Quote Originally Posted by Agoven View Post
I thought up of a good example I think would do great for a raid specifically designed for hand and land classes.

There's an unstable mine that is on the verge of collapse. You need to make it through to the other end in the allotted time and gather a series of certain items on your way through. You need to use hand and land classes to break down rock barriers with miner, fish broken lines with a fisher, reconnect lines with weaving or leather, and gather items along the way.

Very time, class, and puzzle oriented raid. No need for monsters...the danger of the mine collapsing/flooding/etc and killing you if you aren't moving through efficiently should be enough. Areas where you must pass through within x number of seconds and you can't go back cause behind you will collapse etc.

Only certain gems and crafting items may be find in this raiding mine...and used for crafting purposes maybe?

I would also imagine if this sort of raid gets made that it will be random puzzle generated dungeon sort of scenario.
Works well for minners but what about the other classes? Culinarians have to prepare a banquet? Botanists go through an area filled with flowers and start picking away? Fisherman would be a fishing trip type raid?

SE has been contradictory on this subject.... They want dicipline of land and hand to be classes of their own but at the same time they want them to be just support for the real classes. In the end it feels like you have so much potential but not much of a purpose...