zOMG Wiki
Advertisement

where it says "Players can easily shuffle their character abilities around after receiving them by simply taking the rings off and wearing different ones", maybe you could stick "(only in the Null Chamber)" as a quick reminder, plus it's not listed anywhere on the Ring page, though is information people may want to know. I see lots of "how I do I change rings?" questions from new players, and in this wiki, that should be listed on the ring page. plus a quick link to Ring Sets (http://zomg.wikia.com/wiki/Combat#Ring_Sets) should be listed, like "Certain Ring Sets boost stats". lying Lying 21:20, 10 November 2008 (UTC) / did I do the signing thing correctly? edit: actually you can only take them off/upgrade/salvage in the Null Chamber, but you can put them on or move them around even when not in it.

I'm not quite sure where this information should go[]

We dug up some info from the forums and I need to know if i should put it on each ring page separately or create a new page related to it. Even if I end up sorting this out, I'm going to post it all here for safe keeping. All of this is attributed to Atriz. [[1]]

*ADRENALINE Requires 7 stamina. Moderate dodge increase. Long range. Moderate recharge duration. (5 seconds) Effect lasts for 45 seconds. Targets others.

*BANDAGE Requires 7 stamina. Moderate health regeneration over time. Long range. Moderate recharge duration. (5 seconds) Targets self or others.

*BUMP Requires 4 stamina. Strong damage. Strong knockback. Short range. Short recharge duration. Targets enemies.

*COYOTE SPIRIT Requires 17 stamina. Moderate speed increase. Weak dodge increase. Long range. Very short recharge duration. (10 seconds) Effect lasts for 2 minutes. Targets self or others.

*DEFIBRILLATE Requires 14 stamina. Short range. Very long recharge duration. Targets others.

*DERVISH Requires 7 stamina. Moderate damage. Strong knockback. Point Blank range. Moderate recharge duration. (5 seconds) No target. Affects enemies 360° from user.

*DIAGNOSE Requires 14 stamina. Superb health increase. Point Blank range. Long recharge duration. (10 seconds) No target. Affects self and others 360° from user.

*DIVINITY Requires 14 stamina. Moderate stamina regeneration. Point Blank range. Very long recharge duration. (1 minute and 30 seconds) Effect lasts for 1 minute. No target. Affects self and others 360° from user.

*DUCT TAPE Requires 6 stamina. Tiny crowd control. Moderate crowd control duration. Long range. Moderate recharge duration. (4 seconds) Targets enemies.

*FIRE RAIN Requires 14 stamina. Feeble AOE damage. Point Blank range. Long recharge duration. (10 seconds) No target. Affects enemies 360° from user.

*FITNESS Requires 0 stamina. Weak buffs to all stats. No target. Affects self. Passive permabuff.

*FLEET FEET Requires 14 stamina. Strong speed increase. Weak dodge increase. Point Blank range. Very long recharge duration. (45 seconds) Effect lasts for 22 seconds. No target. Affects self and others 360° from user.

*GHOST Requires 14 stamina. Moderate dodge increase. Very long recharge duration. (2 minutes) Effect lasts for 1 minute and 30 seconds. No target. Affects self.

*GUMSHOE Requires 6 stamina. Tiny crowd control. Very short crowd control duration. Long range. Moderate recharge duration. (4 seconds) Targets enemies.

*"GUNS, GUNS, GUNS" Requires 4 stamina. Moderate damage. Moderate knockback. Extreme range. Short recharge duration. (2 seconds) Targets enemies.

*HACK Requires 6 stamina. Superb damage. Strong knockback. Short range. Moderate recharge duration. (4 seconds) Targets enemies.

*HEALING HALO Requires 14 stamina. Weak health regeneration. Point Blank range. Very Long recharge duration. (1 minute and 30 seconds) Effect lasts for 1 minute. No target. Affects self and others 360° from user.

*HEAVY WATER BALLOON Requires 10 stamina. Weak AOE damage. Weak knockback. Extreme range. Long recharge duration. (7 seconds) Targets enemy and other enemies 360° from enemy.

*HORNET'S NEST Requires 9 stamina. Feeble AOE damage. Extreme range. Moderate recharge duration. (6 seconds) Targets user-selected area. Affects enemies 360° from area.

*HOT FOOT Requires 5 stamina. Feeble damage over time. Extreme range. Moderate recharge duration. (3 seconds) Targets enemies.

