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lnShane last won the day on February 20

lnShane had the most liked content!

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607 Excellent

About lnShane

  • Rank
    Minister of Construct/Magister of the Anvil/Gearwork Co-Founder
  • Birthday 02/08/1993


  • Minecraft Username

Lore Character

  • Character Name
    Vashtan E. Rada
  • Character Story
    He has 58 years, but only the last 3 can be recalled. Not long ago he washed up out of the seas near Calastore where he was discovered by the locals. With no memory he started a new life, training on the high seas. Once ready he embarked on his own journey west, to the edge of the world, where he planned to found a bustling outpost.

    This got him into the trade business which led him all around the A'therian world to gather raw materials. Along his journey he discovered something oddly familiar. . .a people whose semblance was not unlike his own. Poor and oppressed, in a desolate land, with towering machines and innovative mechanisms. He did not like it there though. . .too much despair for one so full of hope. So he returned to the seas, welcoming the fresh ocean breeze that he had come to love, as he made the long journey home.

    But no sooner had he begun his work when he received an ominous message. . .war had come. So he joined the Itheri Navy and fought the cold powers that threatened to freeze the land and seas. These battles led him again to the far east, where he would be destined to fight alongside the Daggerlanders in protecting their lands of fire and industry.

    It would be a one way journey though, for he was much too old and inexperienced in the arts of war. He sustained serious injuries during the battle of Sablemarch and was left behind to rest and recover. But it was a slow recovery, and by the time he was well enough to even perform daily activities, the war was over; the icy powers defeated.

    So, unfit to travel, he looked for local work. Sablemarch, a bustling commercial town on the Daggerlands' coast was the perfect place for a merchanter, so he came into an agreement with Stoneharbor to set up shop selling small crafts supplies. Business was good, but he was not satisfied for long. He still yearned for adventure. During his time in Sablemarch he realized that his heritage did indeed lie in the Daggerlands, though the clouds in his mind were still thick as the smoke over Monas Roth.

    His ambitions led him to the big city, where again he looked on the poor, and could not help but want better for them. He studied the machines, he studied the architecture, and then he studied what memories he had of his travels across the world. He made designs for massive buildings blending grace and power. He surveyed the wastelands. . .the lava fields. . .and the great volcanoes, searching for strong foundations. He formed new friendships and prepared to burn his mark into history. . .at last, feeling at home.

