Necro 15k Cantha armor!
Ludi Cigan
Hi peeps.
Erm, haven't seen what materials we need for crafting necro 15k armors in Factions. If anyone knows what materials necro 15k Cantha armor need,
plz post here, I'll apriciate that.
BTW... Nothing here
Ty!
Erm, haven't seen what materials we need for crafting necro 15k armors in Factions. If anyone knows what materials necro 15k Cantha armor need,
plz post here, I'll apriciate that.
BTW... Nothing here
Ty!
Rebirther
i remember monsterous fangs (or claws? cant remember which one) is used. and tanned squares. i think. was a while ago!
Rebirther
here we go- found it:
Quote:
Originally Posted by Rajamic
I doubt they will stay this way when Factions Releases, but...
Nerco Armor Costs: Luxon & Kurzick: Crude Scar Pattern: 5 Parchment; 750g All other Scar patterns: 5 Parchment; 4 Vials of Ink; 1500g Kurzick: Necromancer [No Bonus] Set (+750g each): Tunic: 75 Tanned Hide Gloves: 25 Tanned Hide Leggings: 50 Tanned Hide Boots: 25 Tanned Hide Cabalist [+ Energy] Set (+1500g each): Tunic: 75 Tanned Hide; 12 Steel Ingots Gloves: 25 Tanned Hide; 4 Steel Ingots Leggings: 50 Tanned Hide; 8 Steel Ingots Boots: 25 Tanned Hide; 4 Steel Ingots Blighter [+20AL while Hexed] Set (+1500g each): Tunic: 75 Tanned Hide; 12 Steel Ingots Gloves: 25 Tanned Hide; 4 Steel Ingots Leggings: 50 Tanned Hide; 8 Steel Ingots Boots: 25 Tanned Hide; 4 Steel Ingots Revanant [+ Health] Set (+1500g each): Tunic: 75 Tanned Hide; 12 Steel Ingots Gloves: 25 Tanned Hide; 4 Steel Ingots Leggings: 50 Tanned Hide; 8 Steel Ingots Boots: 25 Tanned Hide; 4 Steel Ingots Bonelace [+15 vs. Piercing damage] Set (+1500g each): Tunic: 75 Tanned Hide; 12 Steel Ingots Gloves: 25 Tanned Hide; 4 Steel Ingots Leggings: 50 Tanned Hide; 8 Steel Ingots Boots: 25 Tanned Hide; 4 Steel Ingots Minion Master [+10AL when controlling 3+ undead] Set (+1500g each): Tunic: 75 Tanned Hide; 12 Steel Ingots Gloves: 25 Tanned Hide; 4 Steel Ingots Leggings: 50 Tanned Hide; 8 Steel Ingots Boots: 25 Tanned Hide; 4 Steel Ingots Tormentors [+10AL; Holy damage recieved +5] Set (+1500g each): Tunic: 75 Tanned Hide; 12 Steel Ingots Gloves: 25 Tanned Hide; 4 Steel Ingots Leggings: 50 Tanned Hide; 8 Steel Ingots Boots: 25 Tanned Hide; 4 Steel Ingots Luxon: Necromancer [No Bonus] Set (+750g each): Tunic: 75 Scales Gloves: 25 Scales Leggings: 50 Scales Boots: 25 Scales Cabalist [+ Energy] Set (+1500g each): Tunic: 75 Scales; 12 Monstrous Fangs Gloves: 25 Scales; 4 Monstrous Fangs Leggings: 50 Scales; 8 Monstrous Fangs Boots: 25 Scales; 4 Monstrous Fangs Blighter [+20AL while Hexed] Set (+1500g each): Tunic: 75 Scales; 12 Monstrous Fangs Gloves: 25 Scales; 4 Monstrous Fangs Leggings: 50 Scales; 8 Monstrous Fangs Boots: 25 Scales; 4 Monstrous Fangs Revanant [+ Health] Set (+1500g each): Tunic: 75 Scales; 12 Monstrous Fangs Gloves: 25 Scales; 4 Monstrous Fangs Leggings: 50 Scales; 8 Monstrous Fangs Boots: 25 Scales; 4 Monstrous Fangs Bonelace [+15 vs. Piercing damage] Set (+1500g each): Tunic: 75 Scales; 12 Monstrous Fangs Gloves: 25 Scales; 4 Monstrous Fangs Leggings: 50 Scales; 8 Monstrous Fangs Boots: 25 Scales; 4 Monstrous Fangs Minion Master [+10AL when controlling 3+ undead] Set (+1500g each): Tunic: 75 Scales; 12 Monstrous Fangs Gloves: 25 Scales; 4 Monstrous Fangs Leggings: 50 Scales; 8 Monstrous Fangs Boots: 25 Scales; 4 Monstrous Fangs Tormentors [+10AL; Holy damage recieved +5] Set (+1500g each): Tunic: 75 Scales; 12 Monstrous Fangs Gloves: 25 Scales; 4 Monstrous Fangs Leggings: 50 Scales; 8 Monstrous Fangs Boots: 25 Scales; 4 Monstrous Fangs |
