View Full Version : Seal of House Dun'Robar bugged
dunkerk
07-23-2012, 08:22 AM
I have a seal with tendonslice 10%/ maiming/ vertigo +10/ +6 enhancement. the tendonslice and maiming worked fine at first but now i do not get any hamstrings or any untyped damage on critical hits. I am not getting any armor bonus from the ring either. the general tab registers the trip dc upon equip, but it is hard to tell whether that is effective when actually using the feat. I went through that quest a lot to get this thing please address if possible.
Syllph
07-23-2012, 09:00 AM
Questions:
Have you tried relogging/ e-equipping?
Do any other items overlap? (Do you have tendon slice elsewhere?)
Do you have any other new items that are non-weapons that are granting extra damage mods?
terrenceknight1
07-23-2012, 09:21 AM
Being another owner of the ring (Its actually the one posted on the wiki. Stunning 10/Exceptional combat mastery 5/Maiming/+6 enhancement bonus) I can confirm that at least for hand wraps the Maiming doesn't work and I've tried unequpping everything and re-equipping and the +6 doesn't seem to be working either.
Lurzifer
07-23-2012, 09:45 AM
The Original Rings were:
Lesser random ability
+4% Dodge
Combat Mastery ( one of 10% tendon, vertigo, stunning, shatter and +5 Exceptional)
Currently there are two versions dropping, the original version and the version with +6 enhancement, maiming and another combat mastery ability.
Since the Drowweapons are dropping from the same quests sometimes without stats and ML (known Bug), i assume that the rings are part of that bug as well and the properties of the Drow weapons (exactly whats addiotinal on the rings beside original stats) are applied to the rings at some point.
This is with 99,9% a bug and will probably be fixed to the original state of the Rings.
2Cents
Haek
Dingleburr
07-23-2012, 10:29 AM
I have a seal with tendonslice 10%/ maiming/ vertigo +10/ +6 enhancement. the tendonslice and maiming worked fine at first but now i do not get any hamstrings or any untyped damage on critical hits. I am not getting any armor bonus from the ring either. the general tab registers the trip dc upon equip, but it is hard to tell whether that is effective when actually using the feat. I went through that quest a lot to get this thing please address if possible.
Awww crud, I just spent 2M plat on one of these, haven't had a chance to rework my gear to fit it in yet.
The one I bought has tendonslice, maiming, vertigo, +6 enhancement, 4% dodge, +2 str. I was curious about the maiming, tendonslice, and +6...
I was wondering if the maiming & tendonslice were handwrap-only enhancements, similar to TOD rings... or if they are intended to work with melee weapons.
And the +6 enhancement... what even does that mean? Armor enhancement bonus? Weapon enhancement bonus? Both? Seems ambiguous, which implies a possible bug or unintended effect to me - especially after getting a bit of context from this thread.
Feather_of_Sun
07-23-2012, 10:38 AM
Yes, that's a bugged one that, due to a mistake in how something was set up, also gained the weapon abilities that are supposed to go on the Drow weapons in that quest.
An enhancement bonus and Maiming on a ring won't do anything at all, nor are they supposed to.
The ring is only supposed to have an ability score bonus, 4% Dodge, and then one single type of combat feat DC boost, such as Vertigo, Stunning, Exceptional Combat Mastery, etc.
Dingleburr
07-23-2012, 10:42 AM
Yes, that's a bugged one that, due to a mistake in how something was set up, also gained the weapon abilities that are supposed to go on the Drow weapons in that quest.
An enhancement bonus and Maiming on a ring won't do anything at all, nor are they supposed to.
The ring is only supposed to have an ability score bonus, 4% Dodge, and then one single type of combat feat DC boost, such as Vertigo, Stunning, Exceptional Combat Mastery, etc.
*#!%@. You owe me 2M plat. :(
Kielbasa
07-23-2012, 11:42 AM
Already bug reported. But the Dodge 4 is only giving Dodge 3 at the moment. Hope that gets fixed soon as well.
terrenceknight1
07-23-2012, 11:53 AM
When the bug is fixed will the rings already in circulation be changed retroactively? I sure hope not I've grown very attached to my ring with Combat mastery and Stunning 10 on it.
HalfORCastrator
07-23-2012, 12:09 PM
When the bug is fixed will the rings already in circulation be changed retroactively? I sure hope not I've grown very attached to my ring with Combat mastery and Stunning 10 on it.
