New Tat Type! (in General)


Zenai December 12 2009 10:58 PM EST

This is the list of things for us to pick from right now.

Rune of Enlightenment
Rune of Solitude
Rune of Balrog Flame


Tattoo of Endurance
Tattoo of Augmentation


Steel Familiar
Jigorokano Familiar
Ice Familiar
Fire Familiar
Halidon Familiar
Electric Familiar


Not a bad list if you ask me but I think after so long that there should be more. Another few Selections would be nice. I have a few ideas and I will just drop names. Please feel free to add, what you would think, should be an addition to this list.

Now I'm not so good with Numbers and will leave that for people smarter than me but here are a few of my thoughts :-)


Rune of Protection (Works like a Massive AMF)
Tattoo of Rage (Works like BL and VA Combined)
Poison Familiar (Works like the CoC Familiar. Poison Mist)


Join in :-)

QBOddBird December 12 2009 11:01 PM EST

I'd love to see the Tattoo of Rage.

Then again, I'd totally abuse it.

Joel December 12 2009 11:17 PM EST

How about:
Armored familiar - High AC High HP wall familiar.
Blacksword Familiar - Huge strength medium-low Dex, BoNE wielding familiar.
Rune of Dispel - Grants bonus to dispel, just like the RoS!

Here's one just for fun: Blender Familiar - has everything, each one trained equally so power is comparable to other familiars. Spells and arrows flying in the same round, each ranged spell firing in each round which switches to firing each melee only spell every round, as well as a melee hit from a Katana. Levels balanced to do the same damage in each round as a spell fired from one of the old DD familiars. Wouldn't that look freaking AWESOME in battle? It certainly would be fun!

{WW]Nayab [Cult of the Valaraukar] December 12 2009 11:21 PM EST

Phantom Familiar

Trains HP to 100% of tat level.
Trains PL to 20% of tat level.
Regenerates 1% of trained HP each round of combat.
Always summoned behind minion equipped to.

{WW]Nayab [Cult of the Valaraukar] December 12 2009 11:23 PM EST

(sorry about double post, just thought of this one.)

Wind Familiar

Trains HP to 30% of level.
Trains Dex to 60% of level.
Trains Evasion to 40% of level

Zenai December 12 2009 11:29 PM EST

Interesting Ideas folks keep em coming!

Wise December 12 2009 11:39 PM EST

This is fun.

what about:

A Rune of Armor: gives AC bonus plus a % of HP to all minions..maybe a small GA too.

A Rune of Speed: Gives HoC ability plus a dex. bonus, but hits front and back minions at say 60-70% normal ST each until only one minion left and then back to normal ST.

A Rune of Melee: Boosts the base lvl of a melee weapon to say 100. It would make the lower lvl weapons more useful, but at the cost of losing the tat. slot.

Tattoo of Projectile: Same as Melee, but for bows/slings.

Healer Familiar: Heals say 50% of the damage taken by the team before the next round; restores 50% of ST drained by the exbow.

A Rune of Theft: Steals 50% of the opposing team's tat. effect.


kevlar December 12 2009 11:42 PM EST

hehe Joel, that kind of tat should be called the "Death Blossom"
http://www.youtube.com/watch?v=hlAsSyDAWR8&feature=PlayList&p=B3A948B68AF3FF8A&playnext=1&playnext_from=PL&index=14

What about a ToA type tat for mages?

Wise December 12 2009 11:53 PM EST

I like the Black Sword familiar...

I would add to the Tattoo of Rage a HoC type ability, but it would work so that a melee weapon would hit in the last round of ranged combat.

Drama [Just for fun] December 12 2009 11:57 PM EST

A Rune of Stability: Stop the random damage, hit% and exp gold gained :D

Drama [Just for fun] December 13 2009 12:09 AM EST

The Earth Familiar: Cast earthquake with damage all enemy in range only, but...


