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Customizable(really!) Legendary Items

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Let's see...we as players can craft legendaries, albeit the best are Reforged Crafted. Nonetheless we CAN as players craft legendary items. NPCs can identify legacies, reforge and deconstruct Legendary Items. It stands to reason that a system could be put in place that combines the efforts of both parties to allow the creation of truly Customizable Legendary Items, With that in mind I offer the following:

Legacies can be generally said to fall into 4 very general categories: Morale/Healing, Power Restoration, Offense and Defense. There is another that could probably be called Special but, it contains few legacies.

Morale/Healing would be any legacies granting Morale Bonus, Incoming or outgoing Healing ratings, self-heals, Morale Regen and so forth.

Power Restoration would include any legacies that offer more Power, Power leeching, Power restoration in and out of combat etc.

Offense would include Ranged Damage, Melee Damage, Tactical Damage, Debuffs on foes, Damage output Buffs and so forth.

Defense would include bonuses to block, parry, evade, mitigations, resistances and the like.

Special should include those legacies that are difficult to fit in any of the above 4 categories. Legacies like Stamp, Charge etc come to mind here.

Current craft classes capable of creating finished products include Cook, Metalsmith, Weaponsmith, Woodworker, Tailor, Jeweller, Scholar and Tailor.

So, each craft class should be able to craft a given range legacies that can be used to replace an existing and undesirable or unwanted legacy.

Cooks: Good food makes one healthy, good health generally boosts one's Morale. Therefore, Cooks should be able to craft any legacy dealing with Morale and Healing.

Jewellers: Jewellers are capable of doing intricate work with gems and precious metals. Therefore, Special Legacies should be right up their alley.

Metalsmiths: Metalsmiths create heavy armour. Any Defensive Legacy for any heavy armour wearing class would be crafted by Metalsmiths.

Tailors: Tailors create light and medium armours. Any Defensive Legacy for any light or medium armour wearing class would be made by Tailors.

Scholars: Scholars are gifted with powerful minds and can to a degree tap into powers unknown to other crafters. Any legacy dealing with Power in any way would be crafted by Scholars.

Weaponsmiths: Weaponsmiths craft weapons of metal. Any Offensice Legacies for metal weapons would be crafted by Weaponsmiths.

Woodworkers: Woodworkers craft weapons of wood. Any Offensive Legacies of wooden weapons would be crafted by Woodworkers.

Farmers, Foresters and Prospectors need not be left out if desired. Some Legardary Mithril-Infused ingredient needed to craft the legacies could be made by these classes.

Sounds easy, herein lies the rub...It's going to take time to get that ideal Customized Legendary Item.

Each Legacy should require 1 or more Mithril Flakes, 3 or more Legendary Fragments, 1 or more Mithril-Infused item(either the existing items or new ones or both), a Symbol of Celebrimbor, and a Scroll of Empowerment. The Empowerment Scroll will probably raise a few eyebrows. I think it it should be included for the simple reason it Empowers Legacies to the next Tier and should also Empower new crafted legacies in to replacing an existing Legacy.

Lastly, each legacy recipe is on a 7 day cooldown timer.

In addition to crafted legacies I think there should be the chance for additional Legacy slots on Legendary items. Upon identification an item will show from 0 to 3 addition but unused Legacy slots. Zero additional Legacy slots would be commonplace. 1 would be uncommon to rare. 2 would extremely rare to the point of wholesale celebration if it is discovered on an item. 3....well 3 should should more difficult to obtain than finding a whalebone needle in a whole stack of haystacks.

Once discovered, any unused legacy slots would have to be unlocked. A series of quests perhaps, or an astronomical amount of very special ingredients( Symbols and T9 relics are a good start). And each item can have 1 slot unlocked once every 7 to 30 days(determined randomly when the 1st is unlocked)

Once the player obtains the new Legacy, visit to either of the 2 NPCs that work with Legendary Items will get the legacy place on the item desired, whether a replacement Legacy or one filling an unlocked unused slot...for a fee :)

These new crafted legacies will be sellable at AH, should create a lot of new cash flow for the dedicated crafters and for those of us rather less than dedicated it might provide some additonal income beyond the dreaded coin grind.

I wish I could have included all legacies for all classes and broken them down by the above listed categories and which could be made by what craft class but alas, I am only really famailiar with 2 character classes.

As a final thought...and most probably a pipe dream...I would really like to see Legendary Items become truly Legendary and be able to grow with us. As our level goes up, so should that of our Legendary Items. This would require Level Requirement to Use, damage output and any changes to legacies derived from being a higher level legendary Item.

This Legendary Item growth should be neither cheap nor easy to acquire. But, IMO, it NEEDS to be there.

This is, of course, a very rough outline. My lack of knowledge concerning all character classes leaves much of it rather grey. I hope the readers of all classes chime in with thoughts and improvements to what I have already written and perhaps we can make this into something the Devs will sit up and take notice of.

Happy Brain-storming :)

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