-----------------

poster: Chemosh
subject: Herbalist Guild
date: Sat Dec 30 03:16:51 2006

I have some thoughts on the skills/spells of herbalist guild. I have
been druid for a while now (almost graduated) and would like to post
some ideas to fine tune the way we make use of herbs. I generally
use protection balms and priest (and sometimes warrior) potions when
I play. This general post is aimed at making the use of the spells
in this guild more useful or at least worth training. 

(1)
The easiest and cheapest way to get herbs is still the herb shop.
The herbs cost nothing (7 gold a piece) and are relatively abundent
(unless you log on just before an EQ party - but those are rare and
that discussion does not belong here). I would like to see the cost
of herbs be increased to say 70 gold. This is still very cheap but
any higher and it would be competition for the magical
potions/drinks you can buy at various other places in this realm. 
This price increase would solely be symbolic and hopefully make
people create their own herbs. 

(2)
General common sense and logic generally determine what herbs grown
in which geographies. Through some trial and error one can find out
which geogrpahies yield the best herbs. Nonetheless I would like to
see a skill or innate herbalist ability which shows them what this
particular geography is most likely to yield. 

For example in a forest (use herbalist sense -> you sense pinecones
could be found here) or for cs (use herbalist sense -> you sense all
herbs could be found here). Most of you will say this is not needed
but I think it adds some depth into the guild

(3)

When I collect herbs (I am one who does not island hop to find
special geographies, but rather collect herbs in places where
everything is more or less available) I generate alot of herbs and
only use those which I need. The remaining 20-30 I leave lying on
the ground. These go to waste or are collected by other herbalists
that may see them before they dest. 

I would like to use that herbalists can sell (for -0- gold) their
leftover herbs to the herbalist shop. This way the herbs are stored
in a shop for others and with 0 gold there is no chance of abuse.
The clever people amongst you will now say AHA! "if you execute #3,
then everyone will buy herbs from shop and not use the skills".
Correct but that is why we need #1. 

I understand the wizzes have other priorities at present than fine
tuning a non-critical guild. However I thought I would get these
ideas out into a forum environment so that people can complain and
whine some

Have a nice day picking daisies and pinecones.

C


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poster: Highpriest
subject: >Herbalist Guild
date: Sat Dec 30 03:33:49 2006

On Sat Dec 30 11:16:51 2006 Chemosh wrote post #1:
> I have some thoughts on the skills/spells of herbalist guild. I have
> been druid for a while now (almost graduated) and would like to post
> some ideas to fine tune the way we make use of herbs. I generally
> use protection balms and priest (and sometimes warrior) potions when
> I play. This general post is aimed at making the use of the spells
> in this guild more useful or at least worth training. 
> 
> (1)
> The easiest and cheapest way to get herbs is still the herb shop.
> The herbs cost nothing (7 gold a piece) and are relatively abundent
> (unless you log on just before an EQ party - but those are rare and
> that discussion does not belong here). I would like to see the cost
> of herbs be increased to say 70 gold. This is still very cheap but
> any higher and it would be competition for the magical
> potions/drinks you can buy at various other places in this realm. 
> This price increase would solely be symbolic and hopefully make
> people create their own herbs. 
> 
> (2)
> General common sense and logic generally determine what herbs grown
> in which geographies. Through some trial and error one can find out
> which geogrpahies yield the best herbs. Nonetheless I would like to
> see a skill or innate herbalist ability which shows them what this
> particular geography is most likely to yield. 
> 
> For example in a forest (use herbalist sense -> you sense pinecones
> could be found here) or for cs (use herbalist sense -> you sense all
> herbs could be found here). Most of you will say this is not needed
> but I think it adds some depth into the guild
> 
> (3)
> 
> When I collect herbs (I am one who does not island hop to find
> special geographies, but rather collect herbs in places where
> everything is more or less available) I generate alot of herbs and
> only use those which I need. The remaining 20-30 I leave lying on
> the ground. These go to waste or are collected by other herbalists
> that may see them before they dest. 
> 
> I would like to use that herbalists can sell (for -0- gold) their
> leftover herbs to the herbalist shop. This way the herbs are stored
> in a shop for others and with 0 gold there is no chance of abuse.
> The clever people amongst you will now say AHA! "if you execute #3,
> then everyone will buy herbs from shop and not use the skills".
> Correct but that is why we need #1. 
> 
> I understand the wizzes have other priorities at present than fine
> tuning a non-critical guild. However I thought I would get these
> ideas out into a forum environment so that people can complain and
> whine some
> 
> Have a nice day picking daisies and pinecones.
> 
> C
> 
I agree with #1, but 70 gold is still way too cheap to make people
use find herbs.


