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Dragavon
11-28-2017, 10:35 AM
Now that we have seen what sentient weapons are on Lammania one thing is clear for me. We really really need more good named high level weapons of all types for this system to be worthwhile.

There are less than a handful of really good weapons to use as a sentient weapons, and the sentient bonuses are not good enough to make a mediocre weapon good. For many weapon types there simply is nothing, for some weapon types there is something mediocre, and for a few selected types there is a good option.

So I really hope they will make lots of new good weapons for people to use as sentient weapons. If we dont get that I think a lot of people will simply ignore sentient weapons completely.

RobbinB
11-28-2017, 11:16 AM
Now that we have seen what sentient weapons are on Lammania one thing is clear for me. We really really need more good named high level weapons of all types for this system to be worthwhile.

There are less than a handful of really good weapons to use as a sentient weapons, and the sentient bonuses are not good enough to make a mediocre weapon good. For many weapon types there simply is nothing, for some weapon types there is something mediocre, and for a few selected types there is a good option.

So I really hope they will make lots of new good weapons for people to use as sentient weapons. If we dont get that I think a lot of people will simply ignore sentient weapons completely.

Has someone compiled a list of the named weapons that forumites consider worthy of making sentient (versus other endgame weapon options)?

Satyriasys
11-28-2017, 11:17 AM
Casters are really getting screwed with sentient weapons. The devs should have spent 5-10 min thinking about this new system before implementing it.

Saekee
11-28-2017, 11:51 AM
Has someone compiled a list of the named weapons that forumites consider worthy of making sentient (versus other endgame weapon options)?

For assassins & vistani builds:
Drow dagger with mythic boost & tendon slice. ML 21; load up on mp from specific filigree & 2 set bonuses to a potential 35 MP. The dagger will be 13-20/4 crit profile for assassins which benefits from character power as one levels in epics, so good option.

One could do Pain as endgame or Assassin’s kiss with mythic boost (I have one with +4). see here for specifics https://www.ddo.com/forums/showthread.php/491744-thoughts-on-the-Best-filligree-for-an-assassin?p=6042926&highlight=

I suspect that the drow weapon master weapons will be the best twink epic sentient leveling weapon; the drow kopesh will be 18-20/3 for example before ic slashing.

HungarianRhapsody
11-28-2017, 12:13 PM
Now that we have seen what sentient weapons are on Lammania one thing is clear for me. We really really need more good named high level weapons of all types for this system to be worthwhile.

There are less than a handful of really good weapons to use as a sentient weapons, and the sentient bonuses are not good enough to make a mediocre weapon good. For many weapon types there simply is nothing, for some weapon types there is something mediocre, and for a few selected types there is a good option.

So I really hope they will make lots of new good weapons for people to use as sentient weapons. If we dont get that I think a lot of people will simply ignore sentient weapons completely.

Can you make every named weapon into a sentient weapon? I thought that you were only going to be able to make lootgen weapons sentient and then would feed named items to it to power it up.

Can someone give a clear example of how it will actually work? Because that is currently confusing to me.

Satyriasys
11-28-2017, 12:31 PM
Can you make every named weapon into a sentient weapon? I thought that you were only going to be able to make lootgen weapons sentient and then would feed named items to it to power it up.

Can someone give a clear example of how it will actually work? Because that is currently confusing to me.

You can only make lvl 21+ named weapons sentient (not crafted ones like thunderforged or greensteal though) Once the sentient gem is socketed into the weapon you can then feed it named items you find. When it gets enough xp from feeding it levels up, which opens up more slots for filigrees. Filigrees are like augments with very minor bonuses on them but they have nice set bonuses if you can socket some from the same set.

JOTMON
11-28-2017, 12:38 PM
Can you make every named weapon into a sentient weapon? I thought that you were only going to be able to make lootgen weapons sentient and then would feed named items to it to power it up.

Can someone give a clear example of how it will actually work? Because that is currently confusing to me.

Named items from level 21+ will have the compatibility with Sentience.

No sentient lootgen at all from what we have seen in Lamannia.

Details on sentient weapons in the Lamannia subforum
https://www.ddo.com/forums/showthread.php/491576-Ravenloft-Expansion-Preview-2-Sentient-Weapons-Feedback

Niminae
11-28-2017, 12:41 PM
Can you make every named weapon into a sentient weapon? I thought that you were only going to be able to make lootgen weapons sentient and then would feed named items to it to power it up.

Can someone give a clear example of how it will actually work? Because that is currently confusing to me.

There is a very good description of how sentient weapons work in this thread (https://www.ddo.com/forums/showthread.php/491576-Ravenloft-Expansion-Preview-2-Sentient-Weapons-Feedback).

In brief:

Named weapons level 21+;
Nothing crafted;
Yes, level 21+ excludes the weapons created using the Scroll/Seal/Shard epic crafting system for some unstated reason.
Yes, nothing crafted excludes the last weapon system released with Legendary Greensteel for some unstated reason.
Yes, nothing crafted also excludes Cannith Crafted weapons and Thunderforged weapons, which are better by far than most named weapons.

