User:Honorable Sarah/Rantful


 * Rebalance MM:
 * Split Verata's Sacrifice into two skills:
 * Verata's Burden:5[[image:energy.png]] 1[[image:activation.png]] 5[[image:recharge.png]] Spell. draw all conditions from minions you control. sacrifice 3% of your maximum health for each condition drawn.
 * notes: consider an army of 10 that walks over a dust trap and a flame trap. two conditions times 10 minions = 60% sacrifice, pretty signifigant benefit at a healthy cost.
 * Verata's Sacrifice:15%[[image:sacrifice.png]] 10[[image:energy.png]] 2[[image:activation.png]] 30[[image:recharge.png]] Enchantment. for {8...18} seconds all your minions are enchanted with verata's gift, gain +10 regeneration, but cannot be the target of necromancer enchantments.
 * notes: note the old style recharge and duration. also note it's now an enchantment on each minon. mesmers, start your engines. "cannot be the target" puts a dent in renewal MM's since it now MUST end before being recast, or else no effect.
 * Change the Minion Limit=2+(Death Magic/2) rule to Minion Limit=Death Magic. remove the limit all together, find some other way to counter MM armies. extend the durration of Judge's Insight, or better yet, make a new skill Order of Judgement 25 energy, for 5 seconds, all party members deal holy damage, and attacks set animated creatures on fire.
 * Make all minions succeptable to all conditions (esp disease), despite being "not fleshy".
 * Change the models for Celestial Horror and Bone Minion to match their nature. celestial horrors should use the celestial skins from the bosses in Nahpui Quarter, and minions should use the "Crawler" model with the bone horror skin.
 * Make up their mind on celestial horrors. they should either not be "controlled" (not count on minion total, no BotM, VS, etc), or follow the master like normal minions.
 * add a spirit counter like the minion counter. in fact add two, one for spirits "in the area" for those skills that count that, and another for spirits you control.
 * Finish the Realms of the gods:
 * The Eternal Jungle: two layer map(canopy and jungle floor). diseased flesh creatures (trolls, crawlers, etc). quests to protect forest sites, assisting druids, etc. Amber and Jade drops.
 * Akasha Monastery: Himalayan theme, mountain peaks connected by cloud bridges. dwyana combating a powerful cult. lots of escort, "must survive" and "defend location" quests. new rare material Aether, similar to Obsidian Shards, and new armor type "Aethereal armor" made from ectos and aether, should look like forged clouds, with fellblade-like animations layered on top.
 * Mirror Realms: this one would be hard, as the landscape would have to change as you complete quests. assist facets of lyssa. lots of conflicting, unclear objectives, like the same facet tells you to undo something you just did. ruby and saphire drops.
 * Increase the drop rate of rare and "perfect" items kudos on that with factions
 * Xunlai Auction house, similar to material traders.
 * items depositied with house, seller gets unique ticket. seller specifies auction end date, "buyout" price, or both.
 * buyers talk to a auctioneer to browse and bid on items.
 * ticket can be traded in for 80% of the sold price, or the original item if it has not sold.
 * Weapon mod trader. this should be common sense. I don't need a "perfect" upgrade, +26 or 17% is fine, and everyone throws those away.
 * finish the Dragon Sword sets:
 * Shocking Dragon Sword: orange dragon head, remove "jet" and "glob" effects, add dancing lightning similar to Everlasting Aura.
 * Ebon Dragon Sword: brown dragon head, remove "jet" and "glob" effects, blade is colored and skinned like a fellblade
 * Holy Dragon Sword: (Light Damage) white dragon head, white blade and effects. double damage to undead.
 * Shadow Dragon Sword: (Dark Damage) Charcoal grey dragon head, black blade and effects.
 * Entropic Dragon sword: (Chaos damage) purple dragon head, deep purple blade and effects.