Recent Profile Visitors

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  1. Yeah, came down to that 50/50 guess, I also used the original storyline/character background to assume that Ahlanna would use a scepter since she had some relation to the Mages College, and they would therefore be greatly concerned about her disappearance.
  2. Solution, meme on your private wall rather than cluttering the public forums. This isn't tumblr/reddit/4chan/etc. ((Or perhaps request a memes subforum)) I agree that staff could be a little more proactive about informing people of reasons, rather than being reactive. You give reasons when people are kicked/banned, same should go for posts. Just common courtesy and eliminates the guess-work and rumor-mill.
  3. Also Helghrian's wiki mentioned his drinking of wine . Fun event! Gratz to all the winners and even those who just came to explore and get some loot!!
  4. Fantastic event! Highly recommend for anyone who has not had a chance to play through yet! Be sure to pop on tomorrow during one of the time slots!
  5. Updated for March Madness Specials! in Valzanttar. New Catch of the Week in Llan Ruth. Yora restocked for your coal selling pleasure in Monas Roth. Coming soon: Methes Avonthes Thanks for your continued support of lnShane Merchanting!
  6. Eyyyyy, made sure I didn't fall out of the world this week!!
  7. There are so many flavors, it's hard to choose just one. Moose Tracks/Rocky Road are great, but I also like Neopolitan and Mint Chip a lot as well. Lately I've been craving that Ben & Jerry's Im Peach Mint though, kappa.
  8. It's actually not as big a jump as you think, because you forget to account for the weapons used for each subclass, which is where that additional variety comes from. The primary weapon/means of damage determines the specific class/play style: shotgun=cq berserk style classes assault=close-mid range AoE style classes with continuous damage pulse/cannons=burst fire, push/pull mid range fighters snipers=long range damage and cc Combine these with the various individual Destiny skills such as charges, blinks, stun-melees, smokes and silences, heals or whatever else, and you get extreme variety that is still pretty easy to balance. The only real issue I've had with games like this in the past is one-shot kills. Obviously in a game where you re-spawn quickly, such issues are rarely taken into consideration, so this is the main difference in balance that we would need to account for.
  9. I appreciate the more thorough response, shows you put a lot more care and thought into this answer. I don't tend to take things personally, so no worries there. I get some of the points you are making, and it is obvious the votes are in your favor, so trying out your solution seems to be the next logical step. I will remain skeptical though, because the way I see it, these actions are like putting a band-aid on a wound that needs stitches. It might stop the bleeding, but it won't create the best healing results. I like that you realize it will take some major restrictions to even have an effect, but I don't know how much they do to solve the base problems. The fact that you think making people run around to switch classes will deter switching, but blocking access to the info needed to make switches won't, is confusing to me. Both take extra effort to work around, but you seem to acknowledge that neither situation fully stops counter-comping. To me it seems to be an issue of people being so concerned with losing that they take crazy extra steps to try and gain the edge. This is what draws things out and we all realize this being the issue. However, I don't think this is necessarily a problem with the system, so much as the mind-set of the players. We'll see how these changes might affect behavior though. MOBAs are about having a balanced team comp which protects the individual weaknesses while supporting individual strengths. Team fights should see little change to play if they were focused on building the best team comp. I dunno, if the planning for these team fights has led to counter-comping somehow, I guess it's just something I wouldn't understand. It's true, I haven't PvPed for quite some time now; the only main I've ever had has been among the most broken/buggy classes over the past year (Trueshot), so I'll admit I don't know what all goes on before a fight these days. To me any counter-comping only seems to take place if you announce your raid, which is then not a raid, but rather just a planned team fight. And I'm not even sure how these issues all tie together based on group size or stealth vs. planned raids, seems like a very strange and illogical issue to me. If you have a good team comp, what does it matter how the other team comps? Maybe it's just a matter of needing better class balance and this whole argument is pointless. Whatever the case may be, I would still continue pushing the suggestion for level-boosts/perks/more class specialization and depth, but I guess that idea can wait for a later thread.
  10. First of all, thanks for ignoring the majority of what I said. I provided a suggestion where someone is marked for death if they try to switch classes mid-fight and you took it as me saying switching is a good thing. Really impressive spin. Secondly, this server is absolutely based around counters and comps. Let's take your rogue vs exemplar example. Should someone really be punished for liking rogues just because their rival always plays exemplar? Unless you are suggesting the heroes team change it so every class can take on anyone, this makes no sense. In your scenario, who would ever want to change to a healer except when they were prepping for a group fight, and then people would still be wasting 20 minutes each getting ready to prepare because now the only difference is they have to run 1000 blocks to switch classes. There will always be obvious counter-classes and metas that players migrate towards, so this process should absolutely be as fluid as possible. So again, my point is that you need to make it more beneficial to not switch, rather than adding inconveniences to switch, because people will not waste their time if they know they will lose. I get it, you hate the chess match of moves and counter-moves that takes place before a raid. If you want to stop counter changes in raids, perhaps we just need to remove access to /hero who & /hero whois. Then the advantage will always depend on the knowledge and preparation of the raiders, should they properly assume or gather intel on the mains of the people they raid.
