New Sanctuary Harness shop

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Holy-Nightmare's picture
Holy-Nightmare

Each of these would only be available after completing the respective SL
Note: These Harnesses are able to be used on all sprites and act like Elite harnessed by reducing cooldown

Ice Queen:
Frosted sprite Harness (Sidegrade to Elite golden Harness, Adds (/replaces status with) freeze to all sprite attacks.)
(if a status is already present on the standard attack then the status is replaced)
(if no status is on the regular attack then power is dropped to accommodate for added status)

Rabid Snarbolax:
Rabid sprite Harness (Sidegrade to Elite Dark Harness, Adds (/replaces status with) poison to all sprite attacks.)
(if a status is already present on the standard attack then the status is replaced)
( if no status is on the regular attack then power is dropped to accommodate for added status)
(If poison is already naturally present then the duration of it is increased)

Red Roarmulus
Fusion core sprite harness (Sidegrade to Elite Iron Harness, Adds Fire and Shock status to all sprite attacks) (Damage from all sprite attacks is halved)

Shadowfire Vanaduke
Almirian sprite Harness (Sidegrade to Elite Crystal Harness, Adds a MAX vs Undead to all sprite attacks)

Red-Galaxy's picture
Red-Galaxy
1-

I see some problems that doesnt Make this a good idea.

First we got hexing haze now one of the ultimates gives a random status of any kind so what will the chance of adding fire and shock do to it? Does it replace all those statuses? What's the point of having it then other than its mask?same with the ice queen harness. And quills would be way too broken having fire and shock along with poison.

And what will be the point of having dazzling light ray when you have the almarian harness? Might as well go with the other ultimate, get this harness and BAM 2 ultimates.

Holy-Nightmare's picture
Holy-Nightmare
@ Red

It doesn't replace any of the random statuses but it does add that status to them so you can end up with curse fire and shock all at once but keep in mind no specialized damage for that harness plus a 50% reduction in the base power. Plus it ruins random freeze and is a no-go for Oilers and Quicksilvers.

Yes fire and shock would quickly bust all the quills but remember that it's no type and 50% power.

Ice Queen harness adds freeze but that status is quickly broken if the other status is Shock and it negates status if it was fire damage. Not to mention the fact that the Freeze status is often quickly broken. The Ice Queen harness replaces status only when concerned with the Drakon (since added status would negate both the fire and ice).

Almirian on the Dazzling ray would further add damage against undead. Invincitinks would still be a problem and it is just one family of monsters making it only viable to Zombie and Howlitzers since the other undead species move much faster.

Fangel's picture
Fangel
Eh.

I would say all of these are a replace status opposed to add status. Similarly, the harnesses are only available to sprites that can use the harnesses normally, i.e., drakon cannot obtain piercing damage, seraphynx cannot obtain shadow damage, etc. Would balance all these out better.

For the darkfire vanaduke harness, I would say make it the normal-based damage harness and instead of giving MAX undead damage, make any sprite's secondary ability (heart attack, shadow cloak, fire barrier) spawn a small Nature Sprite ring that lasts for 7 seconds. This ring will cure any status for any player that walks into it. After doing this transfer the elite crystal harness sidegrade to the red roarmulus twins, as this takes away the awkward "maskeraith OP" thing that is going to happen otherwise. Still keep the damage reduction on the harness however.

Also, in order to use these harnesses players should require at least advanced harnesses of the respective type in their inventory. If they have elite ones as well, awesome. If they only have the basic harnesses, then they are unable to acquire these harnesses.

Holy-Nightmare's picture
Holy-Nightmare
@ Fangel

I'd be ok with limiting the Harnesses to match the sprite's originally used harnesses, I just wanted it to be some sort of Reward for beating that shadow lair in order to open up more coverage options from your sprite.

The harness you get from the Darkfire Vanaduke sanctuary is lorewise linked to the Almirian Soldiers and the battles they fought against evil (undead).

The Harness from the Red Roarmulus severely drops your DPS. By 50%..... the shock and fire dual status is the only thing going for it.

I agree that you should have the harnesses, in fact I considered having them so you could alchemize them up but decided against it since there isn't anything like that in the game at all.

Fangel's picture
Fangel
Yeah

I figured all the bonuses. However, damage bonuses don't extend beyond maximum in any code themes right now so it might be difficult to work with.

The reason I suggested a cure-aura thing is that Almirians are based around purity. Curing statuses seems like a pure thing to do.

Red roarmulus, yeah. I said make it elemental so that the almirian one can be normal themed so that all sprites can use it. Would seem unfair to masky users to take away an ability when everyone else gets neat statuses.

And one last thing, would the snarby harness on a maskeraith do anything else? A double poison chance? Or is it essentially a poison drakon harness?
The latter would be kinda sucky. At least the crystal one gives drakons a good shock chance.

Holy-Nightmare's picture
Holy-Nightmare
@ Fangel

I'm not sure how much extra damage the Dazzling Ray of light from the Seraphynx actually does. (The Wiki doesn't really state any info that I can quickly find).

The defensive cure-aura is a neat idea but I wanted these harnesses to make sprites more offensively focused with more damage or a status. (Might use this later for a set of harnesses associated with the regular bosses that focus more on defense.)

I'm still not sold on making the Roarmulus one Elemental, sure it fits but the normal damage is a penalty for having dual status. If it was changed I would probably drop the damage from 50% to 40%.

Snarby Harness on Maskeraith would increase the duration of the quills and poison by 100% doubling the poison time. For the Drakon it would make a good reliable poison/fire dealer for arenas and would make the Flame Barrier super tanky with the poison debuff.

Fangel's picture
Fangel
Ah.

Okay, yeah I thought it might additive for masky's poison, but I figured I'd at least get that cleared up.

Having roarmulus be elemental damage is fine. You get a 20% damage boost when you use things on effective enemies, and an 80% damage reduction using not effective damage. Since we've reduced the damage by half, we'd only get a 10% damage boost from the harness in comparison to a regular elemental harness. The harness isn't going to do all that much damage at that point. Besides, a drakon is essentially giving up 40-50% of their damage just to deal shock, whereas a seraphynx only has one attack that can deal damage. Having those offensive statuses on the support-through-status sprite would make it even more hilariously overpowered. Masky does the most damage while doing its job already, and if you take away its damage they still deal their status much more reliably than a drakon has.

But if you're suggesting offensive stats, why not give the final harness even better cooldowns? We have like, 10% cooldowns on the highest harness, why not make this one have 20-25% cooldown but a 10% damage penalty. Sure it's not as big of a reward as some other ones might be, but hey, it allows for more use of your sprite.
Heck, I'd even recommend all the harnesses you've suggested only give 5% cooldown rather than 10% as a nerf so you can even better choose something. Would make the final harness stand out so much more.

Moizoos-Jilliumz
I didn't read the rest of the

I didn't read the rest of the comments but the drakon can't use ice queen and maskeraith red roarmulus literally deleting all the problems but the seraphyx'a which doesn't matter that much. But for the hexing thing you could make it always freeze or always random not both.

Moizoos-Jilliumz
@Fangel

The seraphynx is underpowered and I don't see why having a good strategy makes it overpowered.

Holy-Nightmare's picture
Holy-Nightmare
@ Above

Elemental on the Red R harness would fix the problem with maskeraith....

Still if normal is to be moved to the Almirian it should receive a 60% cooldown rate on the primary sprite skill and the regular 10% for the rest. That way you can fire off quills, ray, or firebolt quickly with an undead boost and do it often.