Future of religions / OOC
Posted: Sun Apr 05, 2009 9:34 pm
Looks like soon all three religions will be warring the Cult; Law, Nature and Imperial. Imperial and Law will seemingly make peace.
OoL:
OoL will stay OoL. Handling issues like thieves and such, while fighting Tekstone. Powerful "our good queen's armies" for PvP with a protector half-god. With their high damage PvP rites they are the "necromancer" equivalent of priests - deadly on the battlefield.
OoN:
OoN's era of peace ends, as Tekstone will go targetting them mostly. Often on the battlefield you can be seeing people of both Law and Imperial aiding OoN. The priests have Swarm, PvM-effective Veritas and PvM-effective Weapon Bless as well as Silence, which will drive PvM oriented people into nature.
OoI:
The weakest of the religions for PvP or PvM, but for wealth making useful, as they will get their merchant bless ritual boosted which will lure plenty of merchants into their ranks and make their merchants the most wanted on the shard. The high piety priest of Imperial will be to a merchant of Imperial, like a druid is to dragon hunters, getting its own share of profit made. Making the priest a "priest-merchant" hybrid. Also Imperial will be an unique experience for magic users because of the ability to mark and recall freely anywhere, be it from Felucca to Malas or from Malas to Felucca. And even more unique for monks, as they get not only this advantage, but also the rites and piety to accompany them. Oh I forgot, violence will not be anymore the way to achieve power and wealth, but Imperial will start to co-operate other than openly chaotic or evil religions (which only include Tekstone).
CoT:
The Cult will want to destroy all the religions, starting from Nature, then moving to Imperial and finally destroying Winchester - warring every religion at once, but having the common citizen suffering just an unavoidable side effect of their attacks. CoT gets a tome, in its own way very powerful. Swarm and Poison Wind for hunting. Immunity to altar corruption - other religions cannot stop the Cult using "cheap" methods. Stronger than ever before Blight which causes major destruction in any town very quickly, accompanied with guards makes the Cultist the grandmaster of offensive "city burning" PvP which the members indeed enjoy to play.
Correct?
OoL:
OoL will stay OoL. Handling issues like thieves and such, while fighting Tekstone. Powerful "our good queen's armies" for PvP with a protector half-god. With their high damage PvP rites they are the "necromancer" equivalent of priests - deadly on the battlefield.
OoN:
OoN's era of peace ends, as Tekstone will go targetting them mostly. Often on the battlefield you can be seeing people of both Law and Imperial aiding OoN. The priests have Swarm, PvM-effective Veritas and PvM-effective Weapon Bless as well as Silence, which will drive PvM oriented people into nature.
OoI:
The weakest of the religions for PvP or PvM, but for wealth making useful, as they will get their merchant bless ritual boosted which will lure plenty of merchants into their ranks and make their merchants the most wanted on the shard. The high piety priest of Imperial will be to a merchant of Imperial, like a druid is to dragon hunters, getting its own share of profit made. Making the priest a "priest-merchant" hybrid. Also Imperial will be an unique experience for magic users because of the ability to mark and recall freely anywhere, be it from Felucca to Malas or from Malas to Felucca. And even more unique for monks, as they get not only this advantage, but also the rites and piety to accompany them. Oh I forgot, violence will not be anymore the way to achieve power and wealth, but Imperial will start to co-operate other than openly chaotic or evil religions (which only include Tekstone).
CoT:
The Cult will want to destroy all the religions, starting from Nature, then moving to Imperial and finally destroying Winchester - warring every religion at once, but having the common citizen suffering just an unavoidable side effect of their attacks. CoT gets a tome, in its own way very powerful. Swarm and Poison Wind for hunting. Immunity to altar corruption - other religions cannot stop the Cult using "cheap" methods. Stronger than ever before Blight which causes major destruction in any town very quickly, accompanied with guards makes the Cultist the grandmaster of offensive "city burning" PvP which the members indeed enjoy to play.
Correct?