Bala-LC posted:
ok I understand all that about not being able to level at 275(+), BUT!!! If yall attain that level, does that mean you can no longer add xp to any of your skills or attributes????
if that is the case, I REALLY see a problem with that, as once that is done, Turbine would be losing customers....

Don't have to be level 275 to "max out everything". I did that about level 250-255, and even though I take my toon out every 30 days since ToD came out, and have bought several 4 billion XP Augmentations, as well as others, I have upwards of 48 billion XPs that I can ONLY use for future Augmentations ... once per month. Even if you get "every single Augmentation", a level 275 will have upwards of 35-40 billion XPs that is just wasted.
http://www.treestats.com/index.php?Name=arch+magi&Server=0&Type=Char
Innate Attribute Augmentations (Plan on doing this 10 times, but it will take 10 MONTHS!)
Cost: 500 million experience
You may use up to ten of these Augmentations over the life of your character.
Tinkering Specialization Augmentations (Already did this for Item tinkering, next is salvaging)
Cost: 1 billion experience
Might of the Seventh Mule (I plan on getting this)
Cost: 1 billion experience
Augmentation can be used five times over the life of your character.
Critical Protection (Most likely I'll get this)
Cost: 1 billion experience
This Augmentation may only be taken once.
Ciandra's Fortune
Cost: 1 billion experience (Already got 4 times)
This Augmentation can be used four times over the life of your character, for a total of 100% extra material.
Innate Renewal
Cost: 1 billion experience (Next to worthless, most likely will never get)
This Augmentation can be used twice – the first use will give your character a regeneration rate of double the base; the second will give your character triple the base regeneration rate.
Archmage's Endurance
Cost: 1 billion experience (Already got 3 times on main, 5 times on 2 buff bots I run)
This Augmentation can be used five times, each time granting an addition 20% of the base duration, for a maximum duration increase of 100%.
Clutch of the Miser
Cost: 2 billion experience (Plan to get 3 times ... yeah for 3 months of work!)
The Augmentation may be used up to three times over the course of a character's life and can potentially even reduce your death items to zero.
Charmed Smith
Cost: 2 billion experience (Already got for my tinkerer, not getting for my main, has not imbues)
Keeper: Lug of Oolutanga's Refuge
Innate Resistance Augmentations (Plan to get 2, not sure which ones yet)
Cost: 2 billion experience
Only two of these Augmentations may ever be used.
Shadow of the Seventh Mule (Already got)
Cost: 4 billion experience
It may be used once.
Enduring Enchantment (Plan to get)
Cost: 4 billion experience
This Augmentation may be used once.
Quick Learner (Worthless, no plans for any toon to get)
Cost: 4 billion experience
This Augmentation may be used once.
As you can see, what I plan on getting, will cost me 43 billion XPs .... and 30 months ... of which I have already spent 9 months and 12 billion XPs already. I only have 21 more months until my main is officially "done" ... not because of XPs, I can most likely hit level 275 in a month or so on my own, but because I have to wait 21 more months for the worthless timer that Turbine places on the Augmentation quest.
And if you think that I am going to wait 2 more years (if AC has that long) and spend $271.95 just to do that ... Well, I have a bridge to sell. Hence why I am constantly on Turbines back to adjust the Augmentation Timers to something REASONABLE or at least make another quest or two where you can repeat and the reward is a Blank Augmentation Gem.