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  1. #21
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    Quote Originally Posted by The_Human_Cypher View Post
    I was looking into the Cargo Hold buffs on the airships and found this old thread. Is the information here accurate? Airships could use one more pass to add a Class Trainers stateroom and also add more amenities to obviate the old Cargo Hold buffs so that Guilds don't have to maintain them.

    /necro
    they planned to just poof the old ones. enough people like them that they didn't good enough.

    I agree that those empty state rooms need something, trainers would be nice and LGS altars.

  2. #22

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    Quote Originally Posted by Cantor View Post
    they planned to just poof the old ones. enough people like them that they didn't good enough.

    I agree that those empty state rooms need something, trainers would be nice and LGS altars.
    Which of the old amenities are still useful? I am not sure if everything in the above list is accurate.

    Also, which amenities could still be added that are obvious omissions such as the Class Trainers or Legendary Green Steel altars? There is definitely room for one more pass on the airships to add new amenities to fill out the empty hold space on the Kraken line, add additional airship cosmetics, and to consolidate the Cargo Hold buffs into new amenities or merge their effects into existing ones. The airship pass could even be part of a new House Lyrandar-themed adventure pack, with some quests involving House Lyrandar, airships battles, and related content.

  3. #23

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    The ship buffs I keep in my guild's cargo hold, from right to left around the ring next to the entrance ramp:

    House Kundarak
    House Phiarlan
    House Deneith
    Kobold Shaman
    Hobgoblin
    Silver Flame
    Scholar of the Twelve
    Mind Flayer

    Then behind the large amenities:

    Training Dummy
    Planescaller


    The training dummy legitimately does nothing in terms of buffs, but sometimes you want to punch something to test stuff or even just a quickie dps check in low level heroics.

    Other than the training dummy, I believe (but haven't confirmed in a while) that after taking the buff bar up top, hitting the listed amenities add icons to your buff bar, meaning they aren't fully duplicated by the new style buffs.

  4. #24
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    Quote Originally Posted by EllisDee37 View Post
    The ship buffs I keep in my guild's cargo hold, from right to left around the ring next to the entrance ramp:

    House Kundarak
    House Phiarlan
    House Deneith
    Kobold Shaman
    Hobgoblin
    Silver Flame
    Scholar of the Twelve
    Mind Flayer

    Then behind the large amenities:

    Training Dummy
    Planescaller


    The training dummy legitimately does nothing in terms of buffs, but sometimes you want to punch something to test stuff or even just a quickie dps check in low level heroics.

    Other than the training dummy, I believe (but haven't confirmed in a while) that after taking the buff bar up top, hitting the listed amenities add icons to your buff bar, meaning they aren't fully duplicated by the new style buffs.
    We keep all the same on our ship as well. I will add that we also keep all the elemental resist shrines, the xp shrine to save on Astral Shards, and the Large Guild Chest for some extra storage space. These can be a decent plat dump, but what else are you going to spend it on?


    Moderatly reformed forum lurker.

    "Hi, Lurker"

  5. #25

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    Quote Originally Posted by Eelpout View Post
    We keep all the same on our ship as well. I will add that we also keep all the elemental resist shrines, the xp shrine to save on Astral Shards, and the Large Guild Chest for some extra storage space. These can be a decent plat dump, but what else are you going to spend it on?
    Oh, yeah, I meant to say those are the crew I maintain. In addition to those crewmen, I put the energy resists along the left wall (when first porting in they're on the left), the epic altar and stone of change behind the crew ring, and the NPCs along the right wall: tavern, auction, mail, bank.

    We maxed out the astral amenities. Other than not wasting shards on combo resists and stats, we have recently finished upgrading all shard amenities, woohoo! (The last one we did was maxing guild storage.)

  6. #26

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    Quote Originally Posted by EllisDee37 View Post
    The ship buffs I keep in my guild's cargo hold, from right to left around the ring next to the entrance ramp:

    House Kundarak
    House Phiarlan
    House Deneith
    Kobold Shaman
    Hobgoblin
    Silver Flame
    Scholar of the Twelve
    Is the House Jorasco Healer redundant with the Bath House amenity? I don't see it on your list.

  7. #27

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    Quote Originally Posted by The_Human_Cypher View Post
    Is the House Jorasco Healer redundant with the Bath House amenity? I don't see it on your list.
    As far as I could tell, yes it is.

  8. #28

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    Quote Originally Posted by EllisDee37 View Post
    As far as I could tell, yes it is.
    I added the House Jorasco Healer crew member to our ship's Cargo Hold and tested it. When I click on the Healer, I receive no visible buff so this amenity is most likely redundant with the Bath House. I do receive a buff from the Silver Flame Priest, however, so that crew member doesn't seem bugged as indicated at the top of the thread.

  9. #29
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    I tested all the crew when the amenities were first added and used to run only ones that did something. In the long run its just easier to keep them all up than worry if it's redundant. I had guild members asking why we didn't have xxxx and it's just easier to have them all than explain once a month why.

  10. #30
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    Quote Originally Posted by EllisDee37 View Post
    Silver Flame
    Silver Flame adds a buff to buff bar, but many years ago was known to be bugged; the buff didn't actually do anything. Have they fixed it? I hadn't heard.
    Quote Originally Posted by Vargouille View Post
    As a general rule we don't intend for a single spawn area to cause any dungeon alert, and certainly not red dungeon alert. This basically isn't ever a goal in our designs

  11. #31

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    Let's hope Guild airships get one final pass and all of the Cargo Hold buffs that are still useful are merged with or replaced by amenities within the new system.