Earthquake deals additional damage the more encumber your enemy minions are (NW value)and have the special ability to separate minions of a multiple minion team. Wich enable spreading spell and attack to concentrate on a single minon at a time. :D


Go FB and CoC and SoD :)

Wise December 13 2009 12:15 AM EST

It'd have to let CoC work in ranged, but I like Earth Quake idea...in fact, it should hit first like HoC.

Joel December 13 2009 12:15 AM EST

That clip was freaking awesome, kevlar... I MUST HAVE MORE!!

AdminTal Destra [Battle Royale] December 13 2009 12:54 AM EST

MoD familiar that mimics the Hal in exp dilution and weapon

don't have a name picked out... maybe the Jon Familiar

Wraithlin December 13 2009 1:15 AM EST

Chaos Familiar:

Damage is the same as electric familiar, and only fires in melee rounds. Damage is called Chaosbolt.

Instead of the first minion in line, it hits a random minion.

Every hit on a minion puts a stack of chaos on them. Each stack increases damage of the next Chaosbolt by 5%.

Also an increasing chance to fire 2 shots in one round that is based on tattoo level, similar to the way RoBF gains magic reduction, but instead of capping at 20-30%, it will cap around 5-7% with the current largest tat in the game.

Chaosbolt trained at 100% tattoo level.
HP trained at 25% tattoo level.

Zenai December 13 2009 11:51 AM EST

So far we have:

Rune

Rune of Protection (Works like a Massive AMF)
Rune of Dispel - Grants bonus to dispel, just like the RoS!
A Rune of Armor - gives AC bonus plus a % of HP to all minions..maybe a small GA too. (New type of ToE?)
A Rune of Speed - Gives HoC ability plus a dex. bonus, but hits front and back minions at say 60-70% normal ST each until only one minion left and then back to normal ST.(I would think it grants Haste instead just a thought.)
A Rune of Melee - Boosts the base lvl of a melee weapon to say 100. It would make the lower lvl weapons more useful, but at the cost of losing the tat. slot. (A Different form of the ToA interesting.)
A Rune of Theft - Steals 50% of the opposing team's tat. effect. (Most interesting idea I have seen yet!)
A Rune of Stability - Stop the random damage, hit% and exp gold gained.(hmm like a RoE but increases cash as well. Nice!)

Tattoo

Tattoo of Rage (Works like BL and VA Combined)
Tattoo of Projectile: Same as Melee(Rune?), but for bows/slings. (See above Rune of Melee for reference.)
(I guess ppl don't like Tats......rofl)


Familiar

Poison Familiar (Works like the CoC Familiar. Poison Mist)
Armored Familiar - High AC High HP wall familiar.(Like a Steel Golem but no attacks?)
Blacksword Familiar - Huge strength medium-low Dex, BoNE wielding familiar.(Maybe mix the Armored Familiar?)
Phantom Familiar - Trains HP to 100% of tat level.Trains PL to 20% of tat level.Regenerates 1% of trained HP each round of combat. Always summoned behind minion equipped to.(Veryt Interesting Idea, maybe add this ability to the Armored Familiar?)
Wind Familiar - Trains HP to 30% of level.Trains Dex to 60% of level.Trains Evasion to 40% of level.(JKF with a different twist...hmmmm)
Healer Familiar - Heals say 50% of the damage taken by the team before the next round; restores 50% of ST drained by the exbow.(Very interesting idea, like a hyped up TSA in the Form of a Familiar....Nice!)
The Earth Familiar: Cast earthquake with damage all enemy in ranged only. (Works like a Shockwave starting in the middle of the Enemy Party I would guess.)
MoD Familiar - Mimics the Hal in exp dilution and weapon. (Automoton Familiar Maybe? Make it interchangeable Melee Weapons at the Start? Sacrifice a Weapon and the Automoton grows with it?)
Chaos Familiar - Damage is the same as electric familiar. Chaosbolt trained at 100% tattoo level.
HP trained at 25% tattoo level. Every hit on a minion puts a stack of chaos on them. Each stack increases damage of the next Chaosbolt by 5%. (Nice Stats only one question as far as the damage is concerned. Is it like the Electric Familiar Damage or does the Chaos Bolt have a different effect like Confusion? A Random chance to Attack your own Party Members?)

