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  1. #1
    Associate Producer Cocomajobo's Avatar
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    Default Ravenloft Expansion Preview #3 Sentient Weapons

    First, if you haven't already, please visit the main thread for information relevant to the entire preview.'

    Second, below you will find the same full writeup about the Sentient Weapons system as was detailed in the second preview. This should give a full overview of the system to those looking at it for the first time. For those reading it for the second time I have highlighted every new thing and change to be colored orange so simply look for text in that color. The bulk of the changes come down to the following:

    • Voices of Sentient weapons are now in this preview build (though there is no cooldown specifically on the feeding your weapon a named item line yet which is absolutely not intended)
    • The initial vendor that hands out your first Sentient Weapon and Jewel is now in this preview build. He can be found very close to the start of the Wilderness Area of Barovia.
    • Named weapons of Minimum level 20+ instead of 21+ are now going to accept Sentience. (Though this change did not make it into this preview build it is important to note that it will work this way when it launches to Live)
    • Multiple set bonuses have been redesigned.
    Last edited by Cocomajobo; 11-30-2017 at 03:15 PM.

  2. #2
    Associate Producer Cocomajobo's Avatar
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    Default System Overview

    Sentient Weapons Overview

    DDO has a new system coming up; Sentient Weapons.

    The system allows players to find a sentient weapon with a specific personality, customize its powers, and even move the sentient personality from weapon to weapon.

    Every sentient weapon drops with a Sentient Jewel that holds the personality of the weapon, and the power of the weapon is contained in that Sentient Jewel. This Sentient Jewel can be pried out of an existing weapon, and the Jewel can be attached to a new weapon of sufficient magical power. This transfers the sentience and its power level to the new magical weapon.

    Once a weapon is sentient and has a Sentient Jewel, the weapon can also slot Sentient Filigree to enhance the weapon’s magical properties. A Sentient Weapon starts with only being able to slot one Filigree, but as the weapon grows in power it can slot more, up to a maximum of 7.

    Most named weapons that are not crafted and have a minimum level of 20 or higher can accept a Sentient Jewel (Though this change did not make it into this preview. When Ravenloft goes live the cutoff for accepting Sentience will be Minimum level 20 instead of 21) and become sentient. This will be applied retroactively to existing named weapons; appropriate weapons players have already earned can accept Sentient Jewels if the weapon is capable of becoming Sentient.

    (Designer’s Note: Because Dungeons and Dragons has such a variety of weapon types and magical weapons, it is necessary to allow players to move the sentience to a weapon appropriate for their class, race, and feats. This means that players need to be able to use this system with a variety of weapons and weapon types.)

    Once a weapon has a Sentient Jewel, the player can build the power of that Jewel by feeding the jewel named magical items. The jewel drains the power from the named item and feeds on the magic to increase its own power. The more magical items fed, the more powerful it becomes.

    The Sentient Jewel can be empowered with Sentient Filigree that the player obtains as loot. Each piece of Filigree increases the enchantment of the Sentient Jewel. The more power the Sentient Jewel has gained, the more pieces of Sentient Filigree can be attached to the weapon’s Jewel.

    Sometimes a weapon might be found with a Sentient Jewel already attached to the weapon with a specific personality. Other times, such as during the introduction of the system, the weapon and jewel might be delivered independently.

    The sentient weapon makes comments to the player as the weapon is held and the player fights, finishes quests, and finds treasure. These comments are actual game voices coupled with text sent to the chat panel. The player will have a UI option (Located in the "Gameplay" tab of the Options menu) to turn off one or both of these. Weapons can make comments based on a number of criteria, including how a player is fighting, whether the player dies, when the player finds treasure, and it can even make comments when the player takes certain actions in quests.

    During the tutorial for Sentient Weapons, the player will be given a weapon and their first Sentient Jewel, and they will be taught how to slot the Sentient Jewel and add a Filigree. After that, new Sentient Jewels will be found infrequently, but when they are they will be attached to a weapon. We expect new gems to come out as treasure occasionally in the coming updates.

    Each piece of Sentient Filigree adds magical power on top of the weapon’s enchantments. Each filigree has a primary power and it also belongs to a set. This means each piece of Filigree not only adds effects to the weapon, but as you add more and more pieces of Filigree from a specific set, the weapon will gain more bonus powers. Each set has a bonus power for having two pieces of the set, and sets range from a total of 3 to 5 total set bonuses. Note that since a fully empowered weapon can hold up to 7 pieces of Filigree, the player will have to mix and match Filigree from multiple sets to find the best combination of set bonuses.