Named weapons were almost entirely made obsolete by the power creep introduced with New Random Loot and Cannith Crafting in Update 32. Almost every named weapon released prior to Update 32 will be a poor choice for a sentient weapon, and yet crafted weapons are being excluded for unstated reasons.

HungarianRhapsody
11-28-2017, 12:46 PM
Thank you both. That's a lot more clear and understandable than what I was trying to figure out before. :)

Yamani
11-28-2017, 01:17 PM
Casters are really getting screwed with sentient weapons. The devs should have spent 5-10 min thinking about this new system before implementing it.

At least casters can use an offhand weapon, excluding those using staffs... Anyone who uses a 2 handed weapon type has much less to work with, bows/greatswords/falcions/great axes/staffs and so on.

Dragavon
11-28-2017, 01:27 PM
Named weapons were almost entirely made obsolete by the power creep introduced with New Random Loot and Cannith Crafting in Update 32. Almost every named weapon released prior to Update 32 will be a poor choice for a sentient weapon, and yet crafted weapons are being excluded for unstated reasons.

I am afraid that sentient weapons is an attempt at making named weapons relevant again, but the truth is that unless they make new good named weapons then sentient weapons will be ignored by most players.

But I hope I am wrong :confused:

Lokeal_The_Flame
11-28-2017, 01:30 PM
Level 24 Cormyrian weapons are compatible with sentience, so is Epic Wave Of Despair, and Nightmare The Fallen Moon..........

Muktor
11-28-2017, 01:34 PM
Why limit sentient weapons to named weapons? I can only see two possible outcomes from this decision:

1. Sentient weapons are better than crafted weapons in which there is no longer a reason to pursue crafted weapons.
2. Sentient weapons are not as good as crafted weapons in which case there is no reason to pursue sentient weapons.

If we allow crafted weapons to be sentient weapons then both systems have a place in the game. So again ... why not do it that way?

NXPlasmid
11-28-2017, 01:36 PM
Casters are really getting screwed with sentient weapons. The devs should have spent 5-10 min thinking about this new system before implementing it.

OMG! You should think about Dev Years, similar to Dog Years. Dev time is different that our normal time. 5 minutes of Dev Time for thinking or planning... ridiculous that's like 6 years of our time...


I am afraid that sentient weapons is an attempt at making named weapons relevant again, but the truth is that unless they make new good named weapons then sentient weapons will be ignored by most players.

But I hope I am wrong :confused:

Make Named Weapons Great Again.... I'm not holding my breath.

Satyriasys
11-28-2017, 01:41 PM
At least casters can use an offhand weapon, excluding those using staffs... Anyone who uses a 2 handed weapon type has much less to work with, bows/greatswords/falcions/great axes/staffs and so on.

Caster named weapons are trash in this game. So Wizards are excluded from the sentient weapon system. Oh well, one less character to grind on.


OMG! You should think about Dev Years, similar to Dog Years. Dev time is different that our normal time. 5 minutes of Dev Time for thinking or planning... ridiculous that's like 6 years of our time...

Make Named Weapons Great Again.... I'm not holding my breath.

lol I guess that's true.

Rubysblade
11-28-2017, 04:17 PM
I figured casters were gonna be excluded :( im on a sorc life waiting at lvl 10 too. Guess i might as well tr before the release into a melee :(

FuzzyDuck81
11-28-2017, 04:45 PM
iirc the binding status of the item will remain unchanged if it's made sentient, so I can imagine BtoA things like the epic bleeding edge, spinal tap, divine artillery, fatal flaw, riftmaker, slice & dice, forgotten axe & scraps of enlightenment will be popular options for people who run a lot of alts & want something that can be passed around.

Definitely agree with the drow weapons looking like they could be really good for people running epic reincarnations a lot due to their power & the lower level on them

blerkington
11-28-2017, 05:47 PM
At least casters can use an offhand weapon, excluding those using staffs... Anyone who uses a 2 handed weapon type has much less to work with, bows/greatswords/falcions/great axes/staffs and so on.

Most caster main hand weapons are either very niche or just plain bad by comparison to other choices. Bow users have some half decent choices. The proposed system also doesn't work well at all for throwers (poor choice of named shurikens), tanks, and kukri-based rogues who have exactly zero choice of named weapons either. I wouldn't be surprised if there are others I'm forgetting.

I came so close to making my own assassin build kukri based, but at the last moment ended up going dagger instead. It would suck very hard after going on to make my TF and LGS weapons only to be confronted by the choice of not being able to use the new system because of the lack of named kukris or having to respec and lose a lot of utility from crafted items that I can no longer use as effectively but took so much effort to make.

That comment about the developers spending less than five minutes thinking about this system is just so spot on. It's pretty clear that there's nothing as methodical going on behind the scenes as someone making a list of archetypal and/or common builds and the gear they would use, and seeing how well the new system works with that.