Ludi Cigan
Ty man !!! Really apriciate that
Vahn Roi
Steel seems to have a lot more uses in Factions than it does in Chapter 1
Raziel665
I find it wierd that all the sets require the same stuff, I wouldnt be surprised it it turned out to be different after release.
Rebirther
-----------
Written by Erasculio (GWOnline Mod) [this part copied from that thread for easier read, reference]
Appendix B – Generalization on the Cost of Armors
It appears that, in Factions, armors follow a very specific patter of cost. In the Beta Preview Weekend, the cost of all armors (with the exception of the armors without any modifiers), no matter kind or profession, followed the pattern:
Head: One Armor Unit
Chest: Three Armor Units
Legs: Two Armor Units
Gloves: One Armor Unit
Feet: One Armor Unit
For the 1.5k armors, one Armor Unit would be:
25 of Tier 1 Crafting Material, 4 of Tier 2 Crafting Material
...Plus 1.500 gold per piece.
For the 15k armors, one Armor Unit would be:
50 of Tier 1 Crafting Material, 5 of Tier 2 Crafting Material, 10 of Tier 3 Crafting Material
...Plus 15.000 gold per piece.
Written by Erasculio (GWOnline Mod) [this part copied from that thread for easier read, reference]
Appendix B – Generalization on the Cost of Armors
It appears that, in Factions, armors follow a very specific patter of cost. In the Beta Preview Weekend, the cost of all armors (with the exception of the armors without any modifiers), no matter kind or profession, followed the pattern:
Head: One Armor Unit
Chest: Three Armor Units
Legs: Two Armor Units
Gloves: One Armor Unit
Feet: One Armor Unit
For the 1.5k armors, one Armor Unit would be:
25 of Tier 1 Crafting Material, 4 of Tier 2 Crafting Material
...Plus 1.500 gold per piece.
For the 15k armors, one Armor Unit would be:
50 of Tier 1 Crafting Material, 5 of Tier 2 Crafting Material, 10 of Tier 3 Crafting Material
...Plus 15.000 gold per piece.
Mordakai
Quote:
Originally Posted by Rebirther
10 of Tier 3 Crafting Material
|
Raziel665
Quote:
Originally Posted by Mordakai
That would be Amber or Jade, correct?
|
Anyway, I still wouldnt hold onto the costs in this thread too much, I kinda expect them to change for release.
Vilaptca
Is it just me or do the Boot and Gloves look exactly the same as the 1.5k?
A_Muppet
Last I checked, bonelace needed, er, bone to make it.
...yes I *know* this is not chapter 1 armour, it's factions, just pointing out that it seems weird all these differeny armours need the same 'extra' materials.
...yes I *know* this is not chapter 1 armour, it's factions, just pointing out that it seems weird all these differeny armours need the same 'extra' materials.