For #2, if it's on a vmap, the info is inside find herbs skill help file.


I agree with #3 as well, but I have to add that this is particularly
bad for low level people.
It's quite bad to force people that's probably lvl 40 or 50 (which
takes ferries or triangle shortcut) to go all the way to different
islands just to get the herbs. Low level players are more careful of
the exp they use, and they wouldn't want to spend xp on find herbs
and run like a bull...


-HP

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poster: Ixtlilton
subject: >>Herbalist Guild
date: Sat Dec 30 17:01:26 2006

I am currently attempting to work on a kind of re-make of the islands. The change would make the islands more unique in climate etc. This would mean that areas and islands would have to fit and that some areas would have to be moved.



Anyhow, along with those changes i was thinking of making some changes to herbalism. 



Herbs you gather are spawned objects rather than just magically summoned from anywhere. The herbs would save though, so wouldn't have to search all the islands each time you log on.



I would also like more types of herbs and also more types of potions you can brew. The types of herbs would depend on level of the area and which island you are on. 



If any shopkeeper sells herbs it would only be fairly crappy, or common ones. The better herbs you would have to gather yourself. This would also mean i would  mess some with the potions sold in shops. To make them 'in tune' with the potions made by druids.



Since the changes i'm talking about are pretty massive it's unlikely i will be getting anything out soon and it is possible that what i have posted here will change because of various things. 



It's also possible i won't do anything at all since i'm very lazy.



Anyhow...one point with this post is just to say that _I_ am unlikely to do any changes to herbalists anytime soon. 





-Ixtlilton


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poster: Quillz
subject: Soil Shield
date: Thu Mar 20 09:46:30 2008

Apparently now that I've been gone for a few years, I suddenly have ideas. 
This idea just happens to be in regards to soil shield. 
The spell itself takes a minor abj spot as I can't prot myself with
two lesser shields and this, so I have to choose between this shield
and one of my two commonly used lesser. 
Upon using this soil shield a few times in the last couple days I
can honestly say that the effect is hardly noticeable. I've used it
in a room of 4 aggro dragons and this was when I decided to throw
out some ideas. When entire rounds would go by of me getting hit 20+
times and the shield not going off once, I can honestly say that it
is my opinion that the effect of this spell is too small to be
lumped in the same group as a lesser shield. 
It seems like the shield would have an effect every other round,
maybe 1-2 hits, that's it. For a spell that lasts roughly as long as
a lesser shield, takes energy from a charged staff and has a similar
spell cost but only works a small fraction of the time (compared to
a lesser shield being in effect at ALL times), I think that the
class of this spell should be downgraded to something similar to
barkskin or whatever the new one is, aura of force or something. IE
- let it stack on lessers. 
If this isn't an option for whoever the coder was with their
original intent, I ask that this spell be reviewed by someone who is
familiar with the coder's intent on the spell and please give me an
honest breakdown if this spell is A) effective as it was meant to be
and B) whether or not this spell could be changed to increase
efficiency or C) if this spell could be lowered in class as stated
above. 
Please don't take this as a rant as I'm thankful for even having
this spell as an option. However, seeing how little use it is when
compared to lesser abju shields (and I know that not all druids have
abj as a secondary guild) it really isn't of a great deal of use.
I've always loved this guild and would love to see it continue to
grow. 
"I used to think my teeth were white until I washed my face with
Noxema. I now know that they are off white." ~Mitch Hedberg
Q