So now in typical Turbine/SSG fashion they're going to implement it as-is anyway. The result will be we get stuck with another poorly thought-out, half-finished dog of a system because they don't like admitting mistakes and/or don't have a development process that allows for anything but the most minor changes to be made from user feedback.

And of course, the best we can hope after that for is a handful of missed named weapons to appear in coming updates rather than a serious attempt later on to rectify the shortcomings of the original implementation. So maybe in 2-3 years we will actually have enough named weapons for this system to be widely used, except by then it may well be obsolete anyway.

Thanks.

Aelonwy
11-29-2017, 07:04 AM
So now in typical Turbine/SSG fashion they're going to implement it as-is anyway. The result will be we get stuck with another poorly thought-out, half-finished dog of a system because they don't like admitting mistakes and/or don't have a development process that allows for anything but the most minor changes to be made from user feedback.

And of course, the best we can hope after that for is a handful of missed named weapons to appear in coming updates rather than a serious attempt later on to rectify the shortcomings of the original implementation. So maybe in 2-3 years we will actually have enough named weapons for this system to be widely used, except by then it may well be obsolete anyway.

Thanks.

This is so spot on it saddens me. As someone who cares more about the personality/voice of the sentient weapon I'm especially disappointed that there are only six options being shipped with the introduction of the system. They say more may come later. But they always say that... and then the next new thing comes around the corner and Oh look we have another abandoned system. :/

Vish
11-29-2017, 08:59 AM
Now that we have seen what sentient weapons are on Lammania one thing is clear for me. We really really need more good named high level weapons of all types for this system to be worthwhile.

There are less than a handful of really good weapons to use as a sentient weapons, and the sentient bonuses are not good enough to make a mediocre weapon good. For many weapon types there simply is nothing, for some weapon types there is something mediocre, and for a few selected types there is a good option.

So I really hope they will make lots of new good weapons for people to use as sentient weapons. If we dont get that I think a lot of people will simply ignore sentient weapons completely.

Items to sentient, at cap:
Suffering,?*Dagger
Torn,?*Great Axe
Volley,?*Great Crossbow
Savior,?*Light Hammer
Void,?*Long Bow
Tremor,?*Maul
Distortion,?*Short Sword
Gulthia Staff,?*Quarterstaff
Fate,?*Throwing Dagger
Spite,?*Shuriken
Divinity,?*Bastard Sword
Pain,?*Dagger
Sanctity,?*Great Sword
Duality,?*Handwraps
Calamity,?*Khopesh
Truth,?*Sickle
Flow,?*Rapier
Spiral,?*Club
Nocturne,?*Quarterstaff
Echo of the Sunsword,?*Short Sword

2 daggers, 2 short swords, 2 quarterstaffs

Missing
Battle axe
Dart
Dwarven axe
Falchion
Hand axe
Heavy crossbow
Heavy mace
Heavy pick
Kama
Kukri
Light crossbow
Light pick
Light mace
Longsword
Morningstar
Repeating heavy Xbow
Repeating light Xbow
Scimitar
Shortbow
Throwing axe
Throwing hammer
War hammer


Notes
So looking over the list, 75% of builds are covered.
Most notable missing is longsword, scimitar, dwarven axe and repeating Xbow. Others are niche at best. Tho missing maces for clerics too.
So I'd say devs did good job in covering mostly everybody, and gives room for expanding this in further updates.

Fivetigers33
11-29-2017, 09:55 AM
Notes
So looking over the list, 75% of builds are covered.
Most notable missing is longsword, scimitar, dwarven axe and repeating Xbow. Others are niche at best. Tho missing maces for clerics too.
So I'd say devs did good job in covering mostly everybody, and gives room for expanding this in further updates.

Having 1 weapon for some players for endgame sentient weapons is not acceptable. They would have been much better off just giving us blanks and letting us create them like Alchemical/TF/LGS.

All you have now is a few players that know exactly what they want to make sentient and are excited, but the majority of players are sitting here confused asking what the hell they're supposed to use as a sentient weapon because there's either nothing that fits their build, or flat out nothing even available for their weapon type. Casters weapons are trash and have virtually nothing. Melees know that the DPS will be lacking compared to TF/LGS. Throwers? Time to reroll I guess. The vast majority of players are not happy with how this is going down.

For a system like sentient weapons to really work they need multiple options available for all weapon types. You listed 22 weapon types with no endgame options, which is completely unacceptable, regardless of whether they are for niche builds or not.

I agree with the OP, the game is seriously lacking good named candidates.

Selvera
11-29-2017, 09:57 AM
Missing
Hand axe
Longsword


There are indeed a good handaxe and a good longsword at cap. The handaxe is all new and shiny and quite good. The longsword used to be so good that it got nerfed, and now it's sad. But it's still above-average.

However, both are level 28, so handaxe and longsword builds will be sad from levels 21-27. (The only other good longsword is ML 20, so excluded from sentient, and the only other good handaxes are level 14 and level 10, so likewise excluded).

