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Everything posted by Baldur
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Boss Fighters, seem Hirru's post for the Knight's party openings. Make sure you claim an open spot else you end up tanking the boss!
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Just an update for those curious. There's going to be a small update to skills/items related to healing since we've had our health totals increased so much. We're waiting to start the boss fight to get this update out (since it'll be relevant :P).
There was no big October update as there was in the past couple months, because the Staff team has been working on a MASSIVE update, which includes a complete revamping of the site guide (something that was started back when I was voted to be Player Rep).Thank you for your patience, and we can't wait to show you what we've been working on!
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Breaking news! Sub-Dungeons are dangerous again!
Any dungeons rolled for or entered starting today should use the new stats. Be careful, the new bosses HURT!
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Looks like post #15 will fall on @Hirru, so perfectly timed :)
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If you plan to participate in the floor 18 boss fight, make sure you're currently assigned to a group! Remember, the rules of how the boss fights work have changed, so make sure you're familiar with them.
If you have any questions, let me know!
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FYI - Do not write Out Of Character in IC posts. If you need to convey information, you can send a PM. Obviously this doesn't include stats and such for battle, but your post is not the place to talk OOC with other players
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Challenge: What are some skills or mod ideas that would help you perform your roll, that aren't just giving you +DMG, +MIT, or +Healing.
I want to find investments players can make to further plant them into the role of DPS, Tank, Support, Scout, but without upsetting the balance of DMG, HP, MIT.
Aaaaand, go!-
Also I totally think a Mod for increased Critical Range would be sick, where the players who put points into it can crit on an 8 making their threat range much greater.
A Mod for making a 1 not mean absolute failure (where if you pump the SP in to afford it, you are able to hit on a roll of 1 provided your ACC is high enough).
Another cool Mod concept would be for First Aid, since that's fundamentally limited at this juncture to a single target or that TPH (total party heal) mod. Adding a passive buff/augment to your First Aid skill would make Support players way more invaluable.
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I think I'm caught up. If I've forgotten, please link meh!
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Sorry to those I owe posts to. I'm trying to wrap things up here at work because I'm moving into my new house today! Yay! Comcast should be coming by this afternoon to install my internet, and moving will continue into tomorrow. My posting will be sporadic between now and Monday, but I will knock out what I can.
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Not sure if everyone noticed, but tanks and support players are now more important than they have been in the past since the boss fight mechanics have changed. So if you're playing a tank or a support class, hurry up and get to the frontlines! :)
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If you plan to take part in the boss fight this time around, make sure you read the new raid turn mechanics and ask any questions you might have. #1 being every party will need it's own tank!
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Well ... just a notch up for @Esther, the boss might be a warewolf crossover with a beholder
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I'm trying to catch up! Please forgive me! 6_6
I also need to update my journal.
And I'm going through revising quests to make sense post September Update.
If you're waiting for me in a thread, please link me here, or PM me!
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With the new boss fight planning threads started, be sure to read up on the new Raid Rules. The turn order and structure of the boss fights has changed. I'm really excited to see it in action! Let me know if you have any questions :)
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Just a PSA, but things have gotten a lot more difficult, you won't be able to solo as easily as you have before. I recommend grouping up until you've gotten used to how the challenges are changing!
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I broke down the One Hand weapons for the new patch. If you're a one hand user, it might be useful to help you digest the changes!
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Event Brainstorming!
What kind of events would you like to see in SAO-RPG to really liven this place up, and try to break out of some of the routine we've built up? We've got the quarterly boss fights, but I'm looking for some new ideas, or something you've seen that was really cool and hasn't been repeated!
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@Hirru yup, I still have the mechanics for the fencing tournament somewhere around. Last time I didn't do it because just a couple of people we're on board with the idea. For those interested on how it works I'll look for the thread and link it here on a later reply.
Basically it still depended on rolls but instead of damage you gained point by hitting a certain body part.. the first to reach X amount of points wins the 'duel'.
Though it is still dice dependant, people can't one shot each other. Example: the duel I had with Cal to test the mechanics we were almost even in score despite him having higher... almost everything except damage.
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yeah that one. People didn't get it that one can use any kind of item (weapons in this case) in the game. The only downfall was that you didn't get to use the weapon's SAs if you didn't invest in the skill. In this case native 1 handed users had a +2 points advantage but basically everybody could join as damage is irrelevant in this 'duel' style.
I'm open to ideas in how to improve the fencing concept:D
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Alicization Manga:
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Just in case people missed the updates:
Posts now need to be at least 150 wrods!
You get 1 SP per multiple of 20 posts!
Familiars have changed, bleed has changed, crafter's respites can only be used once per day.
See the update post!
http://www.sao-rpg.com/topic/12978-august-1st-update/-
*tosses link @Rain http://www.sao-rpg.com/topic/13008-word-counter-for-lazy-people/ *
the rule has been included in the site guide thread as well, section "SAO-RPG General Site Rules" last bullet: http://www.sao-rpg.com/topic/7838-sao-site-guide-tutorials-rules-and-more/?do=findComment&comment=397700
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@Lowenthal is past his post time (run, Low, run! post!) so that means @Seul is up in the boss fight.