You could say it's bound to you. :D
But yeah...will the rings already spawned be...changed? :(
Feather_of_Sun
07-23-2012, 12:28 PM
When the bug is fixed will the rings already in circulation be changed retroactively?
Yes. This will be retroactive. Because I have to manually set up what it does in each instance of every possible combination of the effects, I'll try to make them pick the "best" one to keep. They'll all keep Exceptional Combat Mastery if they have that plus something else, and if not, Stunning is generally the next most useful, so I'll have that win out over any of the others but Combat Mastery.
the Dodge 4 is only giving Dodge 3 at the moment.
I'll look into that right now, thanks.
The issue with the bugged rings and Drow weapons will be added to the Known Issues list today.
terrenceknight1
07-23-2012, 12:37 PM
Well I will be most grateful if you can pull it off so they keep mastery and one other attribute like you intend. So I just want to say thank you for the response in this thread! Having Ex Combat mastery +Stunning on the ring remain after the fix would really make my day.
(..yeah I don't want to have to pull out my stunning wraps from the bank after getting used to not needing them anymore :D)
QuantumFX
07-23-2012, 12:38 PM
*#!%@. You owe me 2M plat. :(
Or, a repair recipe in the Stone of Change.
Paryan
07-23-2012, 12:42 PM
Well I will be most grateful if you can pull it off so they keep mastery and one other attribute like you intend. So I just want to say thank you for the response in this thread! Having Ex Combat mastery +Stunning on the ring remain after the fix would really make my day.
(..yeah I don't want to have to pull out my stunning wraps from the bank after getting used to not needing them anymore :D)
You may have misread Feather's post. If it has mastery, it would keep that. If it doesn't have mastery, but has stunning, it would keep stunning. Not both. The idea is to keep the most valuable trait, but it would still only have one trait that affects combat tactics.
terrenceknight1
07-23-2012, 12:48 PM
Ah well that will be a sad day then I guess I'll have to get my grave wrappings prepped to be pulled out of storage.
oradafu
07-23-2012, 01:59 PM
Yes. This will be retroactive. Because I have to manually set up what it does in each instance of every possible combination of the effects, I'll try to make them pick the "best" one to keep. They'll all keep Exceptional Combat Mastery if they have that plus something else, and if not, Stunning is generally the next most useful, so I'll have that win out over any of the others but Combat Mastery.
Is Stunning really "generally the next most useful" thing to appear on the ring?
Stunning only works on trash mobs and has no effect on bosses. Vertigo only works on trash mobs and has no effect on bosses. Shattered works on everything, except I think ooze.
Personally I'd argue that Shattered is the better option, so that the gold and silver discs stay up on boss fights. Much like the argument to not nerf the Terror if Nightmare is being nerfed, what does it matter if it only works on trash and not the important fights? Shouldn't melees have more tools for the end fights?
Violith
07-23-2012, 02:00 PM
Yes. This will be retroactive. Because I have to manually set up what it does in each instance of every possible combination of the effects, I'll try to make them pick the "best" one to keep. They'll all keep Exceptional Combat Mastery if they have that plus something else, and if not, Stunning is generally the next most useful, so I'll have that win out over any of the others but Combat Mastery.
I'll look into that right now, thanks.
The issue with the bugged rings and Drow weapons will be added to the Known Issues list today.
for the 4% dodge, that seems to be with any 4% Item (duelist leathers, and icy garments), it only adds 3% for most cases (although there is some instances where I can get it to come up as 4% (like unequipping and reequipping my epic cloak of night))
there is a thread about it:
http://forums.ddo.com/showthread.php?t=384965
Is Stunning really "generally the next most useful" thing to appear on the ring?
Stunning only works on trash mobs and has no effect on bosses. Vertigo only works on trash mobs and has no effect on bosses. Shattered works on everything, except I think ooze.
Personally I'd argue that Shattered is the better option, so that the gold and silver discs stay up on boss fights. Much like the argument to not nerf the Terror if Nightmare is being nerfed, what does it matter if it only works on trash and not the important fights? Shouldn't melees have more tools for the end fights?
I'd rather have stunning, but i have no ring atm so it doesn't matter.
-Zephyr-
07-23-2012, 02:43 PM
Is Stunning really "generally the next most useful" thing to appear on the ring?
Stunning only works on trash mobs and has no effect on bosses. Vertigo only works on trash mobs and has no effect on bosses. Shattered works on everything, except I think ooze.
Personally I'd argue that Shattered is the better option, so that the gold and silver discs stay up on boss fights. Much like the argument to not nerf the Terror if Nightmare is being nerfed, what does it matter if it only works on trash and not the important fights? Shouldn't melees have more tools for the end fights?