Yamani
11-29-2017, 10:12 AM
This is so spot on it saddens me. As someone who cares more about the personality/voice of the sentient weapon I'm especially disappointed that there are only six options being shipped with the introduction of the system. They say more may come later. But they always say that... and then the next new thing comes around the corner and Oh look we have another abandoned system. :/

I find this system rather hard to abandon unless they go and say every weapon created from this point forward can't receive the sentient jewel. As these are mostly supposed to be end game bonus's anyways everyones just treating them as a 21-30 item.

Also can't forget this I guess?

Legendary: Minimum Level 29
Morninglord's (One of each weapon type)
Silver, Alchemical
Keen V
Sovereign Disruption On hit: 4 to 24 Bane damage to Undead. On Vorpal Hit: If undead struck by this weapon has fewer than 300 Hit Points, it is instantly slain. If the Undead has above 3000 Hit Points, it takes 300 damage.
Greater Maiming

Nightmother's (One of each weapon type)
Mother Night's Embrace This weapon is unholy and imbued by one of the two dieties of Barovia - the Mother Night. This weapon is evil, dealing an additional 9d6 evil damage on each hit.
Human Bane 9d10
Doublestrike +22
Deception +16

Idk how those translates for caster items.

Aelonwy
11-29-2017, 10:35 AM
I find this system rather hard to abandon unless they go and say every weapon created from this point forward can't receive the sentient jewel.


I specifically meant the personalities/voices being abandoned (or simply not added to), because IMHO just six options is ridiculously not enough. The whole point of sentient weapons in PnP is the personality of the item.

Kebtid
11-29-2017, 10:42 AM
Quite possible that citw gear will make its comeback with this change.
Double celestias anyone?

I bet 1000 tp that celestias will be broken with most effects tho

lyrecono
11-29-2017, 10:43 AM
Tanks are dependent on temp hp from greensteel, they don't benefit much from this new system

Arkat
11-29-2017, 11:10 AM
Has someone compiled a list of the named weapons that forumites consider worthy of making sentient (versus other endgame weapon options)?

Here's a list I've compiled so far:

Hvy Repeater: Fatal Flaw
Great Crossbow: Divine Artillery
Hadwraps: Antipode, Storm's Harness
Bastard Sword: Nightmare, Celestia (yes it's also a Shortsword), Spinal Tap
Great Axe: Riftmaker
Shortsword: Celestia (see Bastard Sword above)
Dagger: Assassin's Kiss, Dice, Spectral Dagger (from Night Revels event)
Warhammer: Mornh, Forge
Quaterstaff: Light Unending, Elemental Bloom, Bone Crusher, Sireth
Longbow: Sapphire Sting, Pinion
Rapier: Balizarde, Mutineer's Blade, Thunderstrike
Longsword: Fellblade
Great Sword: Sword of Shadow, Wave of Sorrow
Khopesh: Chaosblade, Bleeding Edge

Obviously, the Epic or Legendary versions of the above can only be the versions to which you can add sentience.

There are also some VERY good weapons coming from the Ravenloft expansion that would be great as sentient weapons but as they could change by the time they're released, I didn't include them.

EDIT: Added Antipode per a suggestion below. Also added Chaosblade and Sword of Shadow as level 20 items will also now be allowed to accept sentience.

Cantor
11-29-2017, 11:50 AM
Tanks are dependemp on temp hp from greensteel, they don't benefit much from this new system

I thought that just swap once a minute anyway. swap it with the sentient 100 temp on 20.

Saekee
11-29-2017, 12:37 PM
Here's a list I've compiled so far:
Dagger: Assassin's Kiss, Dice, Spectral Dagger (from Night Revels event)

Let's not forget the Drow Weapon master list; each comes with an expanded crit profile and ML of 21. The expanded crit profile 'grows' in relevance with character power, namely increases in seeker/mp/etc as one levels from 21-30. Hence they grow nicely as a TR twink tool and then, once fully created, one can either move the sentient gem to a new one or develop an 'endgame' sentient gem:


Drow Dagger of the Weapon Master (http://ddowiki.com/page/Drow_Dagger_of_the_Weapon_Master)
Drow Light Mace of the Weapon Master (http://ddowiki.com/page/Drow_Light_Mace_of_the_Weapon_Master)
Drow Quarterstaff of the Weapon Master (http://ddowiki.com/page/Drow_Quarterstaff_of_the_Weapon_Master)
Drow Longsword of the Weapon Master (http://ddowiki.com/page/Drow_Longsword_of_the_Weapon_Master)
Drow Shortsword of the Weapon Master (http://ddowiki.com/page/Drow_Shortsword_of_the_Weapon_Master)
Drow Rapier of the Weapon Master (http://ddowiki.com/page/Drow_Rapier_of_the_Weapon_Master)
Drow Khopesh of the Weapon Master (http://ddowiki.com/page/Drow_Khopesh_of_the_Weapon_Master)
Drow Maul of the Weapon Master (http://ddowiki.com/page/Drow_Maul_of_the_Weapon_Master)
Drow Warhammer of the Weapon Master (http://ddowiki.com/page/Drow_Warhammer_of_the_Weapon_Master)
Drow Greataxe of the Weapon Master (http://ddowiki.com/page/Drow_Greataxe_of_the_Weapon_Master)
Drow Bastard Sword of the Weapon Master (http://ddowiki.com/page/Drow_Bastard_Sword_of_the_Weapon_Master)
Drow Scimitar of the Weapon Master (http://ddowiki.com/page/Drow_Scimitar_of_the_Weapon_Master)
Duergar Waraxe of the Weapon Master (http://ddowiki.com/page/Duergar_Waraxe_of_the_Weapon_Master)

