hmm how about
Quest NPC #1 (Outside of the tower/cellar)
- A party leader can talk to this one and get a special quest log entry and book an instance
- Party members can enter the instance but don't get the special quest log entry
- Party members who enter will get a normal quest log entry that states they're on the first 25 floors.
- The instance will last 4 hours
- The instance has a 2 week cooldown entry on launching.
- The instance contains 25 floors
- Beating the MVP on the 25th floor will send you to an in-between room where an NPC will flag your special quest log entry as "complete".
Quest NPC #2 (found in the in-between room)
- Someone with the "completed" quest log entry for the first 25 floors can book an instance here for the next 25 floors.
- Party leader will get a second special quest log entry. The first entry will be deleted.
- Entering the next instance will delete the quest log entry that states you're on floors 1-25, and add an entry stating you're on floors 26-50.
- Starting the second instance will destroy the first one.
- The instance will last 4 hours
- Instance has a 1 week cooldown entry (irrelevant)
- Beating the MVP on the 50th floor will send you to an in-between room where an NPC will flag your special quest log entry as "complete".
Quest NPC #3 (found in the in-between rooms)
- Someone with the "completed" quest log entry for floors 26-50 can book an instance here for the next 25 floors.
- Party leader will get a third special quest log entry. The second entry will be deleted.
- Entering the next instance will delete the quest log entry that states you're on floors 26-50, and add an entry stating you're on floors 51-75.
- Starting the third instance will destroy the second one.
- The instance will last 4 hours
- Instance has a 1 week cooldown entry (irrelevant)
- Beating the MVP on the 75th floor will send you to an in-between room where an NPC will flag your special quest log entry as "complete".
Quest NPC #4 (found in the in-between rooms)
- Someone with the "completed" quest log entry for floors 51-75 can book an instance here for the next 25 floors.
- Party leader will get a fourth special quest log entry. The second entry will be deleted.
- Entering the next instance will delete the quest log entry that states you're on floors 51-75, and add an entry stating you're on floors 76-100.
- Starting the fourth instance will destroy the third one.
- The instance will last 4 hours
- Instance has a 1 week cooldown entry (irrelevant)
- Beating the MVP on the 100th floor will send you to the final room where an NPC will flag your special quest log entry as "complete".
Final Room
- whatever reward for beating the instance is found here, much like the 101th floor on ET.
Quest NPC #1 (Revisiting it)
- If you have the quest log entry for 1-25, it'll send you to the 1st floor.
- If you have the quest log entry for 26-50, it'll send you to the 26th floor.
- If you have the quest log entry for 51-75, it'll send you to the 51st floor.
- If you have the quest log entry for 76-100, it'll send you to the 76th floor.
- If the instance you're trying to get sent to is destroyed, it clears all of your quest log entries except the cooldowns.
- If you have a cooldown (and not an active entry) as a player or party leader, you cannot start an instance
- If you have a cooldown (and not an active entry) as a player or party leader, you cannot join an instance someone else started
WHY you do thing as done ehhhh?/
- Eliminates current ET exploits involving party leader rotation.
- You cannot farm any of the upper floors.
- You can teleport to the most recent quarter of floors without walking up, without having to use ashes or anything dumb like that.
- You have to be there from the beginning to get to the top
- You can take breaks every 25 floors and continue another day if you need to!
- You get 16 hours to run the whole thing, so even amateurs can do it!
- Long cooldown on starting the chain (2 weeks) so its not farmable.
Possible rewards for completing:
Rather than a pair of swords, which is lame for 90% of the classes, and overlaps with the reward from the first ET, the rewards should be more like the cursed swordsman instance (grey shards) where every class can get special gear.
Rune Knights - Windgale Boots [1] : (Footwear) boosts Wind Cutter damage +100%, +10 flee, Aspd +10%, when melee attacking, 3% chance to gain an ATK boost for 7 seconds (20 ATK per level of two hand mastery learned).
Royal Guards - Axiomatic Shield [1] : (Shield) Reduces the damage you take during through sacrifice by 20%. [Overbrand] damage bypasses the defense of enemies by 2% per level of [Heal] learned.
Archer classes - Wildbane Robe [1] : (Armor). Max HP/SP +10%, [Neutral] magical damage +200%, [Blitz Beat] and [Falcon Assault] damage +900%. Ranged damage +10%.
Acolyte Classes - Origin of Strength [2] : (Staff) Sanctuary healing rate +100% raises ATK/MATK of all people standing in sanctuary by +10%. Every time a target is healed by you (heal, sanct), certain negative statuses are removed (poison, chaos, blind, sleep, frozen, stone, external bleeding).
Thief classes - Black Feather Mantle [1] : (Garment) +15 flee, -10% neutral damage, and increases [Triangle Shot] and [Weapon Crush] damage by 7% per refine.
Mage classes - Tome of Inner Secrets [1] : (Shield) When casting energy coat, Restore 200 SP every 10 seconds for the next 100 seconds. MATK+2% for every level of Increase SP Recovery learned beyond lv 5.
Merchant classes - Sigil of Nobility [1] : (Accessory) [Mammonite] no longer costs zeny to use. For every job level, [Lava Flow] damage +2% and [Cart Tornado] damage +7%
(All jobs) - Token of Ox Strength [1] - (Accessory) STR +2, ATK +1%, CRIT +2. Reduces the SP cost of skills by 5%. If worn by a novice or taekwon class, additional STR +13 and ATK +9%.
(All jobs) - Token of Eagle Eye [1] - (Accessory) Ranged damage +2%. Reduces the SP cost of skills by 5%. When equipped with a gun, whip, musical instrument, or humma shuriken weapon, Ranged damage +12%
(All jobs) - Token of Sharp Wisdom [1] - (Accessory) MATK +2%. Reduces the SP cost of skills by 5%. If worn by a novice, ninja, soul linker, or archer, or thief class, additional MATK +13%.
Edited by Jaye, 14 November 2015 - 04:00 PM.