*HUNTERS BOW Requires 3 stamina. Weak damage. Extreme range. Short recharge duration. (2 seconds) Targets enemies.

*IMPROBABILITY SPHERE Requires 14 stamina. Moderate reflection. Strong reflection threshold. Long range. Very long recharge duration. (10 seconds) Effect lasts for 1 minute. Targets others.

*IRON WILL Requires 4 stamina. Moderate willpower increase. Long range. Short recharge duration. (3 seconds) Effect lasts for 45 seconds. Targets self and others.

*KEEN AYE Requires 14 stamina. Moderate accuracy increase. Very long recharge duration. (2 minutes) No target. Affects self.

*KNIFE SHARPEN Requires 7 stamina. Moderate accuracy increase. Long range. Moderate recharge duration. (5 seconds) Effect lasts for 45 seconds. Targets others.

*MANTIS Requires 3 stamina. Strong damage. Short range. Short recharge duration. (2 seconds) Targets enemies.

*MEAT Requires 14 stamina. Moderate health increase. Very long recharge duration. (2 minutes) Effect lasts for 1½ minutes. No target. Affects self.

*MY DENSITY Requires 5 stamina. Superb mass increase. Long range. Short recharge duration. (5 seconds) Effect lasts for 1 minute. Targets self or others. Prevents from knockbacks.

*POT LID Requires 15 stamina Large deflection. Moderate deflection threshold. Very long recharge duration. (3 minutes) Effect lasts for 2 minutes. No target. Affects self.

*QUICKSAND Requires 14 stamina. Moderate crowd control. Moderate crowd control duration. Long range. Long recharge duration. (10 seconds) Targets user-selected area. Affects enemies 360° from area.

*ROCK ARMOR Requires 14/15 stamina. Feeble armor increase. Long range. Long recharge duration. (10 seconds) Effect lasts for 4 minutes. Targets others.

*SCAREDY CAT Requires 9 stamina. Tiny crowd control. Moderate crowd control duration. Long range. Moderate recharge duration. (6 seconds) Targets enemies.

*SHARK ATTACK Requires 7 stamina. Superb damage. Strong knockback. Long range. Moderate recharge duration. (5 seconds) Targets enemies.

*SHURIKEN Requires 4 stamina. Moderate damage. Long range. Short recharge duration. (2 seconds) Targets enemies.

*SLASH Requires 4 stamina. Strong damage. Weak knockback. Short range. Short recharge duration. (3 seconds) Targets enemies. Affects enemies 180° from self.

*SOLAR RAYS Requires 4 stamina. Moderate damage. Extreme range. Short recharge duration. Targets enemies.

*TAUNT Requires 6 stamina. Tiny crowd control. Long crowd control duration. Long range. Moderate recharge duration. (4 seconds) Targets enemies.

*TEFLON SPRAY Requires 14 stamina. Moderate deflection. Weak deflection threshold. Weak armor increase. Long range. Long recharge duration. (10 seconds) Effect lasts for 4 minutes. Targets self or others.

*TURTLE Requires 14 stamina. Superb armor increase. Very long recharge duration. (4 minutes) Effect lasts for 20 seconds. No target. Affects self.

*WISH Requires 4 stamina. Superb health increase. Extreme range. Short recharge duration. (5 seconds) Targets others.

*all stats are based on CL 10 rings with no rage*


-Comparisons-

Melee Single-Attack Rings: HACK vs. MANTIS vs. BUMP

These three rings have very similar attributes. All contain relatively short stamina costs, but you can afford to Mantis twice for every Hack. At an early CL (sources suggest around CL 3), Hack begins to do significantly more damage than Mantis. Hack has a fairly long cooldown, but this makes up for some of the stamina cost. Bump, through all this, has a weaker attack but a strong knockback (the only feature it brings to the table). If you want a strong attack ring, then Hack is for you. Mantis is a close second still doing high amounts of damage on a regular basis. Bump brings up there rear serving as a more useful boss or crew attack due to knockback.

Melee Splash-Attack Rings: DERVISH vs. SLASH

Blahblahblah. Coming soon.

Ranged Single-Attack Rings: SHARK ATTACK vs. SOLAR RAYS vs. HUNTERS BOW vs. SHURIKEN vs. HOT FOOT vs "GUNS, GUNS GUNS"

Blahblahblah. Coming soon.