When I actually pulled from the chest the EXACT dagger I was looking for that I mentioned earlier in this thread (https://www.ddo.com/forums/showthread.php/491858-We-need-more-good-named-weapons-for-sentient-weapons-to-be-a-success?p=6043106&viewfull=1#post6043106), I have decided to post the screenie at every opportunity (note crit range from Knife Spec assassin tier 5):

https://i.imgur.com/OOlTrYD.jpg

Niminae
11-29-2017, 03:10 PM
So now in typical Turbine/SSG fashion they're going to implement it as-is anyway. The result will be we get stuck with another poorly thought-out, half-finished dog of a system because they don't like admitting mistakes and/or don't have a development process that allows for anything but the most minor changes to be made from user feedback.

Well that's just not fair at all! There were 20 pages of feedback in the Lammania forums, and based on all of that feedback now people can't feed the Radiant Arc to their sentient weapon. That's player feedback being implemented right there. :mad:

Wongar
11-29-2017, 03:39 PM
Tanks are dependent on temp hp from greensteel, they don't benefit much from this new system


I thought that just swap once a minute anyway. swap it with the sentient 100 temp on 20.

Cantor - I believe that is how many NON tanks view the triple positive Bonus effect. Swap it in, get the temp hit points, and back to doing what you want.

From my perspective as someone who has played a tank as their main since starting DDO, the 1000 temp HP is a nice buff that helps a lot but it is not where the real value is. I depend much more on the 150 healing amp which requires the weapon to be equipped full time.

Consider that groups often run without a healer so at best the tank is getting heals from people who are not built for healing with cocoon, renewal and heal scrolls. These are relatively small heals compared to the massive HP tanks have to build for to tank higher Reaper Legendary content. The smaller heals coupled with the need to replenish large amounts of lost HP quickly make the heal amp from a LGS triple positive weapon required. It is difficult / impossible to replace the heal amp from LGS. LGS is really the only way to build / acquire a defense weapon in DDO so it has become a near requirement for tanking in higher scull Legendary Reaper content.

A nice and simple solution to this would be to allow shields to be Sentient. There are a number of good named shields and this would allow for tanks and other shield users to enjoy the same benefits of the sentient weapon system that others who hold a weapon in their off hand do. As is now - it is near impossible for a tank to get to use any part of the sentient weapon system without giving up much more than can be gained. If the problem with shields is off-hand, well than I'd be very happy to carry the shield in my main hand ;) and a weapon in my off-hand. Heck as a tank, the shield is more important to me than the weapon is anyway so I would love to have it in my main hand and have it be sentient.

Fivetigers33
11-29-2017, 03:49 PM
It is difficult / impossible to replace the heal amp from LGS.

Dragontouched Armor
Mysterious Bracers
Memoriam

I used that setup for a bit. Worked wonders.

Edit: I should say I wasn't a tank though. But the healing amp was awesome.

Wongar
11-29-2017, 04:37 PM
Dragontouched Armor
Mysterious Bracers
Memoriam

I used that setup for a bit. Worked wonders.

Edit: I should say I wasn't a tank though. But the healing amp was awesome.

OK so not impossible - was not familiar with the Dragontouched Armor. However, you are giving up 3 slots to get what was lost from the LGS hamp and getting little besides the Hamp for it. Now you have lost the 1000 Temp HP proc as well as have to replace everything you lost from 3 slots - including the Armor slot which is required for the new 2 piece "Tanking" set. I really see nothing from the Sentient bonuses or set bonuses that would make we want to do this - and I really want a sentient weapon.

blerkington
11-29-2017, 05:27 PM
Well that's just not fair at all! There were 20 pages of feedback in the Lammania forums, and based on all of that feedback now people can't feed the Radiant Arc to their sentient weapon. That's player feedback being implemented right there. :mad:

Ha ha, yes, you got me there. That is certainly a very important system improvement coming from feedback, which I completely overlooked. Clearly it was very silly of me to speak ill of SSG's ability to deal with constructive criticism and fault their development methodology.

I take back all those spiteful and unfounded generalisations I made before. The sentient weapon system definitely has no flaws and will certainly be great for everyone. It could not have been any better than it is, not with five, ten or even fifteen minutes of careful consideration going into it, I see that now.

By way of contrition, as of today I will turn over a new leaf and try to be a Very Good Boy from now on.

Thanks.