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poster: Vor
subject: >Soil Shield
date: Fri Mar 21 02:00:14 2008

ok, having just looked at the soil shield code and then testing an
abj shield on myself,
i'm going to have to conclude that they compare VERY favorably.
seeing as an abj lesser
is concentrated all in one place, it'd be ridiculous if it didn't
surpass soil shield as
far as damage protected. it also has many more affecting masteries.

however, something i don't think you realized is that the form of protection
that soil shield gives does not always show itself. most of the time, when it
does something to help you, you don't even see it hapenning. quite honestly,
depending on why you're getting a lesser shield, soil shield could very well
be more useful.

oh, and i dunno if you meant it to sound the way i heard it, but you
do realize
that you don't need a charged staff to cast soil shield, right? it
just helps a
little if you do. i don't think there're any soil shaman
spells/skills that actually
need you to have soil energy at your disposal.

-----------------

poster: Highpriest
subject: >>Soil Shield
date: Fri Mar 21 02:06:41 2008

soil shield is a prot that helps avoid the mob's melee hit (it's
like always active dodge skill, even if you're stunned.. as long the
prot is up)... on top of that, it also tries to make the mob screw
up its own melee hits a little, causing less hits (effect is like
avoiding, but the mob simply even fails to do the hit)

therefore, it's good to use soil shield as a prot if you have extra
minor prot slots left... if you think you have abju shields and it's
helping you more, skip soil shield... otherwise grap/iw/soil shield
or lphys/iw/soil shield works for melee based mobs

just my opinion on this...

-hp

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poster: Vor
subject: >>>Soil Shield
date: Fri Mar 21 02:07:49 2008

you're actually wrong about what it does

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poster: Highpriest
subject: >>>>Soil Shield
date: Fri Mar 21 02:08:13 2008

baah that depresses me

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poster: Vor
subject: focus crystals
date: Fri Mar 21 02:59:21 2008

guildinfo adept of the stones.

-----------------

poster: Quillz
subject: >>Soil Shield
date: Fri Mar 21 09:04:25 2008

On Fri Mar 21 02:00:14 2008 Vor wrote post #5:
> ok, having just looked at the soil shield code and then testing an
> abj shield on myself,
> i'm going to have to conclude that they compare VERY favorably.
> seeing as an abj lesser
> is concentrated all in one place, it'd be ridiculous if it didn't
> surpass soil shield as
> far as damage protected. it also has many more affecting masteries.
> 
> however, something i don't think you realized is that the form of protection
> that soil shield gives does not always show itself. most of the time, when
it
> does something to help you, you don't even see it hapenning. quite honestly,
> depending on why you're getting a lesser shield, soil shield could very well
> be more useful.
> 
> oh, and i dunno if you meant it to sound the way i heard it, but you
> do realize
> that you don't need a charged staff to cast soil shield, right? it
> just helps a
> little if you do. i don't think there're any soil shaman
> spells/skills that actually
> need you to have soil energy at your disposal.
Vor, 
Thanks for the reply. You're absolutely right in that I honestly
didn't realize that the soil shield was useful beyond what I could
see.
Thanks for clearing that up. 
And yes, I am well aware that I do not /need/ to have a charged
staff for any of the spells, it merely enhances them. My point was
there's no option for most prots, so with that in mind (again this
was pre knowledge that it was in effect even if I didnt see it) I
'assumed' that it should be more useful. 
Q is now more properly informed. 

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poster: Vor
subject: balms/potions
date: Thu Feb 26 11:53:35 2009

herbalist balms/potions now have a raised potential res based on the
things normally factored into a prot.

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poster: Vor
subject: >balms/potions
date: Thu Feb 26 11:54:42 2009

res meaning butt-naked type res.