    A weapon can only have one of each Filigree. You cannot slot two of the same Filigree in one weapon.

    Filigree will have their own rarity. Some sets will be less common than others. In addition, each Filigree has a rare chance to drop as with an upgraded bonus, which has an additional effect on it.

    Players can fairly easily obtain and use Sentient Destroyer Tools to destroy a Filigree or even a Sentient Jewel to open up the slot for a new piece. One would simply drag the tools onto the Filigree or Jewel slot to destroy the contents and free up the slot. Players can also obtain Sentient Unslotter Tools that drop in loot that allow them to unslot a Filigree rather than destroy it, and these tools can even unslot the Sentient Jewel itself. A player cannot destroy or unslot a Sentient Jewel unless all Filigree have been removed from the weapon first.

    Progression
    Players can build Sentient XP by feeding named items to their Sentient Jewel. You do this by dragging the item to the appropriate slot in the Sentient Item panel. Each named item will add a number of Sentient XP to the jewel based on the minimum level required to use it. The actual numbers are as follows:

    Minimum Level Requirement of 1-20: Adds a number of Sentient XP equal to Minimum Level.
    Minimum Level Requirement of 21-27: Adds a number of Sentient XP equal to Minimum Level x5.
    Minimum Level Requirement of 28+: Adds a number of Sentient XP equal to Minimum Level x10.

    For example, a named item with a minimum level of 10 would add 10 Sentient XP, while a named item with a minimum level of 29 would add 290 Sentient XP.

    Costs to open slots are as follows:

    Sentient Filigree Slot 1: Free
    Sentient Filigree Slot 2: 2000 total Sentient XP
    Sentient Filigree Slot 3: 6000 total Sentient XP
    Sentient Filigree Slot 4: 12000 total Sentient XP
    Sentient Filigree Slot 5: 20000 total Sentient XP
    ---
    Sentient Filigree Slot 6: 40000 total Sentient XP
    Sentient Filigree Slot 7: 60000 total Sentient XP

    This means that a character will need almost 70 named items at top level to reach 5 Filigree slots, and it gets expensive for slots 6 and 7.

  3. #3
    Associate Producer Cocomajobo's Avatar
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    Default Filigree Effects and Set Bonuses