Fivetigers33
11-29-2017, 07:08 PM
OK so not impossible - was not familiar with the Dragontouched Armor. However, you are giving up 3 slots to get what was lost from the LGS hamp and getting little besides the Hamp for it. Now you have lost the 1000 Temp HP proc as well as have to replace everything you lost from 3 slots - including the Armor slot which is required for the new 2 piece "Tanking" set. I really see nothing from the Sentient bonuses or set bonuses that would make we want to do this - and I really want a sentient weapon.

Yeah it's not perfect, but it can be done. :-) I had to change that gear out when I switched to DC casting, but I have one of those tank LGS sticks now too.

Hamagawi
11-29-2017, 08:25 PM
Here's a list I've compiled so far:

Hvy Repeater: Fatal Flaw
Great Crossbow: Divine Artillery
Hadwraps: Storm's Harness
Bastard Sword: Nightmare, Celestia (yes it's also a Shortsword), Spinal Tap
Great Axe: Riftmaker
Shortsword: Celestia (see Bastard Sword above)
Dagger: Assassin's Kiss, Dice, Spectral Dagger (from Night Revels event)
Warhammer: Mornh, Forge
Quaterstaff: Light Unending, Elemental Bloom, Bone Crusher, Sireth
Longbow: Sapphire Sting, Pinion
Rapier: Balizarde, Mutineer's Blade, Thunderstrike
Longsword: Fellblade
Great Sword: Wave of Sorrow
Khopesh: Bleeding Edge

Obviously, the Epic or Legendary versions of the above can only be the versions to which you can add sentience.

There are also some VERY good weapons coming from the Ravenloft expansion that would be great as sentient weapons but as they could change by the time they're released, I didn't include them.

It's a minor point but I think Antipode is very close in power to Storm's Harness due to the extra +2 critical threat range. It depends on what your base damage is like, but Antipode also has the fact that it is equip-able at 23 rather than 29 going for it, and the new handwraps from Ravenloft look to be better than Storm's Harness for level 30 gameplay.

As to the general topic I don't know if there are technical reasons why sentient weapons are incompatible with weapons from certain crafting systems like LGS and TF, but if there aren't then it just seems silly to exclude these systems arbitrarily.

caberonia
11-29-2017, 08:48 PM
I agree with the OP. That being said.. my preferred solution would be 4 Parts. But any mix of these options would help.

1. Reduce the ML of the sentient system to 20. This opens up some of the classic Epic weapons increasing available weapons across the board. THe S/S/S weapons that were added with MOTU along with the classic OLD epic weapons would certainly cover Alot more that are missing.

1a) Alternatively to 1.. creating an upgrade system for these old lvl 20 weapons to boost their ML to 21 with some sort of minor grind would be acceptable as well. Not gonna get into specifics but either option would be fine for me. This could easily be tied into number 2.

2. Pick a few of the most Iconic Heroic weapons for each weapon type and Create epic versions of them. (either by Epicifying the quests they drop in or giving them a new drop location etc.. details of where they are obtained aren't important imo) For example create an EPic version of Lacerator for scimitar. there are many Iconic weapons for each type that are in heroic levels that are BEGGING for epic versions this is just a quick example. This could be tied to 1a for the upgrade process... rather than creating new drops.. allow the heroic versions to be upgraded using the same grind in 1a

3. Revamp some of the less than desirable Epic weapons that currently exist.

4. Create new epic weapons for ANY gaps left after 1-3 are completed... really shouldn't be many gaps after that.


Now a BIT off topic however
Would be nice to see A revamp of named staves to be closer to on par with Dual wielding rods .. they did it once but subsequent loot revamps has broken the fix that they once had in place.

Alternative solutions would be to Allow orbs With staves.. considering casters generally aren't using two hands and swinging their staff as a quarterstaff.. look at pictures of the classic DnD archtype wizard.. it's not unusual for them to be carrying both orb and staff.. and even when just wielding a staff it's held more like a walking stick than a marital weapon.

Changing Magic staves to their own weapon type rather than being the same as marital quarter staves. (call it a walking stick idc) that can only be wielded with one hand with a reduction in melee hit dice would be another option.. or making them like bastard swords where they could be weilded one or two handed for different melee damage... (only allowing Orbs in the off hand.. no staff/rod combo or dual weilding staves silliness.)

Again any combo of.. or single one of these changes would be acceptable.

Thus concludes my Input on the Lack of weapons available to be used with the sentient weapon system. Feel free to comment etc. Any solution would be welcome to these issue of many weapon types lacking desirable weapons to include into the Sentient weapon system.

HungarianRhapsody
12-01-2017, 07:22 AM
When I actually pulled from the chest the EXACT dagger I was looking for that I mentioned earlier in this thread (https://www.ddo.com/forums/showthread.php/491858-We-need-more-good-named-weapons-for-sentient-weapons-to-be-a-success?p=6043106&viewfull=1#post6043106), I have decided to post the screenie at every opportunity (note crit range from Knife Spec assassin tier 5):


Why Tendon Slice? I don't see any meaningful benefit from that compared to the Stunning +10 that sometimes gives you a free stun even if you don't use the bonus to DC.

