- Just to get the ball rolling. You are free to edit
mainpage builds on Feedback section. And remember NM-builds should be oriented towards new players; HM-builds are for veterans who need a practice dummy for prelimenary testing of their builds' effectivness. --Falconeye 07:12, 15 March 2011 (UTC)
- Editing builds you mean? Damysticreaper 13:37, 16 March 2011 (UTC)
Missing Masters[edit]
Master of the Isle (Dervish)[edit]
- Here is my suggestion for Master of Teardown's build. 13 scythe mastery, 13 wind prayers and 12 mysticism. Damysticreaper 21:10, 17 March 2011 (UTC)
Master of the Isle (Paragon)[edit]
- For the paragon; I'm trying to create a "team-build" between the Master of Commands and the Student of Tactics
Master of the Isle (Assassin)[edit]
- For the assassin; I want to mimic the skill use and behavior of the average assassin player.
- Alternatively, we could go for the old SF-sin to teach newbies on how to defeat them (and show them why using them PvP is bad).
Can we put these to a vote? Its either Caster Assassin, or Martial Assassin. --Falconeye 05:14, 2 May 2011 (UTC)
Master of the Isle (Necromancer)[edit]
- For the necromancer, its all about corpses, corpses & more corpses. I thought about leaving 2-3 permanent-corpses within earshot of this dude: then i realized how much fun and surprising it would be to have these corpses rise up like zombies and blow themselves up SACCER-style... and giving the Necro more corpses to work with!
Support the idea (no opinion about the builds)[edit]
I agree it would be good to add additional masters to the Isle. However, I don't have any strong opinion about what builds they use. — Tennessee Ernie Ford (TEF) 08:06, 19 April 2011 (UTC)
- How does this look on your browser now? ^_^ --Falconeye 07:08, 12 December 2011 (UTC)