a mk 2, 200 for mk 4, 300 for mk 6, 400 for mk 8, 500 mk 10, 550 mk 11, and 600 for mk 12.
Or you can craft proc tech for 500 Dill for the proc you want on your item. And if you have say a 63% chance of an uncommon, 25% to craft a rare, and 22% chance for a very rare. you could put in three tech mods for say critical damage x3. but you take your chances....
How would you players suggest something like this.
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I agree. But I am building sets for new characters. so that I have a set for sci ships, cruisers, and escorts all at MK 2, 4, 6, 8, 10, and 12. So it's a lot of hit and miss.
I've actually had some thoughts on how the random [Mod]'s could be addressed without rewriting R&D, but I have my doubts that anyone really cares.
My suggestion is to either build a ton of MK II's and upgrade the good ones, or dig into your credit wallet and buy the desired equipment from the exchange...
You are wasting effort making so many of them, when all you need is 1. Don't be lazy and, just hand it over to your main crafter when it needs upgrading, it's not like it requires time gating like it used to!
Praetor of the -RTS- Romulan Tal Shiar fleet!