Novelty

Blender Familiar - has everything(Maybe work it out to be like the CB-T's very low level, has it's own Slot, does almost no damage but fun/cool to have :-))

Very Very Interesting Ideas Folks please keep them coming. Note: If I summarized your Idea the wrong way please feel free to correct me :-) Also note that there are several ideas here that I think could be combined to make a really cool Rune/Tattoo/Familiar. Don't think I am trying to ruin your idea it is just a thought on my part :-D

AdminShade December 13 2009 1:09 PM EST

The only really one which could spark my interest would be a Melee BL using Familiar (named blacksword here). perhaps it could also train some VA?

Wraithlin December 14 2009 1:14 PM EST

Zenai -- Chaos Familiar can only attack opponents. So if they are down to one minion left it will hit him every time.

Kefeck [Demonic Serenity] December 14 2009 1:15 PM EST

The only really one which could spark my interest would be a Melee BL using Familiar (named blacksword here). perhaps it could also train some VA?

Would be pretty awesome, and long overdue imo =P... I know i would give it a shot.. Let's bring melee tanks back into the game! :D

QBRanger December 14 2009 1:15 PM EST

The only really one which could spark my interest would be a Melee BL using Familiar (named blacksword here). perhaps it could also train some VA?


We already have a melee based familiar that can get BL via junction and VA via an enchantment.

I would rather have the current problems fixed.

Such as SG vs the RBF, or a new N*B, or the exbow better balanced.

Than introduce more repetitive items.

Joel December 14 2009 1:24 PM EST

:( Harsh Ranger! I think it would be awesome to have a familiar that, if it could make it to melee, could do 2-3 hits of, say, 5 million damage each, at the higher levels! It would be hard to kill once it got going too, if VA was involved! I think it is much different than a JKF, because you wouldn't be using it in any way for defense. You would have to concentrate on defending the Blacksword Familiar itself!

Kefeck [Demonic Serenity] December 14 2009 1:35 PM EST

We already have a melee based familiar that can get BL via junction and VA via an enchantment.


I disagree..

I'm assuming the VA on the melee familiar would not be dispellable,
kind of like the morgul hammer. Where as right now the jiggy hits for
so small each time that you are only required to train a very minimal
VA. So rather then what joel said ^^ (it being a Bone wielding
powerhouse). I think it should be a morgul wielding powerhouse ^.^ ..

Lord Bob December 14 2009 1:42 PM EST

"Rune of Dispel - Grants bonus to dispel, just like the RoS!"

Please, no more Dispel Magic. It's already incredibly powerful.

I do like the Wall Familiar idea, but without PL or HP regen.

FailBoat[SG] December 14 2009 1:43 PM EST

Don't get me wrong, I'd love to see more versatility in this game, like new tattoos. But I'm going to have to agree with Ranger in the fact that I'd rather see glaring issues fixed before getting a new item added that does the same thing as a current but with a new name.

Admindudemus [jabberwocky] December 14 2009 1:50 PM EST

in my opinion, when talking of game balance any fix for what users call a "glaring imbalance" will create one or more other glaring imbalances that can only be corrected by removing all variations and creating a homogeneous damage model. with that being stated, if we wait until all of those are fixed we will either never have new items or we will never need them as they will all end up doing the same thing.

QBRanger December 14 2009 1:57 PM EST

I would like to see at least the SG vs RBF bug fixed and see how things go from there.

But instead of another melee tattoo, then introduce a new item or new class of items.

Wise December 14 2009 2:12 PM EST

I think CB has enough items/weapons etc. I just think they need to be changed. I mean a guy with a whip is going to have advantages over a guy with a sword or a mace, if he knows how to use it. A pike has range on a sword. A mace or war hammer will break a shield and most body armor would be worthless because a mace is based on trauma, not cutting.

miteke [Superheros] December 14 2009 2:59 PM EST

I'd like to see:

Wraithlin December 14 2009 3:42 PM EST

What I would really like to see is that lesser tattoos and normal tattoos are actually different. The lesser tattoos are maybe 10% the STR of the normal tattoos, and instead of 1 tattoo per team, it's one normal tattoo per team. If you wanted to equip lessers on all your other minions you could, they would just be alot less powerful. Make them both, lesser and normal, grow at the same rate with the same max level, but just make the lesser tattoos be weaker per point than the normals.