    Name Effect Rarity Bonus
    Eye of the Beholder
    Eye of the Beholder: Intelligence "+1 Intelligence" "+2 MRR"
    Eye of the Beholder: Charisma "+1 Charisma" "+2 MRR"
    Eye of the Beholder: Wisdom "+1 Wisdom" "+2 MRR"
    Eye of the Beholder: Will "+2 Willpower Saving Throws" "+2 MRR"
    Eye of the Beholder: Spellpower "+6 Universal Spellpower "+4 Spellpower"
    Eye of the Beholder: MRR "+3 Magical Resistance Rating" "+2 PRR"
    2 Pieces: +4 Concentration
    3 Pieces: +1 Spell Penetration
    4 Pieces: +2 to the DCs of all spells
    Spines of the Manticore
    Spines of the Manticore: Dexterity "+1 Dexterity" "+2 PRR"
    Spines of the Manticore: Strength "+1 Strength" "+2 PRR"
    Spines of the Manticore: Ranged Power "+3 Ranged Power" "+2 Ranged Power"
    Spines of the Manticore: +2 Attack and Damage "+2 to hit and damage with all weapons" "+2 PRR"
    Spines of the Manticore: Reflex "+2 Reflex Saving Throws" "+2 MRR"
    2 Pieces: +2 Damage
    3 Pieces: +3% Chance to Deflect Missiles
    4 Pieces: +10 Ranged Power
    Nystul's Mystical Defense
    Nystul's Mystical Defense: MRR "+3 Magical Resistance Rating" "+2 PRR"
    Nystul's Mystical Defense: Constitution "+1 Constitution" "+2 PRR"
    Nystul's Mystical Defense: Will "+2 Will Saving Throws" "+2 MRR"
    Nystul's Mystical Defense: Fire Absorption "+5% Fire Absorption" "+2 MRR"
    Nystul's Mystical Defense: Sonic Absorption "+5% Sonic Absorption" "+2 MRR"
    Nystul's Mystical Defense: Electric Absorption "+5% Electrical Absorption" "+2 MRR"
    Nystul's Mystical Defense: Cold Absorption "+5% Cold Absorption" "+2 MRR"
    Nystul's Mystical Defense: Acid Absorption "+5% Acid Absorption" "+2 MRR"
    2 Pieces: +5 Magical Resistance Rating
    3 Pieces: +1 to all saving throws
    4 Pieces: +100 Hit Points
    5 Pieces: Your Max MRR Cap is increased by 40.
    The Long Shadow
    The Long Shadow: Charisma "+1 Charisma" "+2 MRR"
    The Long Shadow: Dexterity "+1 Dexterity" "+2 PRR"
    The Long Shadow: Intelligence "+1 Intelligence" "+2 MRR"
    The Long Shadow: Melee Power "+3 Melee Power" "+2 Melee Power"
    The Long Shadow: Attack and Damage "+1 to hit and damage" "+2 PRR"
    The Long Shadow: Stealth "+2 to Hide in Shadows and Move Silently" "+2 PRR"
    The Long Shadow: Ranged Power "+3 Ranged Power" "+2 Ranged Power"
    The Long Shadow: Reflex "+2 Reflex Saving Throws" "+2 MRR"
    2 Pieces: +3 Melee and Ranged Power
    3 Pieces: Assassin's Sentience: Melee and Missile attacks deal an additional 4d6 +1d6 per character epic level in acid damage. This effect will not stack with other Sentience weapon procs.
    4 Pieces: +1% to Dodge and Maximum Dodge
    5 Pieces: +2 to Assassinate DCs
    Sucker Punch
    Sucker Punch: Strength "+1 Strength" "+2 PRR"
    Sucker Punch: Dexterity "+1 Dexterity" "+2 PRR"
    Sucker Punch: Attack and Damage "+1 to hit and damage" "+2 PRR"
    Sucker Punch: Melee Power "+3 Melee Power" "+2 Melee Power"
    2 Pieces: +5 Melee Power
    3 Pieces: +1d6 sneak attack damage
    Touch of Grace
    Touch of Grace: Wisdom "+1 Wisdom" "+2 MRR"
    Touch of Grace: Charisma "+1 Charisma" "+2 MRR"
    Touch of Grace: Positive Spell Power "+12 Positive Spellpower" "+4 Spellpower"
    Touch of Grace: Healing Amp "+3 Healing Amplification" "+2 MRR"
    2 Pieces: +50 Spell Points
    3 Pieces: +20 Positive Spellpower
    Embraced by Light
    Embraced by Light: Wisdom "+1 Wisdom" "+2 MRR"
    Embraced by Light: Charisma "+1 Charisma" "+2 MRR"
    Embraced by Light: Constitution "+1 Constitution" "+2 PRR"
    Embraced by Light: Light Spellpower "+9 Light Spellpower" "+4 Spellpower"
    Embraced by Light: Healing Amp "+3 Healing Amplification" "+2 MRR"