AOE Attack Rings: FIRE RAIN vs. HORNET'S NEST vs. HEAVY WATER BALLOON

Blahblahblah. Coming soon.

Single Healing Rings: BANDAGE vs. WISH vs. MEAT

These three rings have very different effects. Bandage can target yourself or allies, a very big positive when choosing a healing ring. Though the health is regenerated over time, it's a rather quick period of time. Wish regenerates a sizable bit of health to an ally, but cannot be used on yourself. Both have speedy cooldowns, so I'd place Bandage before Wish. If your main goal is to heal allies however, build up Wish instead. Meat is almost a ring with a classification of it's own. It doesn't really "heal" but instead increases your maximum HP. Currently, it's the only ring that can do this and a must-have for all tanks. Don't plan on using it for a healing ring, however; It has a 2 minute cooldown.

AOE Healing Rings: DIAGNOSE vs. HEALING HALO

Not a whole lot of debating here. For group healing, Diagnose is the way to go. Healing Halo increases HP regeneration by a very slight amount, and takes a long time to cooldown. Both rings cost 14 stamina, but Diagnose can heal more HP in a shorter amount of time. The only purposes I see for Healing Halo are to increase your rage meter (as it gives a decent rage bonus) and if you don't feel like using a lot of stamina.

Deflection Rings: TEFLON SPRAY vs. POT LID

Teflon Spray is one of the most adored rings in zOMG, and for good reason. It deflects a sizable amount of damage, and is a great buffer (due to how long the effect lasts and how short the cooldown is). Pot Lid, on the other hand, can only buff yourself. I've heard that it negates a hefty amount of damage, and in conjunction with Teflon Spray, they'd make a nice combination. I'd still put Teflon Spray first, but if you plan to tank, consider both.

Armor Rings: ROCK ARMOR vs. TURTLE

Assuming you read the descriptions above, there isn't much a debate here. Rock Armor is a very weak buffer that provides no other benefits (aside from ally use). Turtle can only be used on yourself, but gives a much higher armor boost. I've used a high level Rock Armor, and witnessed no change at all (the ring is perhaps broken). Though the cooldown/recharge duration on Turtle is substantial, it beats out Rock Armor by a landslide.

Speed Rings: COYOTE SPIRIT vs. FLEET FEET

Two formidable speed boosters; Fleet Feet boosts your speed almost twice as much as Coyote Spirit, but Coyote Spirit lasts longer, much longer. Either way you go, you should notice a valuable difference in speed. I've found high-leveled Coyote Spirits to be more common (as users seem to prefer quick buffers instead of rings with longer cooldowns), but I definitely value both these rings. I personally would choose Fleet Feet first; I keep mine at CL 3.0 and I'm perfectly satisfied with how fast it can get me somewhere.

Dodge Rings: GHOST vs. ADRENALINE

Blahblahblah. Coming soon.

Accuracy Rings: KEEN AYE vs. KNIFE SHARPEN

Blahblahblah. Coming soon.

Crowd Control Rings: DUCT TAPE vs. GUMSHOE vs. QUICKSAND vs. SCAREDY CAT

Blahblahblah. Coming soon.



-Applications-


Village Greens

DERVISH: Great for gnome mobs, if you can get it. MANTIS: Wonderful damage ring, at low levels. DIAGNOSE: Great crew heal ring, and you'll be crewing a lot. SOLAR RAYS: Great for taking out cannons on hills, or attracting gnome mobs.


Gnome General

DEFIBRILLATE: For reviving dead allies. The Null Chamber is far away. DIAGNOSE: Great crew heal ring, and you'll probably need to be crewed. MANTIS: Wonderful damage ring, at low levels. TEFLON SPRAY: To negate incoming damage from both boss and minions.


Bill's Ranch

SOLAR RAYS: Since there aren't many mobs, strong ranged attacks are effective. MANTIS: Strong attack ring with no knockback. Good for combos!


Dead Man's Pass

DERVISH: Lots of mobs, knockback helps due to limited screen space. DIAGNOSE: You'll be crewed, so it's a great healing ring.


OMGWTF

MANTIS: Strong single-attack ring. No need for mob rings. HACK: If you can get a hold of one, it starts to become very useful. DIAGNOSE: You'll be crewed, so it's a great healing ring.