Cantor
12-01-2017, 07:47 AM
Well that's just not fair at all! There were 20 pages of feedback in the Lammania forums, and based on all of that feedback now people can't feed the Radiant Arc to their sentient weapon. That's player feedback being implemented right there. :mad:

They are moving the sentient level to ML20 items. I think that's a big change based on player feedback.

the_one_dwarfforged
12-01-2017, 08:20 AM
They are moving the sentient level to ML20 items. I think that's a big change based on player feedback.

sentient esos, thats literally the only thing i care about. excellent.

Chai
12-01-2017, 08:55 AM
By making it named only, this has the potential to turn into a nice lateral progression system.

Saekee
12-01-2017, 09:01 AM
Why Tendon Slice? I don't see any meaningful benefit from that compared to the Stunning +10 that sometimes gives you a free stun even if you don't use the bonus to DC.

I thought that old mechanic was nixed. I am just happy I pulled a mythic one.

edit: checked wiki; indeed it seems to give a 3% chance of a DC 33ish stun. Not bad in lower epics.

Arkat
12-01-2017, 10:39 AM
It's a minor point but I think Antipode is very close in power to Storm's Harness due to the extra +2 critical threat range. It depends on what your base damage is like, but Antipode also has the fact that it is equip-able at 23 rather than 29 going for it,...

Fair enough. Added to my list above.


...and the new handwraps from Ravenloft look to be better than Storm's Harness for level 30 gameplay

Duality looks VERY good except it is VERY buggy on Lamannia right now and isn't NEARLY as good as Storm's Harness despite what the description says. Also, if you read the stuff below the actual list in my post, I said I wasn't including any Ravenloft stuff because it's all subject to change.


I also added Chaosblade and Sword of Shadow as level 20 weapons will now be allowed to accept sentience.

CeltEireson
12-02-2017, 10:56 AM
A nice and simple solution to this would be to allow shields to be Sentient. There are a number of good named shields and this would allow for tanks and other shield users to enjoy the same benefits of the sentient weapon system that others who hold a weapon in their off hand do. As is now - it is near impossible for a tank to get to use any part of the sentient weapon system without giving up much more than can be gained. If the problem with shields is off-hand, well than I'd be very happy to carry the shield in my main hand ;) and a weapon in my off-hand. Heck as a tank, the shield is more important to me than the weapon is anyway so I would love to have it in my main hand and have it be sentient.

Sentient weapons only fit in the main hand slot, cant use them in the offhand slot, so two weapon users are no better off than two handers, shield/orb users in that respect.

In terms of some of the other stuff mentioned by others:

As has been pointed out min level for named weapons to be sentient is now 20
You can transfer the sentient gem to another weapon - though you need an item to do this, more if you have some of the filigree enhancements
There is basically a version of the standard 2 types of weapon drop available for each weapon, and 2 types of sceptres specifically for casters, so you should have something at that level that's of use to you, and of course there's some raid weapons - covering about 17 different weapon types as well:

Barovian/Morninglord's (One of Each Weapon type except Sceptre)
Damage Dice: 1.5(Normal Weapon Die for Type)/One Handed: 5(Normal Weapon Die for Type +2), Two-Handed: 5(Normal Weapon Die for Type +4)
Crit Profile: Normal Crit Profile for Weapon type
Undead Bane 3d10/9d10
Holy 3d6/9d6
Fiery 3d6/9d6
Silver, Alchemical
Red Augment Slot

Barovian/Morninglord's Sceptre
Damage Dice: 1.5(1d6)/5(1d6+2)
Crit Profile: Normal Crit Profile for Weapon type
Potency 46/145
Insightful Potency 23/72
Spellsight 12/22
Insightful Spellsight 6/11
Red Augment Slot

Macabre/Nightmother's (One of Each Weapon type except Sceptre)
Damage Dice: 1.5(Normal Weapon Die for Type)/One Handed: 5(Normal Weapon Die for Type +2), Two-Handed: 5(Normal Weapon Die for Type +4)
Crit Profile: Normal Crit Profile for Weapon type
Human Bane 3d10/9d10
Mother Night's Embrace On Hit: 3d6 Evil Damage/On Hit: 9d6 Evil Damage
Chilling 3d6/9d6
Vampirism 1d2/4d2
Orange Augment Slot

Macabre/Nightmother's Sceptre
Damage Dice: 1.5(1d6)/5(1d6+2)
Crit Profile: Normal Crit Profile for Weapon type
Spell Focus Mastery 2/7
Insightful Spell Focus Mastery 1/4
Spell Penetration 3/8
Insightful Spell Penetration 2/4
Orange Augment Slot

CeltEireson
12-02-2017, 11:08 AM
Duality looks VERY good except it is VERY buggy on Lamannia right now and isn't NEARLY as good as Storm's Harness despite what the description says. Also, if you read the stuff below the actual list in my post, I said I wasn't including any Ravenloft stuff because it's all subject to change.