  11. I still think this solution goes in the wrong direction. It adds a barrier to switching, which will be an inconvenience, rather than just making it more beneficial to not switch. If anything bring back the health/nausea/slowness de-buffs that used to happen whenever you switched, so players will be put in immediate danger if they try to switch mid-raid. I would also re-iterate my suggestion from the last thread of creating level-boosts/prestige classes which can be leveled to gain improved skills/perks/specialization, but which are not permanent. This way players are discouraged from switching, because they would lose these class bonuses and have to grind to get them back again. This keeps a player's ability to quickly switch and provide utility in comps without having to waste anyone's time in preparation.
  12. @Foe The reason I wouldn't necessarily call my suggestion tiers is because the perks are not permanently mastered. The only sense of tiers would be better utility of the 4 current starter classes, but better skill progression of the advanced classes. The reason we got rid of tiers in the first place was because it was viewed as an extra step to get to where you wanted and just added unnecessary grinding. While what I suggested is still grindy, the difference is that it is "extra" effort past what you really need to compete and there is a single class limit on this "tier" of the progression, in addition to the permanence factor I already stated. If Lurker II was better than Lurker I, then everyone would go for Lurker II if it was a permanent mastery. There would be no reason to stop and play Lurker I unless someone was too lazy to level and/or saw the gains as only marginal. The one way I could see upper tiers working is if classes had a prerequisite, were not permanent masteries, and could maybe vary which skills you buffed (Like you get to choose between Lurker 2, 3, 4, etc., which would each buff/nerf a certain comp of the basic lurker skills; i.e. half buffed, half nerfed. This way you could have multiple lurkers with different buffs and play styles.)
  13. I would like to create a middle ground here, because I see valid points on both sides here: I don't think limiting to one mastery is the answer, although I like the emphasis on people having a single main that they have to get good with. I really like the route @Ventri Penligo was going with this level boost idea. It reminded me of a mechanic in a newer game, Nioh, where your tools have familiarity; if you switch tools you lose that bonus. It's like having a prestige mode where you unlock special perks. So what I would propose then, is people are allowed to keep their masteries, but we create some sort of prestige class or level boost mechanic. You would only be able to have one class boosted at a time, and switching your class for any reason would remove this boost. Perhaps this is how you could control enchant, repair, brew, and other "T1" abilities that are essential to basic gameplay. The T1 classes would be easier to boost, but still require you to work for these abilities. Having minor skill/perk improvements every 25,000 additional exp. up to say 500,000 or some other number could be a cool. If this is possible code-wise, I think it would serve it's purpose of developing this "familiarity" with a class, and thus discouraging too much flopping. It still allows players to keep their utility and basic skills though, should they need to fill a comp or some other role on short notice. ((As a bit of a side-note, this method could also make it more viable to gift 1 class for new players to start with, so they can jump right into the action, yet still encourages leveling to gain familiarity bonuses.))
  14. I did not miss anything. We agree that certain passive exp. gain ideas are potentially easy to abuse, so I was suggesting other methods of exp. gain that are not necessarily passive, but still reward PvP. The point is there currently being no regular exp. reward but that people want one. I am simply suggesting more active/controlled methods than just drop on death. I discussed the bounty npc type idea that could be "proc'd" every so often for you to go raiding and fill the bounty passively. I am also saying that a better assortment of actively controlled methods would help to create more regular and balanced PvP experiences. Raiding isn't for everyone, so I provided options that might get more people active and involved.
  15. You can't say this already happens, we hold tourneys maybe once or twice a month from what I've seen, and only the top few places ever get rewarded. The reason I tagged the admins later on is because I know it is up to them whether they up the frequency. J2BH decided on doing KotL once a week, I don't see why they can't come up with other PvP events on a similar schedule And that is exactly what this post is about: Incentives and reward over-haul for PvP activities (not PvE). The two activities, while related, are very much different experiences. My best example (however crappy the game was) is Destiny. You could gain experience from PvE or PvP, as well as having more rewarding raid bosses. The point is we need some form of regularity to PvP that does not involve people always having to set up their own fights, it should be facilitated for them. I think this is where the disagreement comes in, because so much of how PvP plays out will depend on the choices and presence of the staff. What's the point of Game Masters and Event Team members if not to facilitate and incentivize various server activities? While true that nations and players could host tourneys all day long, will people join if there is no prize? How will people keep funding these events and providing meaningful rewards without staff? All I am saying is that staff should be putting an even effort into the activities, rewards, and frequency of PvP events, just as they do with questing (i.e. daily riddle) and PvE (i.e. mob events and harder dungeons). If you are happy with the current effort of KotL once a week and a tourney maybe one a month, then I guess that is the PvPers' call to make. Seems like that is the crowd yearning for more activity and attention right now though. If the PvP staff is busy debugging and developing, then someone needs to step up and maintain activity for this facet of the server. PvE bosses are good, but again, it's not PvP. So unless you think those bosses will placate all the PvPers, then I would think of something else we can work towards.

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A’therys Ascended is a Minecraft 1.10 Roleplay/Pvp Server. We are committed to bring enjoyable content for all players, which since 2012 has grown into one of the greatest communities within the Minecraft community.

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