Shatter also exists on other pieces of gear, like epic marilith chain.
I'd much rather keep stunning, please.
I'd still like to keep my old ring as is of course...
Meretrix
07-23-2012, 02:44 PM
Yes. This will be retroactive. Because I have to manually set up what it does in each instance of every possible combination of the effects, I'll try to make them pick the "best" one to keep. They'll all keep Exceptional Combat Mastery if they have that plus something else, and if not, Stunning is generally the next most useful, so I'll have that win out over any of the others but Combat Mastery.
But when they were bugged to bind on pickup and were fixed it wasn't retro active. Ive never equipped my ring and yet its bound.:mad:
oradafu
07-23-2012, 02:58 PM
Shatter also exists on other pieces of gear, like epic marilith chain.
I'd much rather keep stunning, please.
This is a better argument to keeping Stunning over Shatter than the Stunning is better than the other options.
Again, I was just pointing out that it appears that the Devs seem to think that the melees' job is dealing with trash instead of the bosses. Trash usually isn't a problem, especially if there are casters in the group. It's the bosses that melees should have more tools for.
Forgeborn
07-23-2012, 03:38 PM
Shatter also exists on other pieces of gear, like epic marilith chain.
stunning is weapon only so far
tendon slice is weapon only so far
shatter: marillith chain, epic marillith chain, undying gaze
vertigo: epic blademark docent, epic deneith heavy chain
exceptional combat mastery +x: Variations of the spare hand
Cetus
07-23-2012, 05:19 PM
Yes. This will be retroactive. Because I have to manually set up what it does in each instance of every possible combination of the effects, I'll try to make them pick the "best" one to keep. They'll all keep Exceptional Combat Mastery if they have that plus something else, and if not, Stunning is generally the next most useful, so I'll have that win out over any of the others but Combat Mastery.
I'll look into that right now, thanks.
The issue with the bugged rings and Drow weapons will be added to the Known Issues list today.
Of course you'll make it retroactive, if it was bugged to our detriment you never would.
Maybe you wanna make the bound green scales retroactively unbound too? because the one I pulled pre-patch is still bound.
Also, I wish you folks would come out with this statement sooner so I wouldn't waste hours of farming for something that I'll get taken away from me.
And no, I don't want combat mastery 5 OVER stunning +10, I'd rather keep the stunning +10.
You guys.....just distance me away from this game.
/sigh
Hecore
07-23-2012, 05:57 PM
Maybe consider making two versions of the ring when you fix it? One with dodge + lesser ability score + combat enhancement (Stunning or Ex. Combat mastery, etc) and one version with lesser ability score and two combat enhancements (Ex. Mastery AND Vertigo or Stunning, etc)? People that wanted bleeding edge dc’s would probably prefer the second, and the first would satisfy those who wanted a more balanced character. Maybe even limit the Ex. Mastery to +2 if you worry it would be too OP in terms of slot consolidation.
I know not everyone would love it, but I think those unhappy with the change would prefer the latter option over what you've proposed.
terrenceknight1
07-23-2012, 06:28 PM
Its a selfish request for sure but is there no way rings can be grandfathered in so the ones that people have already ground out and equipped don't get changed but further ones that are put into circulation are the fixed versions?
Penetant
07-23-2012, 06:55 PM
While broken things from House Dun'Robar are being discussed... The Duregar Axe of the Weapon Master (which would be an awesome weapon for my dwarven TWF) Acts as though i have a greataxe equipped when it is in my main hand. Graphically it looks very strange as i hold the 2 single handed weapons end to end and have the THF animation and damage. When it is in my offhand it bahaves as though it were a shield. One kinda cool thing about it is that with it in main hand with a shield equipped i basically am swinging a greataxe while getting shield bonus to ac. I know it must be very low on the list for things that need fixing but it is basically useless the way it is.
noinfo
07-23-2012, 07:24 PM
Yes, that's a bugged one that, due to a mistake in how something was set up, also gained the weapon abilities that are supposed to go on the Drow weapons in that quest.
An enhancement bonus and Maiming on a ring won't do anything at all, nor are they supposed to.
The ring is only supposed to have an ability score bonus, 4% Dodge, and then one single type of combat feat DC boost, such as Vertigo, Stunning, Exceptional Combat Mastery, etc.
The +6 enhancement would have been nice as protection bonus.