Lady Lozza
A Muppet, so did I during the FPE, my guild and I came to the conclusion that it was done to stop people stocking up on materials for certain armour types - should certain armours (very notably sentinal's, which all warriors seem to want) become ridiculously popular.
Spiteful Soul
what does the new bone armor look like, 1.5k and the 15k?
hunter
Quote:
Originally Posted by Lady Lozza
A Muppet, so did I during the FPE, my guild and I came to the conclusion that it was done to stop people stocking up on materials for certain armour types - should certain armours (very notably sentinal's, which all warriors seem to want) become ridiculously popular.
|
Lady Lozza
hunter, we don't acutally know that all Kurzick/Luxon armour will look the same. The FPE suggested this might be the case, but a lot of players seem to think that while armour will depend on faction, there will be multiple designs per faction. In fact in an interview I read today it seemed that that might well be the case, they were talking about being able to "personalise" armour more.
Materials for the kurzick ritualist showed tan hides and ink vials - all of them, just like the necro sets above. It doesn't make ANY sense to have multiple sets of armour using exactly the same materials. To have a different "base material" per faction would make sense, but not having the same combination yielding different types of armour - for exactly the reasons I've given, the rare materials will increase to ridiculous amounts.
Let's take the assassin for instance. Now I don't know what materials they require but let's assume they take hides and steel for the kurzick sets. Since ALL armours require these materials, the price of steel will skyrocket in proportion to the number of assassins playing for the Kurzicks - and that was a fair few during the preview event.
Similarly monk tatts in Tyria are popular for the extra energy. Despite the fact that there are other armours available parchment and feathers often cost quite a bit. Imagine now that ALL monks needed parchment - I'd be rich, but that is beside the point - the price of materials would blow out to the point where some players would not be able to afford the materials at all.
Materials for the kurzick ritualist showed tan hides and ink vials - all of them, just like the necro sets above. It doesn't make ANY sense to have multiple sets of armour using exactly the same materials. To have a different "base material" per faction would make sense, but not having the same combination yielding different types of armour - for exactly the reasons I've given, the rare materials will increase to ridiculous amounts.
Let's take the assassin for instance. Now I don't know what materials they require but let's assume they take hides and steel for the kurzick sets. Since ALL armours require these materials, the price of steel will skyrocket in proportion to the number of assassins playing for the Kurzicks - and that was a fair few during the preview event.
Similarly monk tatts in Tyria are popular for the extra energy. Despite the fact that there are other armours available parchment and feathers often cost quite a bit. Imagine now that ALL monks needed parchment - I'd be rich, but that is beside the point - the price of materials would blow out to the point where some players would not be able to afford the materials at all.
Rebirther
Quote:
Originally Posted by Lady Lozza
hunter, we don't acutally know that all Kurzick/Luxon armour will look the same. The FPE suggested this might be the case, but a lot of players seem to think that while armour will depend on faction, there will be multiple designs per faction. In fact in an interview I read today it seemed that that might well be the case, they were talking about being able to "personalise" armour more.
Materials for the kurzick ritualist showed tan hides and ink vials - all of them, just like the necro sets above. It doesn't make ANY sense to have multiple sets of armour using exactly the same materials. To have a different "base material" per faction would make sense, but not having the same combination yielding different types of armour - for exactly the reasons I've given, the rare materials will increase to ridiculous amounts. Let's take the assassin for instance. Now I don't know what materials they require but let's assume they take hides and steel for the kurzick sets. Since ALL armours require these materials, the price of steel will skyrocket in proportion to the number of assassins playing for the Kurzicks - and that was a fair few during the preview event. Similarly monk tatts in Tyria are popular for the extra energy. Despite the fact that there are other armours available parchment and feathers often cost quite a bit. Imagine now that ALL monks needed parchment - I'd be rich, but that is beside the point - the price of materials would blow out to the point where some players would not be able to afford the materials at all. |
I'm not saying that each side will split these types of materials but just saying that one faction may end up utilising one type of material more than the other faction, and the types of materials may be linked to how advanced the materials are.
Then again, I could be wrong- just a wild guess based on the material requirements that I've seen.