The next boon. We're just about due for a new boon plot. Here are the thoughts going into choosing which plot we get. Here is the official page that introduced the Stronghold boons. Neverwinter: Boon Structure Guide What we have: Barracks Right now we have the Barracks, that we have been working so hard in recent monthes to upgrade for our power boon. This structure gives us our Power and Experience bonuses. We have one more upgrade for that structure that hopefully will be occurring in the next few weeks. At that point it will also have an Incoming Healing bonus. Potential new choices: (in order of likely preference) Preference is given for:
Explorer's Guild The boons are Gold at level 1, Control Resist at level 3, and Group Stat at level 5. The benefits here are the hardest to see, but may be the best overall. Control Resist - It is also a secondary concern for most of us. Still its a defensive stat and can be used at the same time with what we currently have. All the classes will benefit from this one both solo and in groups. Group stat Bonus - While our upcoming 3000 power boon is useful for all classes, solo and in groups, the Group Stat Bonus can be extremely powerful at less cost long term. We may wish to upgrade this in the future even more than the barracks for ease of upgrade AND how much it scales. ----Amended section 2/11/2017:---- Since we often tend to group with each other, this would benefit us greatly even at the lowest level. At level 5 it would give +400 to Power + Armor Penetration + Critical Strike + Recovery + Deflection. Each level adds 400 to this stat AND it doesnt take conqueror shards to increase. So at level 6 for example a full group would add 800 to each of the above. This makes it a benefit to all members, and all classes, not so much solo, very much for groups. We could still fall back to the power boon for solo work. The stats are added in this order for how many players with the boon there are in the group: 1 - Deflect, 2 - Recovery, 3 - Critical Strike, 4 - Armor Penetration, 5 - Power ----End amended section---- Gold - This may not seem not that useful even with the increased importance of Gold. Most will likely continue using the Exp boon instead. The hidden benefit comes at level 6 for this boon. At that point you get 2x resources from mastercraft nodes. This is one of the high level guild tricks to making AD. Donate to the coffer, buy maps, then sell the resources. 2x that can bring in better AD per time than even the daily skirmish/dungeons. Stable: This is a strong contender for overall usefulness. This is the most common PVE boon structure. Boons are Defense Bonus, Armor Penetration Bonus, Mount Speed Bonus. Defense Bonus. Not bad, seemingly useful generally to everyone. However mainly tanks would benefit as other players will only be getting to a level of defense that is already cancelled out by the 30% armor penetration that many higher monsters come with. So unless a non-tanks defense is 3000 or more this would be a complete waste for them. Then again many high end tanks will already be at the 80% defense cap, making this boon completely useless for them. Armor Penetration Bonus. Can be useful at lower levels. At higher levels a player should generally have a maxed armor pen stat (somewhere between 45-60%). Any armor pen beyond the 60% is for now completely wasted as that overcomes all current PVE content. Many PVP guilds like this stat increase because PVP has no such general cap, so they like super high armor pen numbers. Mount Speed Bonus. This would be a fun addition. It would be useful for all players. However a somewhat faster mount may not be worth the lack of usefulness from the other 2 boons, AND this only starts being available at level 5. Wizard's Workhop: Also worth considering. Boons are Hit Points Bonus, Healing Bonus, Enhanced Overload Ward. The main trouble here is that it is mainly tank specific, so the gains aren't so obvious for every player and class. Hit Points Bonus. Obvious benefit and the numbers start at 3200 going to 32000 (The top number only being available with a level 20 stronghold!). For OPs this is useful as they can share 10% of these as power to the groups that they are in and may gain 25% as power for themselves. This is only 1 class however, and for others even 32k is only 1 hit by an end game monster. Healing Bonus. Seems useful however heals from well geared players are often in the hundreds of thousands, any bonus to these is useless. At lesser levels, other boons would eclipse this. Enhanced Overload Ward. This could be useful, however wards are not often used. Again in group play its mostly tank specific so not generally useful for a wide audience. Mercenary Outpost: There are better things to be had. Boons are Enhanced Overload:Companion Ward and Slayer, Critical Hit Resistance Bonus, Critical Severity Bonus. Enhanced Overload:Companion Ward and Slayer would VERY rarely be used. Only in the case where a player uses companion gear that has a companion overload slot available. This seems to be very rare. Even then the bonus wouldn't be that large compared to other boons. Critical Hit Resistance Bonus. A nice defensive bonus however fairly specific to tanks for taking up a boon slot. All players would benefit some, but not as much as other boons. Critical Severity Bonus. Again all players would benefit some, but not as much as other boons. Crit sev is a relatively rare stat to be able to improve however not all players rely on high crit for their abilities, so this would reduce the numbers that would benefit from this. Temple: A little neat, but there are better things to be had. Boons are Lifesteal Bonus, Revive Sickness, Group Heal Potion Bonus. Lifesteal is an interesting defensive stat for the DPS members. When doing massive damage quickly it can keep a player alive quite well in the higher ranks. For the rest of the group however its relatively useless. So this might be a little neat, but not on balance worth it. Revive Sickness reduction would be nice. However it would rarely be used, and then only in places and times where the group is being killed regularly. This would be rarely used, and rarely useful. Group Heal Potion bonus. Tiny heals for the group when using a potion which we rarely do anyway. This would only be useful if all other options werent available. Training Yard: Primarily PVP, making this almost last place. Boons are Enhanced Overload:PVE Slayer, Glory Bonus, AOE Resistance Bonus. Glory is a PVP campaign currency. Since we have no active PVP members and this has few benefits even for them, there is not much for us to consider here. Enhanced Overload:PVE Slayer is a little interesting. It enhances the slayer marks that we can get from our SH store. These are rarely used, and other powers should eclipse this bonus. So compared to other plots, not useful. AOE Resistance: not a bad PVE defense boon. However relatively few of us would find this useful, especially in group play. Its not powerful enough to justify the others being non-useful. Siege Workshop: PVP only, making this a last place choice. Boons are Enhanced Overload:PVP Slayer, Enhanced Overload:Stamina Drain. Since we have no active PVP members and this has few benefits even for them, there is not much for us to consider here. Siege Smithy:
PVP only, making this a last place choice. Boons are Enhanced Overload:Stamina Drain and Enhanced Overload: PVP Ward. Since we have no active PVP members and this has few benefits even for them, there is not much for us to consider here.
1 Comment
Ianus
2/7/2017 08:09:14 am
Nice bit of work, very interesting stuff. thank you for the effort :)
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