Nick_RC
07-23-2012, 08:09 PM
Lol what a joke.
treestone
07-23-2012, 08:43 PM
Ya I just bought one - 8frds and 1 fgrs
+2 ins con
4%dodge
+6 enhancement
maiming
stunning 10
tendonslice10%
Nothing says melee only so all of these should work ranged. Seemes like everyone has different builds and farmed it for different reasons of course. I personally think they should stay the randomness they are and only take off the 2 things that were not supposed to be there (+6 enhancement and maiming). Leave the rest alone and then you do not have to worry about what is best - because everyone has different uses for the different randomness. I say take off what is bugged and leave a good dps ring out there with some randomness.
Blank_Zero
07-23-2012, 08:56 PM
But when they were bugged to bind on pickup and were fixed it wasn't retro active. Ive never equipped my ring and yet its bound.:mad:
That's because it isn't a helpful bug.
sirgog
07-23-2012, 10:11 PM
Its a selfish request for sure but is there no way rings can be grandfathered in so the ones that people have already ground out and equipped don't get changed but further ones that are put into circulation are the fixed versions?
They should never do this. What a way to say to people that start DDO later 'hey look, here's one of the best items in the game, and YOU CAN NEVER, EVER have it.' This is why the stacking tomes were retroactively nerfed at level cap 10 (way before I played) and why exclusive items were changed to drain charges if you somehow had 2 or more in your inventory.
Best solution IMO is to just 'break' the existing ones somehow (make the ones with every effect unable to be equipped), and add an NPC that lets players swap broken ones for whatever version of the Seal they want.
Interested to know what you decide to do with the broken Drow weapons. Will they all get +6, Maiming and some random tactics effect and ML21, or will they stay ML1 and 'blank'? I for one wouldn't mind seeing them stay as-is and the present 'bugged' versions continuing to drop as they are - they are silly at very low level, but you don't stay that low for long.
treestone
07-23-2012, 10:14 PM
Well even with the new fancy trash - there are few items that are actually helpful and epic enough in this EPIC world - I figure with the randomness and drop the rate a bit -we might be able to keep 1 good item. But it is up to the devs who have the master plan. Killing this ring makes the house C challenge epic ring better. And btw soo surprised as is everone else not to see any slots. People enjoy crafting and with the awesome system of multiclassing slots allow for interesting builds. Most games you can say well these 8 items are the best for a wizard and if you do not have them you are not uber. But with multiclassing and te ability to put some diff stats on items you make for a wider array of crafting and multiclassing. But those are my thoughts.
karpedieme
07-23-2012, 10:23 PM
Well even with the new fancy trash - there are few items that are actually helpful and epic enough in this EPIC world - I figure with the randomness and drop the rate a bit -we might be able to keep 1 good item. But it is up to the devs who have the master plan. Killing this ring makes the house C challenge epic ring better. And btw soo surprised as is everone else not to see any slots. People enjoy crafting and with the awesome system of multiclassing slots allow for interesting builds. Most games you can say well these 8 items are the best for a wizard and if you do not have them you are not uber. But with multiclassing and te ability to put some diff stats on items you make for a wider array of crafting and multiclassing. But those are my thoughts.
Its been mentioned on many occasions that
-Eberron epic items will keep the epic augment slots scheme
While
-Forgotten realms epic items will not have augment slots.
You expected an OP bugged ring to have augment slots too??? Really?
http://i1135.photobucket.com/albums/m631/carpemontis/131222__gollum_l-sms-1208.jpg
Not to burst the bubble.... Just sayin' :)
oweieie
07-23-2012, 11:13 PM
Personally I'd argue that Shattered is the better option, so that the gold and silver discs stay up on boss fights.
Shatter was garbage BEFORE the update which made your to-hit bonus irrelevant, now it's worse than useless.
oradafu
07-24-2012, 01:10 AM
Shatter was garbage BEFORE the update which made your to-hit bonus irrelevant, now it's worse than useless.
Fine.
So...the bonus for the only melee feat (that doesn't involve splashing) which works on bosses is junk. And melees keep getting nerfs with the stuff that works on trash. So can melees get more options on stuff then?
dTarkanan
07-24-2012, 02:45 AM
Shatter was garbage BEFORE the update which made your to-hit bonus irrelevant, now it's worse than useless. I think decreased fort is pretty keen, personally.
