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Thread: Sandwalker set Vs. L75 Beastly set Vs. Savage dragon set!

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    Smile Sandwalker set Vs. L75 Beastly set Vs. Savage dragon set!

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    Crafting is almost not worth it.
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    Nice...thanks for the comparison keep it up

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    Seems like crafting is more for the looks than ever.
    Pl Akaee 76, Bearbg 76, Whosdaddy 76
    Sl Akaee 46, Bearbg 46, Whosdaddy 46
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    Al Akaee 36, Gruppy 34, Whosdaddy 36

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    I am getting the feeling set bonuses aren't active yet???



    At least I'm hoping that's the case.....

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    Quote Originally Posted by mike1298 View Post
    Crafting is almost not worth it.
    Yeah...I'd take the higher skill damage on the beastly set over the crafted set. The extra armor on the crafted set makes it better for tanking obviously, but it really isn't all that necessary for the Blacksmoke mobs/bosses.
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    Good, crafting is like in the days of balefort sewers. You pick a set based on your fighting style.
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    Quote Originally Posted by Apollo View Post
    Good, crafting is like in the days of balefort sewers. You pick a set based on your fighting style.
    So let me get this straight.... all that money and effort and your rewarded with

    +1 strength
    -21 health pool
    -2 HP regain
    -1 damage
    -1 DPS
    +14 armor

    Sorry Apollo... this isn't even close to the old days bro, at least then it was worth it...

    I'll be in AL if anyone needs me...lol

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    Quote Originally Posted by TANKKAAR:846107
    Quote Originally Posted by Apollo View Post
    Good, crafting is like in the days of balefort sewers. You pick a set based on your fighting style.
    So let me get this straight.... all that money and effort and your rewarded with

    +1 strength
    -21 health pool
    -2 HP regain
    -1 damage
    -1 DPS
    +14 armor

    Sorry Apollo... this isn't even close to the old days bro, at least then it was worth it...

    I'll be in AL if anyone needs me...lol
    Yes plz take me with u

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    Junior Member Ebalata's Avatar
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    Have you tried the Savage Dragon Set in PVP vs other players with L75 crafted sets? How does it fair?
    PL: Ebalata (Enchantress) - 76; Ciiem (Warrior) - 75; Angstybird (Archer) - 72
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    Quote Originally Posted by TANKKAAR View Post
    So let me get this straight.... all that money and effort and your rewarded with

    +1 strength
    -21 health pool
    -2 HP regain
    -1 damage
    -1 DPS
    +14 armor

    Sorry Apollo... this isn't even close to the old days bro, at least then it was worth it...

    I'll be in AL if anyone needs me...lol
    Crafting back then took a lot of money as well.

    It may just be my opinion, but I like the fact that people will based sets based on their fighting style. It opens way for more strategy and ways to combat different sets.
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    Quote Originally Posted by TANKKAAR View Post
    So let me get this straight.... all that money and effort and your rewarded with

    +1 strength
    -21 health pool
    -2 HP regain
    -1 damage
    -1 DPS
    +14 armor

    Sorry Apollo... this isn't even close to the old days bro, at least then it was worth it...

    I'll be in AL if anyone needs me...lol
    must be a bug... with those changes noone changes the combat style...
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    so the crafted set vs the non crafted set is only +14 armor but 21 hp less, 2 health regen less and 1 damage less !!!???

    So why spending 7-10 mil to craft it? lol

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    Dat dodge

    PL-lvl 76 Duper mage (main)
    AL- Hephaestus warrior (main), Duper Sorcerer

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    Thanks for posting this.

    Personally, I was a bit disappointed with the stats in general for gear of this cap. I really hoped crafting to change this, but that doesn't seem the case.

    Ow well, there's always next cap I guess.


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    I guess this follows the Sand/of Tiki pattern, where the non-crafted items seem to be as good or better than the crafted set.

    I guess people must love paying millions and millions of gold for sparkles/fire.

    Makes me wonder why those Mt. Fang Pilgrim Hats weren't as good as the crafted helms too LOL
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    Quote Originally Posted by Apollo View Post
    Crafting back then took a lot of money as well.

    It may just be my opinion, but I like the fact that people will based sets based on their fighting style. It opens way for more strategy and ways to combat different sets.
    I absolutely agree on the fact, and like the idea of crafting giving as much as it takes in terms of stats (Fury vs Fortified is a perfect example) however I just dont see that happening here at all?

    The set bonus alone for fortified set was:
    +2 Dodge
    +50 Health
    +8 health Regen
    +4 Mana Regen
    +16 Armor

    And to top it off there was a true ROI.
    For Fury you would sacrifice 6 dodge + 6 m/s per equip, and in return with Fortified you would gain 8 damage + 2 str + 2 armor + 2 h/s per equip

    The kind of change listed above will cause a good player to change fighting style and adapt to the new gear, but the changes we are seeing in todays crafting is so insignificant thats most players wont even be able to tell a difference in stats eneough to bother changing play style.

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    In PVE, the presence of elixirs/blessings almost nullifies the need for better gear.

    In PVP new gear introduction seems to be equally pointless since all players will eventually use the same sets. Different types of sets would offer diversity but to achieve this it will take much more than 2 sets per class.

    Why not implement a crafting system which allows the player to decide how to distribute the crafted gear stats? So craftable gear comes with base stats and when you craft it you have a certain amount of points to add to this base. Stat redistribution could be possible at a cost. Of course, there could be an automatic stat allocation mode for those who don't like experimenting.

    This will allow players to adjust gear to their playing style.
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    The bonus sucks...fix it plz.

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    Quote Originally Posted by Brave Sir Robin View Post
    Why not implement a crafting system which allows the player to decide how to distribute the crafted gear stats? So craftable gear comes with base stats and when you craft it you have a certain amount of points to add to this base. Stat redistribution could be possible at a cost. Of course, there could be an automatic stat allocation mode for those who don't like experimenting.

    This will allow players to adjust gear to their playing style.
    This would be pretty innovative and a good idea. People would have different stats from the same end gear. The CS market would be mixed up too, since similar items listed would have different stats!
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