Zen Gardens

SLASH: Strong ring; Good for taking monsters whilst avoiding cherry fluffs. BANDAGE: Strong healing ring, whether you decide to crew or not. SHARK ATTACK: If you can get it, large and hilly maps help this ring damage well.


Bass'ken Lake

DERVISH: You'll often be suddenly mobbed, so 360° damage plus knockback helps. FIRE RAIN: Strong AOE, good to use in conjunction with Dervish. DIAGNOSE: Team heal! You'll probably need to crew often, so this can help in that department.


She Wolf

HACK: Pure damage helps, especially since she has a slight health regeneration. DEFIBRILLATE: People will die. Many times. TEFLON SPRAY: Negates a fair bit of damage, allowing you to tank for a bit. MEAT: The longer you stay alive, the more damage your team can do. GHOST: More dodge means less run, means more attack!


Gold Beach

HACK: Good for any enemies that spot you. (Fewer mobs here, excluding Anchor Bugs) FLEET FEET: Harder to escape here, making speed a valuable asset. SHARK ATTACK: Strong ranged attack that's good for golems and fluffs.


Duneslam

HACK: Pure damage kills him fast. SHARK ATTACK: Pure damage kills him fast from the hill.


Old Aqueduct

DERVISH: Takes out the plenty of mobs that appear from all angles. SLASH: More AOE to help take out surrounding mobs. BANDAGE: Helps you heal whilst still attacking.


The Hive

DERVISH: Attacks mobs in all angles, and helps steal some aggro. TEFLON SPRAY: Keeps damage down, so you can survive stray hits. DUCT TAPE: Helps crowd control monsters so the crew can attack.


Otami Ruins

DERVISH: Deals with coatl/terror mobs. HACK: Deals with vases. SHARK ATTACK: Deals with masks.


The Gauntlet

FLEET FEET: Speed, duh. COYOTE SPIRIT: More speed, duh. TEFLON SPRAY: Long-lasting deflection buff (as casting while running isn't a smart idea).


Stone Coatl

HACK: Beating this thing fast is a priority; This will help you do it. MANTIS: Single attacks are a good idea, and this should help you kill the Coatl faster. TURTLE: Knocks off incoming damage from all the monsters and the Coatl.


Shallow Seas

DERVISH: Lots of mobs in all directions. Enough said. SHARK ATTACK: Ranged, in case you get stuck by those pesky Brain Clams. TEFLON SPRAY: To deflect some of that damage coming your way.


Queen Lorelai

HACK: The usual case where damage does you well. SHARK ATTACK: More damage, for the win. DEFIBRILLATE: Because getting back to this point if you die, is a pain in the butt.


Undersea Ledge

DERVISH: Lots of small mobs. Nothing really you haven't beaten before, though. HACK: Some pure damage, to help take out those subs. DEFIBRILLATE: Because getting back to this point if you die, is a pain in the butt.


Walk to Sealab Compound

HACK: Pure damage, if you choose to attack. FLEET FEET: Should you choose to run. DEFIBRILLATE: Because getting back to this point if you die, is a pain in the butt.


Sealab Compound

HACK: Pure damage. DERVISH/SLASH: Mob damage. DEFIBRILLATE: Because getting back to this point if you die, is a pain in the butt.


Chapter Boss

HACK: Pure damage, especially since he has high regeneration rates. SHARK ATTACK: Pure ranged damage, so you don't all get massacred by standing together. DIVINITY: Since you're bound to use up a lot of stamina quickly. TEFLON SPRAY: To lower the chances of getting 1-hit KOed. DEFIBRILLATE: Because you'll need it.

Rings' Pages[]

Some of the pages for the individual rings differ from the others.

Ring: Guns, Guns, Guns

That is a good example as to what all the pages should look like. It's organized and easy to read over. The "Crowd Control", "Defense", "Buff", and "Debuff" rings' pages all need to be changed to match what it looks like on the Guns, Guns, Guns page. In "Buff Rings" , Sweetheart, Fortune's Favor, and Sugar Rush aren't locked so I can make the changes there and hope no one undos my changes.

The Crazy Sapphire 02:23, October 20, 2011 (UTC)

I'm aware that the ring pages need to all be changed to follow the same layout, but haven't had time to fix it myself lately.
Thank you for the friendly reminder though. I will get around to push the changes through ASAP. :3
~ Mads Ren`ai 05:53, October 20, 2011 (UTC)

You forgot Integrity....

Advertisement