I really don't know what level of nerf they would need, I just threw 10% out there. It would probably have to be balanced individually per tattoo.

Wise December 14 2009 3:43 PM EST

The lesser tat. idea, I like.

miteke [Superheros] December 14 2009 4:51 PM EST

I can see it now, 3 lesser fire familiars to add an extra 12 pathetic attacks per round and 3 kill slots. I am sure I don't want to actually see that.

Wise December 14 2009 4:53 PM EST

Just don't allow familiars...

QBsutekh137 December 14 2009 5:07 PM EST

Just going to pipe up and agree with Lord Bob -- DM already has the wonderful power of being entirely stackable, so it isn't the kind of thing that lends itself well to tattoo concentration (nor does it need it).

Now, if DM ever became less stackable so that it required maximum concentration, then a DM tattoo would be a very interesting idea. Call it "Rune Of No Cheap Wins". I'm for anything that utterly destroys DE addicts.

FailBoat[SG] December 14 2009 5:16 PM EST

I'd like a familiar that gives me a familiar that gives me a familiar.

We can call it "I herd U likez Killslots"

Admindudemus [jabberwocky] December 14 2009 5:21 PM EST

We can call it "I herd U likez Killslots"


i thought that would be "the phantom link". ; )

Wise December 14 2009 5:56 PM EST

A Rune of Gold: increases the $ you receive from a fight by a %.

QBRanger December 14 2009 6:13 PM EST

I would love to see a ToA for mages, perhaps labelled a ToM (magic).

However with the current AMF/DD curve being skewed with the NSC, I personally believe such a tattoo would fairly much wipe AMF off of CB.

I would again like to see this type of tattoo only with a change to the NSC of only lowering AMF backlash and not off the frontend AMF.

Wraithlin December 14 2009 6:19 PM EST

An alternative would be adding gloves that add to AMF that enchanters could wear.

So the ToM/Noldorin would be offset by RoS/Anti-dorin

Wraithlin December 14 2009 6:21 PM EST

Sorry RoS doesn't boost AMF, so we'd still have disparity, we'd need a tat that boosts EO's.

Zenai December 14 2009 9:52 PM EST

Wraithlin: Zenai -- Chaos Familiar can only attack opponents. So if they are down to one minion left it will hit him every time.


I know I was talking about the enemy party. Say they get hit with the bolt, there is a chance for confusion and therefore have a chance to attack a fellow party member.

To everyone who went into waaaaayyyyy left field. It was a simple idea thread why go into what needs to be fixed first? Who doesn't know/understand this premise already? It is not even like any of this would get implemented in the first place, it is a simple idea thread. If something get's fixed great if not then honestly what can you do about it? Take what you can and try not to be too disgrunteled about it. I have railed against the machine so to speak and you know what I got, a headache. I am not saying it shouldn't be done. What I am saying is that there is a place and time for everything. In other words let's try not to hijack threads ok people :-)



Wise: In my humble opinion CB doesn't have enough items when you have played with them all in one strategy or another at sometime. So in short the introduction of something new would be a nice change of pace. Last supporter Item was months and months and months ago with no new item since then. There has been some decent changes and some cool add-ons but nothing in the way of an Item.
miteke: a find weakness skill that works like the vorpal blade and can be used with DDs or weapons.


That I think would be cool! maybe in a Rune/Tatto/Familiar implementation such as Rune of Weakness, Nemesis Familiar, Tattoo of Failure.......
Wraithlin: What I would really like to see is that lesser tattoos and normal tattoos are actually different. The lesser tattoos are maybe 10% the STR of the normal tattoos, and instead of 1 tattoo per team, it's one normal tattoo per team. If you wanted to equip lessers on all your other minions you could, they would just be alot less powerful.


