Torin wrote:
1. force march
Ability to move reasonably well into negative ep.
2. shield mastery
To increase prots when using a shield.
3. pike mastery
For more effectiveness against mounts/animals while using polearms
4. the real shield bash
Chance to stun/daze using a shield
5. rationing
Increases duration of satiation
6. hardiness
To slow poisons
7. (more) +con
8. packbonus
9. After guild level 15, +hit/avoid based on scars and/or time in guild
10. extreme combat sense
+pr for high level, fully armoured soldiers
Pretty much all these are passive skills. What's the point since the point has
been all the time that crimsons should have something else to do than idle?
Crimson are by far the best defs in this mud already so I don't think there is
any need for more passive superduper defensive skills.
In my opinion there isn't much to be done with the current situation. If you
take a look at the whole picture of def tanks in this game you can see at
least four groups: nomads, good religs, evil religs and civilized. Nomad (or
crimson) is just one group of four, so making it a "must" and overpowering
while making three other groups suck would be a major setback for a lot of
other guilds.
Nomads have their place in this mud as everyone else, and that's how it should
be, I really don't see any point in this fuzz about crimsons once again.