Arlathen
07-24-2012, 03:16 AM
Yes. This will be retroactive. Because I have to manually set up what it does in each instance of every possible combination of the effects, I'll try to make them pick the "best" one to keep. They'll all keep Exceptional Combat Mastery if they have that plus something else, and if not, Stunning is generally the next most useful, so I'll have that win out over any of the others but Combat Mastery.
I'll look into that right now, thanks.
The issue with the bugged rings and Drow weapons will be added to the Known Issues list today.
Right, comment highlighted for emphasis.... so if my ring has both Combat Mastery +5 and Stunning +10, it gets to keep both? Or will it only get one?
If I had to choose one, I'd prefer to keep the Stunning +10. I'd like it to keep both of course :)
And I fully appreciate that the Enhancement +6 and Maiming are bugged attributes and need removing.
CoasterHops
07-24-2012, 04:45 AM
So the real question is, why change the rings?
Why not fix them so all the properties showing on the ring actually work?
These rings are min lvl 21, now they have some useful stuff but essentially many of the stat attributes are mimic'd on other pieces of epuipment end game and many users cant even get the full use of the 4% dodge stat on the ring.
Lets take for example a standard plate wearer utilising the purple dragon set. If they haven't improved the max dex range of armor somehow then they are stuck capped at 1% dodge and all combinations of the stat on the ring is covered by the purple dragon set, therefore this 'melee' ring is netting this player max 1% dodge and 1 combat boost.
Best case scenario is a no armor or light armor wearer, who is getting the max dodge bonus + getting the stat bonus (lets be realistic though most end game melee wether wearing light or heavy armor are replicating these stat bonuses somewhere, PDK gloves etc.) and the bonus to a combat ability somewhere.
With the rings having the abilities as they are showing now we actually have rings that can compete with Tod Sets, Epic Rings of the Stalker and Seal of Avithoul nerf them back to the original rings and they will likely become the occasional swap in ring.
You can get random lootgen rings that will outstrip these for most builds if they go back to the original set up. Dex +8, Natural armor + 6. Str + 8, something + 6 all this stuff can now be found on random lootgen rings.
Fix the rings so they work as their description shows now, allow the maiming to proc, allow the tendonslice to proc, ignore the +6 enhancement bonus and give us some nice rings to compete with the others we have in game.
They are named min lvl 21 rings for crying out loud.
Rizzia
07-24-2012, 04:57 AM
so my ring that is
+2 con
4% dodge
+5 combat mastery
+6 enhancement
maiming
Stunnig +10
Is suppose to be
+2 con
4% dodge
+5 combat mastery
(I hope so, need to replace the spare hand, thnx to the new monk set)
treestone
07-24-2012, 08:23 AM
I did not mean a slot on the ring sorry even though it reads like that- I was just saying in general slots not being in FR. I have not read enough into the forums to know that there were going to be NO slots on FR items. Still a mind boggling thing it being an epic world. Epic fragments should not drop either then in FR (besides the fact you can trade them in for hearts) they are mostly meant to upgrade epic item slots.
It just seems instead of no slots they just put an extra epic sloted stat on FR items - well what if I have toughness already on my Epic Envenomed Cloak - - now I also have it on my Spider-spun. I will stop this now and talk about the ring. I just enjoy the crafting systems in place - too bad it seems like they are stepping away from the slots. And the new FR random craft genererator - <not digging it.
Anyway - I think if you take of maiming and the +6 and leave te rest alone is the best answer. Even keep the stats random like they are and keep it an BTCoE ring.
Astraghal
07-24-2012, 08:34 AM
Darn I was hoping to consolidate a few abilities and ditch my Epic Spare Hand by working one of these rings into my gear setup. I'd rather have Exceptional Combat Mastery +5 always active. It would be nice to have Stunning +10 too, because with new useful Fighter feat options I'm not going to have room for Quickdraw, which made swapping to an Stunning +10 weapon tolerable.
Casters get items which increase Potency across all schools and grant some form of Arcane Lore, so why can't melee get something which boosts all tactics? Let's face it only Fighters and Monks use more than one type of tactical Feat anyway. The ring slot was a good choice, forcing melee to give up a ToD set bonus or burst damage for Monks.
Arlathen
07-24-2012, 09:14 AM
In my opinion, the best option these rings have is the Stunning +10. This is such a great option for freeing up the suffix on your weapon, or even allowing non-bludgeoning weapons to get the bonus for stunning feats.
WSS/Shortsword Monks, Dwarves with their Axes, Elves with Scimitars/Rapiers, FvS with there Longswords even? There's a whole variety of builds out there that could make use of this ring with Stunning +10 as its hard enough to get Stunning Blow to work when fitting it on a heavy MAD build.