I assume there must be other bugs in duality then given the bonuses on it I would have thought it would beat out Storms harness. Its base is 7(1d6+6) v 5d6 for Storms harness, its also got a crit range of 17-20 x3 though that includes impact V. Enhanced ki +3 and vampirism 4 also nice additions. Having said that the additional damage from procs is less than for Storms Harness, and you don't get the quality stunning+4 and greater reinforced fists on Duality but the stunning bonus can be got elsewhere. Both have same two augments slots so tie there.

Arkat
12-02-2017, 12:23 PM
I assume there must be other bugs in duality then given the bonuses on it I would have thought it would beat out Storms harness. Its base is 7(1d6+6) v 5d6 for Storms harness, its also got a crit range of 17-20 x3 though that includes impact V. Enhanced ki +3 and vampirism 4 also nice additions. Having said that the additional damage from procs is less than for Storms Harness, and you don't get the quality stunning+4 and greater reinforced fists on Duality but the stunning bonus can be got elsewhere. Both have same two augments slots so tie there.

There's no doubt Duality has a boatload of bonuses that should allow it to exceed Storm's Harness in every situation. As I said, it's so incredibly buggy right now that it's not even CLOSE to beating out Storm's Harness.

If SSG ever fixes it (I submitted a bug report on Lamannia so they know about the problems), it will definitely be worthy of adding sentience. But for right now, it's not.

Steelstar
12-02-2017, 03:13 PM
Hoping to get Duality fixed before Live, may miss the cutoff. Bug report seen.

CeltEireson
12-02-2017, 03:29 PM
Hoping to get Duality fixed before Live, may miss the cutoff. Bug report seen.

Thanks Steelstar

Natashaelle
12-03-2017, 02:02 AM
Longsword: Fellblade

Why the Devs insist on making 80% of named longswords axiomatic or lawful is beyond my comprehension ...

Saekee
12-03-2017, 07:09 AM
Why the Devs insist on making 80% of named longswords axiomatic or lawful is beyond my comprehension ...

1) Whirling Steel Strike for monks
2) Paladins—somewhere in PnP lore there seems to be a link between pallies and long swords. Or maybe just the cultural sense that a holy knight in shining armor will wield a long sword, not a (gasp) khopesh or great axe.

CeltEireson
12-03-2017, 10:00 AM
1) Whirling Steel Strike for monks
2) Paladins—somewhere in PnP lore there seems to be a link between pallies and long swords. Or maybe just the cultural sense that a holy knight in shining armor will wield a long sword, not a (gasp) khopesh or great axe.

True but it kind of screws over fighter's in the new raid - the two raid weapons that get additional benefits for paladins (bastard sword and greatsword) aren't that fantastic for non paladins, which is a pity for my bastard sword wielding shield fighter. Having said that the odds of me getting said weapon in the raid is minimal at best given how little raiding I do ;)

But the point I'm making is that if you feel the need to do weapons that are aimed primarily at particular classes they should be even handed about it and introduce weapons that give additional benefits for other classes from time to time.

Hcinrich_Hain
12-03-2017, 01:59 PM
I'm very much in favor when it comes to having more choices.:
https://www.ddo.com/forums/showthread.php/491929-Sentient-Weapon-Named-Item-pass-Liquid-Metal-Weapons?p=6044617&posted=1#post6044617

There are many items that need a pass but with the way they developers plan to introduce sentient weapons
there really isn't an excuse to not focus on a weapon pass now!

I also like atypical weapons for my sorcerer but with items as dated as this one there is no point giving it sentience:

http://ddowiki.com/images/Epic_Locked_and_Loaded.jpg

Many epic items need a legendary version to become endgame ready and sentience worthy.

Paisheng
12-03-2017, 05:15 PM
Hoping to get Duality fixed before Live, may miss the cutoff. Bug report seen.
This good news. but it you don't make cutoff, can i still farm for them and if i get them they can still take sentience...and when you correct with upcoming patch, those farmed wraps will be fixed ok so I won't have to refarm?

Lokeal_The_Flame
12-03-2017, 07:55 PM
Seriously, making vampirism non-compatible with warforged limits artificer build potential for the direction I wish to take it in.

Taking autoheals from as many sources as possible and then on top of that doing as much as you can to increase your damage reductions helps towards making a melee artificer a viable option for endgame.

I'm still working on figuring out what all such would take.... but I really want to see a Melee artificer become endgame gold in terms of possibilities.

Gremmlynn
12-03-2017, 08:12 PM
So now in typical Turbine/SSG fashion they're going to implement it as-is anyway. The result will be we get stuck with another poorly thought-out, half-finished dog of a system because they don't like admitting mistakes and/or don't have a development process that allows for anything but the most minor changes to be made from user feedback. This is likely just the nature of the beast. They probably start with something they think will work with the rest of the game (so not a lot of chance for early feedback to fit). then tweak it into something that does (mostly) work work with the rest of the game. At that point to much work has been put in to really make anything but minor (easy) changes due to feedback.The end product may not even be close to what even their original vision was. Just what it's development evolved into.

I doubt there is a whole lot of room for scraping much code once written. Just making what changes are necessary to allow the the rest to work, more or less.