Another cool idea, I like it :-) I would exclude Familiars from that category though, Runes and Tattoos would be fine imho. Afterall not everyone walks around with Tribal/Yakuza/Triad/Samoan/Mideveal Body Tats. Some people just have a <3 with Mom in the middle and an Arrow through it on their arm. X-D
Ranger: I would love to see a ToA for mages, perhaps labelled a ToM (magic).


Talked about it before and I totally agree. Magic boosting is dodgy though since there is soooo many things to boost, maybe splitting this one Tattoo into 3, One for EOs/EDs/and DDs. "A Tattoo of the Magi" each one of these 3 boost different parts of the EO/ED/DD of it's class. This way it can be more specific and boost the things the player would actually need. Just a thought.....

Vaynard [Fees Dirt Cheap] December 14 2009 11:08 PM EST

Love the ideas guys! I really love the sound of that Tattoo of Rage! /me wants! Anyways, here's mine:

Mirror Rune: Every third round reflects a DD spell at the other team (max amount reflected increases with level).
Rune of Rebirth: Equipped minion returns to full health (up to tattoo level) after dying one time (health = trained hp). PL ignores this minion (won't take its damage anymore so not to be OP).
Decay Familiar: trains 50%hp, 50%decay. Casts decay on first two enemy minions each round (only one cast if single enemy). This could be actually useful if it did the multi cast thing. Not sure if it would be OP though...
Tattoo of Angel's Bane: Equipped minion gains life leech on all physical attacks (up to say 10% for very high level) and takes reduced GA damage (improves with level).
Rune of Invulnerability: All minions become invulnerable (but gain no regen) for one round whenever one dies. This would be a counter to massive ranged weapons- ie: even if you can one shot anything you still have to plan on melee happening if they use this tattoo.

Thanks for listening! So how do we convince Jon or NS to implement some of these ideas we're all coming up with? New stuff is never bad! Give us new stuff!

Wraithlin December 15 2009 12:43 PM EST

You can never force them to implement any of this. The real goal is that they will actually read through it and like some of the ideas enough to implement. But don't ever plan on anything you propose ever being actually made or you just end up dissapointed.

Zenai December 15 2009 10:19 PM EST

Wraithlin you are exactly right, this is why I said what I said :-)


So far we have:

Rune

Rune of Protection (Works like a Massive AMF)
Rune of Dispel - Grants bonus to dispel, just like the RoS!
A Rune of Armor - gives AC bonus plus a % of HP to all minions..maybe a small GA too. (New type of ToE?)
A Rune of Speed - Gives HoC ability plus a dex. bonus, but hits front and back minions at say 60-70% normal ST each until only one minion left and then back to normal ST.(I would think it grants Haste instead just a thought.)
A Rune of Melee - Boosts the base lvl of a melee weapon to say 100. It would make the lower lvl weapons more useful, but at the cost of losing the tat. slot. (A Different form of the ToA interesting.)
A Rune of Theft - Steals 50% of the opposing team's tat. effect. (Most interesting idea I have seen yet!)
A Rune of Stability - Stop the random damage, hit% and exp gold gained.(hmm like a RoE but increases cash as well. Nice!)
Mirror Rune: Every third round reflects a DD spell at the other team (max amount reflected increases with level).
Rune of Rebirth: Equipped minion returns to full health (up to tattoo level) after dying one time (health = trained hp). PL ignores this minion (won't take its damage anymore so not to be OP).
Rune of Invulnerability: All minions become invulnerable (but gain no regen) for one round whenever one dies. This would be a counter to massive ranged weapons- ie: even if you can one shot anything you still have to plan on melee happening if they use this tattoo.



