There has been talk about tuning guilds that have few active members and
frankly the balance is quite tipped. You can pour 250M on psiconju/channupsi
yet a two type mageconju gets rather taken to any kind of party. Usually there
is commented about that some guild(combo)s are for newbies and some
guild(combo)s are for highbies. Difference is usually how much exp you
need/can pour to the guilds, yet in the end it all falls to three things. Does
the mob take your blasts, what can you do against the crap the mob throws
against the party and how effectively you do the two things.
Mage(conju) beats all other guild(combo)s in this game as they exceed in all
the three things. Is this a bad thing or wrong or something else? Whats the
point having two other guilds if they are only there to be laughed at? A
short survey with the ones that have huge, creased, hands told me that a mage
with two types is more often taken to party over channu/psi and a mage with
three types is almost certainly taken to party over psi/channu. Mage with 4
types gets to party certanly over psi/channu. If conjurers were added to
equation, only time mage lost over channu/psi was if he had only one type.
There was only one person that thought channu would still be better over psi
or 3 type mage regardless of conjus added, but his opinion weighted a hefty
lot.
There are numerous ways to increase the ground under psi's at psi board (IMO
~hotfixes) that Lampsa has put into play with laudable amounts, but i have
myself a quite big idea in my mind that would take this whole magical bg 'back
to basics'.
We take these present guilds and SMASH them to tiny bits. Then we collect
similiar abilitys to separate piles with their own leaders and masterys.
Present 4 guilds and 8 mastery types would become 10 guilds with 9 type
masterys, 9 prot masterys and 9 masterys of the pure essence of the guild.
Essence would be possible to rise trough guild quests (similiar to nun tasks)
or by simply pouring exp on em, but it would dimish over time regaldes if you
are online or not.
<short>
Each guild would have one damage type (much like the mage 'specializtions'),
major prot against (opposite) damage type (e.g. fire vs cold) and minor prot
for their own damage type, with couple exceptions. Psis being split to psis
and telekinetics, magical damage type going under channelers. Channus would
loose other types but gaining the ability to mix any types they can cast to
their blasts and also in to their prots. So mixed blasts would have
double/triple/n+1 chance for essence effects and they would be able to prot
multiple types with one casting. Mage staffs could be anything and retain it
previous stats.
</short>
<long> blog blacksmith 33759 </long>
To save your weak minds i left out the damage/sp/area/combo/special
effects/coloring notes.
Every combo and guild should have its place and clearly shine in something.
A

hits you.