    Embraced by Light: Positive Spellpower "+9 Positive Spellpower" "+4 Spellpower"
    Embraced by Light: MRR "+3 Magical Resistance Rating" "+2 PRR"
    Embraced by Light: Turn Undead "+2 to Turn Undead checks" "+4 Spellpower"
    2 Pieces: +5 Healing Amplification
    3 Pieces: +10 Spellpower
    4 Pieces: +1 to all saving throws
    5 Pieces: +2 caster levels with healing spells
    Twilight's Cloak
    Twilight's Cloak: Dexterity "+1 Dexterity" "+2 PRR"
    Twilight's Cloak: Intelligence "+1 Intelligence" "+2 MRR"
    Twilight's Cloak: Charisma "+1 Charisma" "+2 MRR"
    Twilight's Cloak: Reflex "+2 Reflex Saving Throws" "+2 MRR"
    Twilight's Cloak: Dodge "+1% Dodge" "+2 PRR"
    Twilight's Cloak: Stealth "+5% Displacement Chance. Stacks with other sources." "+2 PRR"
    2 Pieces: +2 Reflex Saving Throws
    3 Pieces: +5 Magical Resistance Rating
    4 Pieces: +1% Dodge and Maximum Dodge
    5 Pieces: +5% Displacement. Stacks with other sources.
    The Wreath of Flame
    The Wreath of Flame: Fire Spellpower "+9 Fire Spellpower" "+4 Spellpower"
    The Wreath of Flame: Fire Absorption "+5% Fire Absorption" "+2 MRR"
    The Wreath of Flame: Melee Power "+3 Melee Power" "+2 Melee Power"
    The Wreath of Flame: Constitution "+1 Constitution" "+2 PRR"
    The Wreath of Flame: Fortitude "+2 Fortitude" "+2 PRR"
    The Wreath of Flame: Ranged Power "+3 Ranged Power" "+2 Ranged Power"
    2 Pieces: +5% Fire Absorption
    3 Pieces: Permanent Fire Shield
    4 Pieces: Fire Mastery: Gain 50 Fire Spellpower and Melee and Missile attacks do 4d6 +1d6 per epic character level in fire damage. This effect will not stack with other Sentience weapon procs.
    The Inevitable Grave
    The Inevitable Grave: Negative Spell Power "+9 Negative Spell Power" "+4 Spellpower"
    The Inevitable Grave: Intelligence "+1 Intelligence" "+2 MRR"
    The Inevitable Grave: Negative Healing Amplification "+20% Negative Healing Amplification" "+2 PRR"
    The Inevitable Grave: PRR "+3 Physical Resistance Rating" "+2 MRR"
    2 Pieces: +10 Spellpower
    3 Pieces: +2 Will saving throws
    4 Pieces: +2 to DCs of Necromancy Spells
    The Beast's Mantle
    The Beast's Mantle: Rage "+2 Uses of Rage" "+2 MRR"
    The Beast's Mantle: Melee Power "+3 Melee Power" "+2 Melee Power"
    The Beast's Mantle: Ranged Power "+3 Ranged Power" "+2 Ranged Power"
    The Beast's Mantle: Strength "+1 Strength" "+2 PRR"
    The Beast's Mantle: Constitution "+1 Constitution" "+2 PRR"
    2 Pieces: +10 Natural Armor
    3 Pieces: +10% Fortification Bypass
    4 Pieces: Beasts Sentience: Melee and Missile attacks deal an additional 4d6 +1d6 per character epic level in slashing damage. This effect will not stack with other Sentience weapon procs.
    The Enlightened Step
    The Enlightened Step: Wisdom "+1 Wisdom" "+2 MRR"
    The Enlightened Step: Dexterity "+1 Dexterity" "+2 PRR"
    The Enlightened Step: Strength "1 Strength" "+2 PRR"
    The Enlightened Step: Will "+2 Will saving throws" "+2 MRR"
    The Enlightened Step: Constitution "+1 Constitution" "+2 PRR"
    The Enlightened Step: Light Absorption "+10% Light Absorption" "+2 MRR"
    2 Pieces: +5 Healing Amplification
    3 Pieces: +5 Melee Power, +5 Ranged Power
    4 Pieces: +5 Physical Resistance Rating
    5 Pieces: +1 Unarmed Damage Dice
    Prowess (Rare)
    Prowess: Strength "+1 Strength" "+2 PRR"
    Prowess: Dexterity "+1 Dexterity" "+2 PRR"
    Prowess: Melee Power "+3 Melee Power" "+2 Melee Power"
    Prowess: PRR "+3 Physical Resistance Rating" "+2 MRR"
    Prowess: MRR "+3 Magical Resistance Rating" "+2 PRR"
    Prowess: Attack and Damage "+1 to hit and damage" "+2 PRR"