Tattoo

Tattoo of Rage (Works like BL and VA Combined)
Tattoo of Projectile: Same as Melee(Rune?), but for bows/slings. (See above Rune of Melee for reference.)
Tatoo of Magic(of the Magi?) However with the current AMF/DD curve being skewed with the NSC, I personally believe such a tattoo would fairly much wipe AMF off of CB. I would again like to see this type of tattoo only with a change to the NSC of only lowering AMF backlash and not off the front end AMF. (Suggestion: Maybe splitting this one Tattoo into 3, One for EOs/EDs/and DDs. "A Tattoo of the Magi" each one of these 3 boost different parts of the EO/ED/DD of it's class.)
Tattoo of Angel's Bane: Equipped minion gains life leech on all physical attacks (up to say 10% for very high level) and takes reduced GA damage (improves with level).(I would think this would be more like Tattoo of the Vampyre just my opinion though.)

Tattoo of the Demonic Pact(or my Version of Tattoo of the Angel's Bane, not an attempt to take your Tat's name Vaynard) - Works Directly to Fizzle/Counter GA Damage. The Tattoo's level determines the amount of Paired Countering to the GA return Damage. This could work up to a 100% 1-to-1 Ratio for a complete nullification of the Spell. Basically it would create a "Image" that takes the GA Damage for your minions. If the image is not strong enough it dissipates and your minions start taking GA damage once again. Almost like an Ablative Shield but it only works for GA.

Once it reaches the 90% Threshold it could have a chance of even backlashing said GA Damage with an AMF like effect. However I would think this would be a low percentage maybe only up to 10% of said damage.<===Just an extra thought.


Tattoo of Magical Evasion: Basically could work in the same way that regular Evasion works but with a magical sidestep or Blink/Transport whatever you would like to call it. Only up to a 60% Chance "Max" to Evade DD Spells. (Including RoBF Damage).

Maybe grants a bit of DD Damage Resistance as well, maybe 5 - 10%.<===Just an extra thought.


Lesser Familiar Idea

Wraithlin: What I would really like to see is that lesser tattoos and normal tattoos are actually different. The lesser tattoos are maybe 10% the STR of the normal tattoos, and instead of 1 tattoo per team, it's one normal tattoo per team. If you wanted to equip lessers on all your other minions you could, they would just be a lot less powerful. (Suggestion: I would exclude Familiars from that category though, Runes and Tattoos would be fine imho. Afterall not everyone walks around with Tribal/Yakuza/Triad/Samoan/Medieval Body Tats.)


Familiar

Poison Familiar (Works like the CoC Familiar. Poison Mist)
Armored Familiar - High AC High HP wall familiar.(Like a Steel Golem but no attacks?)
Blacksword Familiar - Huge strength medium-low Dex, BoNE wielding familiar.(Maybe mix the Armored Familiar?)
Phantom Familiar - Trains HP to 100% of tat level.Trains PL to 20% of tat level.Regenerates 1% of trained HP each round of combat. Always summoned behind minion equipped to.(Very Interesting Idea, maybe add this ability to the Armored Familiar?)
Wind Familiar - Trains HP to 30% of level.Trains Dex to 60% of level.Trains Evasion to 40% of level.(JKF with a different twist...hmmmm)
Healer Familiar - Heals say 50% of the damage taken by the team before the next round; restores 50% of ST drained by the exbow.(Very interesting idea, like a hyped up TSA in the Form of a Familiar....Nice!)
The Earth Familiar: Cast earthquake with damage all enemy in ranged only. (Works like a Shockwave starting in the middle of the Enemy Party I would guess.)
MoD Familiar - Mimics the Hal in exp dilution and weapon. (Automoton Familiar Maybe? Make it interchangeable Melee Weapons at the Start? Sacrifice a Weapon and the Automaton grows with it?)
Chaos Familiar - Damage is the same as electric familiar. Chaosbolt trained at 100% tattoo level.
HP trained at 25% tattoo level. Every hit on a minion puts a stack of chaos on them. Each stack increases damage of the next Chaosbolt by 5%. (Nice Stats only one question as far as the damage is concerned. Is it like the Electric Familiar Damage or does the Chaos Bolt have a different effect like Confusion? A Random chance to Attack your own Party Members? Meaning the Enemy's party would have a chance at confusion and attacking each other.)
Decay Familiar: trains 50%hp, 50%decay. Casts decay on first two enemy minions each round (only one cast if single enemy). This could be actually useful if it did the multi cast thing. Not sure if it would be OP though...
Decay Familiar: trains 50%hp, 50%decay. Casts decay on first two enemy minions each round (only one cast if single enemy). This could be actually useful if it did the multi cast thing. Not sure if it would be OP though...