The Dodge 4% is a close second. Thank God we have another option for this effect.
And I'm sure there's players out there that appreciate the other tactics +10 effects. Improved Sunder is still a very valuable feat for Raid Bosses.
Exceptional Combat Mastery already exists in game, and although having options is nice (and having both Tactics +10 and Mastery +5 on the ring would make for an awesome item) I think the above two options are a much better choice for the Ring.
In my opinion, the best option these rings have is the Stunning +10. This is such a great option for freeing up the suffix on your weapon, or even allowing non-bludgeoning weapons to get the bonus for stunning feats.
WSS/Shortsword Monks, Dwarves with their Axes, Elves with Scimitars/Rapiers, FvS with there Longswords even? There's a whole variety of builds out there that could make use of this ring with Stunning +10 as its hard enough to get Stunning Blow to work when fitting it on a heavy MAD build.
The Dodge 4% is a close second. Thank God we have another option for this effect.
And I'm sure there's players out there that appreciate the other tactics +10 effects. Improved Sunder is still a very valuable feat for Raid Bosses.
Exceptional Combat Mastery already exists in game, and although having options is nice (and having both Tactics +10 and Mastery +5 on the ring would make for an awesome item) I think the above two options are a much better choice for the Ring.
Well, there are a few other options for those affixes as well. Hide of the Goristro can have Stunning/Shatter/Vertigo +10 on it as well. Alchemical t1 Air weapons also have Stunning +10.
After the nerfs to these rings take effect, I am going to have a hard time using it instead of my Epic Ring of the Stalker. Exceptional Sneak +3, Ghostly (essentially a stacking +10% dodge that also gives Ghost Touch-- and best of all with the U14 changes it stacks with Dodge% AND Blurry), Seeker +6 (there are a couple other options for that now, including the amazing Cormyrian Red Dragon Armor which has +10), and the semi-useful Manslayer ability. Even without Exceptional Combat Mastery +5, I will still have above a 50 DC on my barb's Stunning Blows...
Lord_Darquain
07-24-2012, 04:14 PM
Yes, that's a bugged one that, due to a mistake in how something was set up, also gained the weapon abilities that are supposed to go on the Drow weapons in that quest.
By the way, what is the design goal for the drow weapons?
They seem to be above min level 20, non-craftable named items with very basic untyped damage bonuses. Why?
It seems most randomly generated loot out DPSes them, much less anyhting crafted from greensteel on. :confused:
Astraghal
07-25-2012, 01:27 AM
From a Fighter's perspective, I would have to consider giving up a ToD ring with 20% healing amp and +1 exceptional ability on it for any other ring. I don't think I can slot this anywhere else either, when I am already having troubling including melee alacrity 10% (which IMO is huge for anyone who even does a small amount of pugging).
My other ring will be an Epic Ring of the Stalker. It has 10% incorporeal, ghost-touch, +3 to-hit and +5 damage when you don't have aggro, Seeker +6 (bare minimum any mele wants), Manslayer (very powerful effect, I see often see 100's on any creature even remotely resembling a humanoid including I think some red-names), and colorless and yellow augment slots.
Giving up that ring means wearing an Epic Cloak of Night (which is looking quite attractive now) and Drow Smoke Goggles for Seeker +6 and Manslayer. I don't think giving up Tharne's is worth it. True Seeing and +5 to-hit and +8 damage when you don't have aggro is too good. In situations where I need to take aggro I can still swap to my +45 HP GS goggles with Lightning Storm Guard.
The Seal of House Dun'Robar has a few attractive options, but nothing except 4% dodge that isn't easily replicatated elsewhere. At the moment though, I am struggling to justify slotting this over 20% healing amp. The 30% from gloves in addition to the 20% from another source, means getting healed for one-and-a-half times the health back from any source. That seems too big to pass up for a melee, but for a Fighter looking for a decent dodge bonus and more than one tactical Feat, the Seal of House Dun'Robar is hard to pass up.
So while I'd like to have +5 exceptional combat mastery always on, it is the only real reason for my Fighter to want to wear the Epic Spare Hand. If this was on the Seal of House Dun'Robar and any single other +10 tactical prefix, it would be perfect as I could then drop my Epic Spare Hand in favour of something more useful. At the moment I'm only using it because it has been the only source of that particular bonus.
crazydamage
08-20-2012, 06:25 PM
Anyone know if/when the retroactive fix is getting updated?
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