    Prowess: Critical Confirmation and Damage "+2 to critical confirmation rolls and damage" "+2 PRR"
    2 Pieces: +5 Physical Resistance Rating
    3 Pieces: +5 Melee Power
    4 Pieces: +2 Action Boosts
    5 Pieces: Gain +100 Melee Power for 10 seconds when an action boost is used.
    Deadly Rain (Rare)
    Deadly Rain: Dexterity "+1 Dexterity" "+2 PRR"
    Deadly Rain: Wisdom "+1 Wisdom" "+2 MRR"
    Deadly Rain: Ranged Power "+3 Ranged Power" "+2 Ranged Power"
    Deadly Rain: Attack and Damage "+1 to hit and damage" "+2 PRR"
    Deadly Rain: Critical Confirmation and Damage "+2 to critical confirmation rolls and damage" "+2 PRR"
    Deadly Rain: PRR "+3 Physical Resistance Rating" "+2 MRR"
    Deadly Rain: Reflex "+2 Reflex saving throws" "+2 MRR"
    2 Pieces: +5 Ranged Power
    3 Pieces: +2 Damage
    4 Pieces: +3% Chance to Deflect Missiles
    5 Pieces: When you use an action boost, gain +20 Ranged power for 20 seconds
    Melony's Melody
    Melony's Melody: Charisma "+1 Charisma" "+2 MRR"
    Melony's Melody: Intelligence "+1 Intelligence" "+2 MRR"
    Melony's Melody: Bard Songs "+2 Bard Songs per rest" "+2 MRR"
    Melony's Melody: Spellpower "+6 Spellpower" "+4 Spellpower"
    Melony's Melody: Will "+2 Will saving throws" "+2 MRR"
    Melony's Melody: Perform "+4 Perform Skill" "+2 PRR"
    2 Pieces: 50 Spell Points
    3 Pieces: +1 Charisma
    4 Pieces: +2 DC for Enchantment spells
    To Hell and Back
    To Hell and Back: Charisma "+1 Charisma" "+2 MRR"
    To Hell and Back: Constitution "+1 Constitution" "+2 PRR"
    To Hell and Back: Fire Absorption "+5% Fire Absorption" "+2 MRR"
    To Hell and Back: Spellpower "+6 Spellpower" "+4 Spellpower"
    To Hell and Back: MRR "+3 Magical Resistance Rating" "+2 PRR"
    2 Pieces: +5 Physical Resistance Rating
    3 Pieces: +10 Magical Resistance Rating
    4 Pieces: +1 to all saving throws
    Celerity
    Celerity: Dexterity "+1 Dexterity" "+2 PRR"
    Celerity: Dodge "+1 Dodge" "+2 PRR"
    Celerity: Reflex "+1 Reflex" "+2 MRR"
    Celerity: Intelligence "+1 Intelligence" "+2 MRR"
    2 Pieces: +2% Doublestrike and Doubleshot
    3 Pieces: Permanent "Haste" spell
    Grandfather's Shield
    Grandfather's Shield: Constitution "+1 Constitution" "+2 PRR"
    Grandfather's Shield: Healing Amp "+3 Healing Amplification" "+2 PRR"
    Grandfather's Shield: PRR "+3 Physical Resistance Rating" "+2 MRR"
    Grandfather's Shield: Armor Class "+2 Armor Class" "+2 PRR"
    2 Pieces: +5 Physical Resistance Rating
    3 Pieces: +5% Armor Class
    4 Pieces: +2 to Will saving throws
    One Against Many
    One Against Many: Strength "+1 Strength" "+2 PRR"
    One Against Many: Dexterity "+1 Dexterity" "+2 PRR"
    One Against Many: Melee Power "+3 Melee Power" "+2 Melee Power"
    One Against Many: Attack and Damage "+1 attack and damage" "+2 PRR"
    One Against Many: Critical Confirmation and Damage "+2 to critical confirmation rolls and damage" "+2 PRR"
    2 Pieces: +5 Melee Power
    3 Pieces: +5% chance for glancing blows
    4 Pieces: Melee attacks have a 30% chance to debuff enemies melee and ranged power by 20 for 10 seconds.
    Otto's Irrevocable Power (Rare)
    Otto's Irrevocable Power: Intelligence "+1 Intelligence" "+2 MRR"
    Otto's Irrevocable Power: Charisma "+1 Charisma" "+2 MRR"
    Otto's Irrevocable Power: Spellpower "+6 Spellpower" "+4 Spellpower"
    Otto's Irrevocable Power: Will "+2 Will saving throws" "+2 MRR"
    Otto's Irrevocable Power: MRR "+3 Magical Resistance Rating" "+2 PRR"
    Otto's Irrevocable Power: PRR "+3 Physical Resistance Rating" "+2 MRR"
    Otto's Irrevocable Power: Constitution "+1 Constitution" "+2 PRR"