  12. #32
    Community Member AbyssalMage's Avatar
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    Quote Originally Posted by The_Human_Cypher View Post
    Let's hope Guild airships get one final pass and all of the Cargo Hold buffs that are still useful are merged with or replaced by amenities within the new system.
    I doubt they will ever give us +30 elemental resists at lvl 1. That was one reason why they wanted to remove the legacy buffs. The new system was intended to scale as you level. Not sure if that just fell through or not though.
    Quote Originally Posted by hp1055cm View Post
    They have been tweaking the game since I started and often I disagree with them. They focus on wrong stuff, over or under compensate and abandon too much stuff. Every once in awhile they get something right, if only temporarily.

  13. #33
    Community Member Standal's Avatar
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    Quote Originally Posted by AbyssalMage View Post
    I doubt they will ever give us +30 elemental resists at lvl 1. That was one reason why they wanted to remove the legacy buffs. The new system was intended to scale as you level. Not sure if that just fell through or not though.
    There was a lot of complaints about old plat buffs being replaced by shard buffs. So the devs caved and let the old buffs stay in the game. The resist shrines are the worst example of this. The newer resist + absorption buff is pretty powerful. Add the 30 resist from the cargo hold and it's just ridiculous.

  14. #34

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    Quote Originally Posted by SirValentine View Post
    Silver Flame adds a buff to buff bar, but many years ago was known to be bugged; the buff didn't actually do anything. Have they fixed it? I hadn't heard.
    I was aware it was bugged a while ago, and have never heard of it being fixed.

    Once the guild pass went live, I did the test of using the buff bar and then seeing what cargo hold buffs still gave me an icon. Any that gave me an icon in the buff bar got included in my ring of crew buffs. (Plus training dummy, because punching is fun!)

    At the time my thinking was that even though the silver flame dude never did anything -- it certainly doesn't protect you from Command* like the spell does -- but it gave me an icon so I kept him active just on principle. I figured if they ever did fix him we'd already be in the habit. Of course they never fixed him, but oh well.

    Note that it is technically possible that the silver flame buff gives +1 to saves and AC vs evil, which would be very difficult to verify one way or the other.


    *Just Command, not Greater Command. Magic Circle Against Evil grants immunity to Greater Command.

  15. #35
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    Pretty sure scholar of the 12 is covered by new-style buffs.

  16. #36

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    Quote Originally Posted by peng View Post
    Pretty sure scholar of the 12 is covered by new-style buffs.
    Testing now, I get a buff bar icon from the scholar. If I switch to my effects tab, I see the following messages when I refresh the scholar:

    (Effects): You have multiple effects granting a Guild bonus to Evocation Focus that do not stack. ( Archwizard and Lore of the Twelve )
    (Effects): You have multiple effects granting a Guild bonus to Conjuration Focus that do not stack. ( Archwizard and Lore of the Twelve )

    There is no mention of the spell pen, so I assume the spell pen portion of it actually works and that's why you get a buff icon from the scholar.

  17. #37
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    Arcane sanctum gives +1 guild bonus to spell pen. Scholar of the twelve *says* it's a guild bonus to spell pen. Just tested with a lvl 1 cleric vs a drow. D20 +2 without scholar (1 cleric + 1 sanctum), d20 + 3 with scholar. I guess it does stack, even if it shouldn't.

  18. #38

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    Quote Originally Posted by peng View Post
    Arcane sanctum gives +1 guild bonus to spell pen. Scholar of the twelve *says* it's a guild bonus to spell pen. Just tested with a lvl 1 cleric vs a drow. D20 +2 without scholar (1 cleric + 1 sanctum), d20 + 3 with scholar. I guess it does stack, even if it shouldn't.
    I vaguely recall that they all used to be non-stacking equipment bonus, but then during the guild pass they were supposed to be changed to a guild bonus. So maybe the spell pen is just a non-stacking equipment bonus.

    Even still, that can be helpful for low level casters who might still be wearing old-style cannith crafted stuff, one effect per slot. eg: ML7 Belt of Greater False Life, etc... You can quickly run out of slots when you're only getting one effect per item, and spell pen is way down the list of priorities in early heroics.

    So technically not completely useless, but not altogether useful. Still, if it gives you an icon, I put it in my cargo hold. The scholar and the priest can battle it out for most useless.

  19. #39
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    The list in the first post is 100% correct. If you have the full complement of new amenities, then the ones the OP listed are the only ones left that do anything useful. I spent quite a bit of time testing these last year. I wish I had seen this list beforehand. It is identical to the one I came up with.

  20. #40

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    Quote Originally Posted by Standal View Post
    There was a lot of complaints about old plat buffs being replaced by shard buffs. So the devs caved and let the old buffs stay in the game. The resist shrines are the worst example of this. The newer resist + absorption buff is pretty powerful. Add the 30 resist from the cargo hold and it's just ridiculous.
    As evidenced by the comments in this thread, the current airship amenity/buff system is somewhat messy and confusing with a number of obsolete buffs. One more airship pass would be a chance to fix these outstanding issues, fill in the gaps concerning amenities, and add some new amenities and features.

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