Novelty

Blender Familiar - has everything(Maybe work it out to be like the CB-T's very low level, has it's own Slot, does almost no damage but fun/cool to have :-))

Very Very Interesting Ideas Folks please keep them coming. Note: If I summarized your Idea the wrong way please feel free to correct me :-) Also note that there are several ideas here that I think could be combined to make a really cool Rune/Tattoo/Familiar. Don't think I am trying to ruin your idea it is just a thought on my part :-D

Admiralkiller December 15 2009 10:42 PM EST

Rune of Red bull.

Increases amount of hits per turn by 1-3 depending on level during ranged

decrease hits per turn by half during melee.

(call it something else and reverse the effects...reduce ranged hits per turn by half and increase melee hits)

Wraithlin December 15 2009 10:45 PM EST

Rune of Sleep

Bumps you into the next BA category, or 5/20 if you're at 6/20 already.

Joel December 16 2009 12:23 AM EST

Seriously, Wraithlin has a great idea in that Rune of Sleep! I would love to have one right now -_-;

Zenai December 21 2009 6:34 PM EST

no other ideas folks?

{WW]Nayab [Cult of the Valaraukar] December 21 2009 6:50 PM EST

Martial Tattoo.
Adds 25% of level to Strength
Adds 15% of level to Dexterity
Adds 45% of level to UC
Grants bonus Evasion effect equal to 20% of tat level.

Or something with same effects but different values.

Wraithlin December 21 2009 7:10 PM EST

Christmas Tattoo. ("Tattoo of Holiday Cheer" if you need to be PC)

Can only equip during December.

Gives you 100% bonus to cash rewards, no penalty to XP.

Gives everyone that beats you 100% to thier cash rewards.

Gifts for everyone!

Admiralkiller December 21 2009 7:45 PM EST

Okay not a Tattoo but it Directly relates to them.

Amulet of Charge.

It allows you to hold your damage for up to 5 rounds at a time and release it with a bonus multiplier. E.g.

Round 1- No damage
Round 2- No damage
Round 3- No damage
Round 4- No damage
Round 5= All 5 rounds of damage at once plus an increase of 25% on total damage.(Percentage would vary for game dynamics to work properly).

You would have the option to let the charge release every 2nd, 3rd, 4th, or 5th round and each round increment increase would increase the damage more than the previous.


No? Yes, To hard to code? I am oblivious :-P

Little Anthony December 21 2009 11:07 PM EST

Tattoo of Negation : works like Exbow archer ;)

{WW]Nayab [Cult of the Valaraukar] December 21 2009 11:11 PM EST

AK with your idea i would make it that it released every 3 rounds rather than 5, otherwise you will be utterly pwned when fighting 5 minion teams. I would also make it that the charge is not GA returnable or always hits.

{WW]Nayab [Cult of the Valaraukar] December 21 2009 11:13 PM EST

Or perhaps make the Amulet of Charge take a percentage of your damage
(2% per enchantment point) and deals that damage after 5 rounds.

Admiralkiller December 21 2009 11:47 PM EST

Sorry WW I had meant that you could have the option of having the charge release either every 2 or 3 or 4 or 5 rounds ..your choice...

It could work like this

Damage from Familiar would do damage on round 2,4,6,8 etc.
Round 1= No damage
Round 2 would do the normal damage of round 1 and 2, and 10% bonus. etc.

or If you choose Familiar would do damage on round 5,10,15,20 etc.
Round 1-4= No damage
Round 5 would do the normal damage of round 1-5 and 25% bonus. etc.

Point is you could have the options to choose your intervals. 2 being the smallest bonus and 5 being the largest bonus.

This interval rate could be raised in the blacksmith and have an extremely high disenchant rate. So it would be cost effective to change your Intervals. Anyways My idea is out there, tweak if you like.
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