The Defense guild has a Stormglory Tempest airship and sitting at level 71-72 atm. Last week I would have told you that I was very happy with our layout Tobril and I had many a talks about how to best layout everything, but mostly he let me do, as I wanted.
At the time I based the layout of our airship on buff effect at the time. But with the reboot/s of the airships I wonder if going the same route is still the way to go for us. Now this post is my thinking out loud, not really a chance for you to dictate how my boat is laid out. As I tell the people that bitch at my layout when they beg for an invite. When you start buying my ship buffs and earning renown for my guild you can offer up comments.
Anyway The Fat Halfling the unofficial name for my boat has 4 large slots, 11 small slots and 9 people slots. And I am trying to do this from memory so I might make an error or 3 but I think there are 4 small 2 large and 4 crew slots on the top deck. That means there are 7 smalls 2 large and 5 below deck. There are two rooms below deck one that is just a small and one that has a crew and a small hook point.
Normally we do the four main resistance buffs the Deneith Defender, Phiarlan Entertainer, Kobold Shaman and Artleblart up top. Oh and the biggest xp shrine that we can afford with plat and most the time a stone of change.
Below I took and the Kundarak Battlemaster dummy and the banker and stuck them in range of the inn the Int shrine hangs out her too. Put the dps buffs (Str shrine/Hobgoblin) behind door A and the con shrine behind door B, and finally the Healer and the other defensive buffs (dex/wis) on the way out. Sometimes we keep a large guild chest running and if someone needs them a large slot for the shroud alters but they are not constant fixtures for us. Oh and the plans caller is in that one hard to get to crew slot, because you need to want to get to him.. Or at least that is my thought.
This works really well for buffing up. But is not ideal for banking and doing down time work. Like selling or clearing the shared bank.
So I am thinking about moving the “bar area and its important bits” upstairs. Thing is what I think of as bar stuff is: the inn, the bank, dummy, dps stuff needs to be close, the Battle master (bonus to haggle) and sometimes the healer to buff amp so vamp weapons work a little faster when “healing” off the dummy.
But there is just not enough slots up stairs for all that. So either we move something that should be a bar buff below decks or keep things the same.
What do you think? I don’t promise I will do what you think, but I will think about it.
When my guild had that lvl of ship, we kept the 4 main resistances upstairs with the heal amp lady, kobold and xp shrine…those are the only I remember because we called them “top floor ship buffs” and we’d run to get just those if we were in a hurry, but still had time to buff. I liked this reasoning since my load screens are always slow, so it was nice to be able to at least grab resistances and the XP shrine before scooting to a quest/raid.
Unless I was on a healer. Then I just skipped buffs because I didn’t really need them.
You need an int shrine, that is what I say.
Once our little guild gets big enough for an airship that can hold all those buffs, my priorities would be the six stat shrines, four element resist shrines (all but sonic), XP shrine, Jorasco healer, Kundarak battlemaster, and tavern with the dummy placed within range so you can get back HP/mana while you beat it up.
I like having a mailbox on the ship now, but I think with more levels I’d rather replace that with a buff since mailboxes are readily available throughout the game. My old guild’s ship has the three green steel altars, which is REALLY nice.
@Even: Gee, that setup sounds familiar… *g* IMHO, the tavern near the dummy is more about getting back clickies than HP/SP. Otherwise, my priorties are about the same.
The only thing I’d suggest is having the STR shrine (and possibly INT if you have a regular mechanic) near the dummy (or at least on the way) so that you can hit that and slightly increase the takedown speed. Hey, a second or two is a second or two! It all adds up!
Oh, another suggestion: having the navigator on the upper deck, instead of the lower deck – I like putting the nav (and maybe planescaller) on the bridge if possible; that way, all the travel is from the same place. Alternatively, RIGHT by the zone-in point for quick hop-on-and-head-out travel, and also come-from-downstairs-and-head-out travel.
I like to site the conveniences instead of the resists. After all, one can get +20 resists from House P. Four attribute shrines, one XP shrine, four misc boosts (kobold, hobgoblin, house P, house J), training dummy, stone of change, and then the conveniences: mail, auction, tavern, bank.
I am going to have to run back to the ship between quests anyway, and this way I don’t have to run to the ship and also run to a tavern or bank or whatever.