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Yokido
01-10-2013, 10:30 PM
We should consider how many packs are Module 9 and older, considering they're being revamped, perhaps we as the gamers can hash out possibilities here, on the forums, in a posh setting!..

The biggest thing on my mind is Demon Sands, I've been waiting all the way since U10 for them to get revisited/fixed since there are so many items that simply don't make any sense.



Bejeweled letter opener- How many healers would make use of thundering and keen on their 2d4+6 dagger?

Mirage- How does deception and ghost touch work together?

Sting- How do dc14 poisons fare in epic content?

Bloodstone- No augments and can be easily replaced, but it's one of the hardest shards/seals to get.



In this thread I'd like you to list a few of your least-understood items from Mod9 or OLDER, don't focus too much on how they can be fixed, that's up to the Devs-not the players, just look at how useful they are vs the difficulty of getting them and things which simply won't be used at all at level for certain reasons..
(Ghost touch+deception for example, or damage effects on a healer item, etc)

Try your best to be constructive and conducive of a learning and sharing environment, and please spend ample time looking through previous posts before posting so we don't get repeats, thank-you!

[Good points on items from this period will be added into the OP retroactively]

changelingamuck
01-10-2013, 11:17 PM
Sting- How do dc14 poisons fare in epic content?


This is funny because I've been farming ADQ1 on eHard on 2 characters until ransack for a couple weeks trying to get the Sting seal. It's mostly for what I call a 'maximized flavor build/gear-setup' with a pure rogue poisoner theme. But, you know, most weapon effects that have DCs are so low that they are only going to work when a mob rolls a 1 on their save anyways. It's still a 5% proc rate.

Even with eHard/eElite mobs regenerating ability damage quickly and orange-named and above having a -10 cap on ability damage (and purples being immune), it's still a +7 weapon that lowers their fortitude saves with the wounding and puncturing and Con poison on failed saves. Makes it easier for spellcasters to instakill. With two-weapon fighting and good doublestrike you get more mobs rolling 1's than you might expect.

But you're right that for how hard it is to make, it's comparatively pretty pitiful. Just like most Sands items. But hey, while farming the Sting seal I picked up the Torc seal, so Bonus-for-Farming-Flavor Gear! :D