    Otto's Irrevocable Power: Spell Failure Reduction "-10% to Arcane Spell Failure chance" "+2 MRR"
    2 Pieces: +5 Magical Resistance Rating
    3 Pieces: +200 Spell Points
    4 Pieces: +2 to the DC of all spells
    5 Pieces: When you activate the epic feats "Arcane Insight" or "Wellspring of Power" your Spell Point Cost for all spells is reduced to 0 for 10 seconds.
    The Blood Feast
    The Blood Feast: Strength "+1 Strength" "+2 PRR"
    The Blood Feast: Dexterity "+1 Dexterity" "+2 PRR"
    The Blood Feast: Constitution "+1 Constitution" "+2 PRR"
    The Blood Feast: PRR "+3 Physical Resistance Rating" "+2 MRR"
    The Blood Feast: Healing Amp "+3 Healing Amplification" "+2 PRR"
    The Blood Feast: Melee Power "+3 Melee Power" "+2 Melee Power"
    The Blood Feast: MRR "+3 Magical Resistance Rating" "+2 PRR"
    2 Pieces: +1 Constitution
    3 Pieces: +5 Physical Resistance Rating
    4 Pieces: +5 Melee Power
    5 Pieces: When you activate Rage: Gain 100 Temporary Hit Points per character Epic Level.
    The Cry of Battle
    The Cry of Battle: Constitution "+1 Constitution" "+2 PRR"
    The Cry of Battle: Will "+2 Will saving throws" "+2 MRR"
    The Cry of Battle: Physical Resistance Rating "+1 Physical Resistance Rating" "+2 MRR"
    The Cry of Battle: Fortitude "+2 Fortitude saving throws" "+2 PRR"
    2 Pieces: Your minions gain +4 to all ability scores and +20 Melee Power, PRR and MRR
    3 Pieces: Your minions gain +4 to all ability scores and +20 Melee Power, PRR and MRR
    Electrocution
    Electrocution: Constitution "+1 Constitution" "+2 PRR"
    Electrocution: Electric Spellpower "+6 Electric Spellpower" "+4 Spellpower"
    Electrocution: Electric Absorption "+5% Electric Absorption" "+2 MRR"
    Electrocution: Fortitude "+2 Fortitude saving throws" "+2 PRR"
    Electrocution: MRR "+3 Magical Resistance Rating" "+2 PRR"
    Electrocution: Air Elemental Protection "The charge of Air Elementals will not knock you down." "+2 MRR"
    Electrocution: PRR "+3 Physical Resistance Rating" "+2 MRR"
    2 Pieces: +50 Electric Spell Power
    3 Pieces: Storm Sentience: Melee and Missile attacks deal an additional 4d6 +1d6 per character epic level in electric damage. This effect will not stack with other Sentience weapon procs.
    4 Pieces: You gain a permanent Energy Sheath (Electric)
    Trapper's Delight
    Trapper's Delight: Alertness "+2 Search, Spot, Listen" "+2 PRR"
    Trapper's Delight: Intelligence "+1 Intelligence" "+2 MRR"
    Trapper's Delight: Reflex "+2 Reflex saving throws" "+2 MRR"
    Trapper's Delight: Dexterity "+1 Dexterity" "+2 PRR"
    Trapper's Delight: Trap Saving Throws "+4 Saving Throws versus Traps" "+2 PRR"
    2 Pieces: +1 Open Locks, Disable Device, Search, Spot, Trap Saves
    3 Pieces: +2 Open Locks, Disable Device, Search, Spot, Trap Saves
    4 Pieces: +3 Open Locks, Disable Device, Search, Spot, Trap Saves
    Vigilance
    Vigilance: Wisdom "+1 Wisdom" "+2 MRR"
    Vigilance: Alertness "+2 Search, Spot, Listen" "+2 MRR"
    Vigilance: Will "+2 Will saving throws" "+2 MRR"
    Vigilance: Reflex "+2 Reflex saving throws" "+2 PRR"
    Vigilance: Fortitude "+2 Fortitude saving throws" "+2 PRR"
    2 Pieces: +50% Fortification
    3 Pieces: True Seeing
    Snake Bite
    Snake Bite: Poison Protection "Proof Against Poison +4" "+2 PRR"
    Snake Bite: Fortitude "+2 Fortitude saving throws" "+2 PRR"
    Snake Bite: Constitution "+1 Constitution" "+2 PRR"
    Snake Bite: Attack and Damage "+1 attack and damage" "+2 PRR"
    Snake Bite: Poison Attacks "+4 to the DC of Poison attacks" "+2 MRR"
    2 Pieces: +4 saving throws versus Poison
    3 Pieces: Sentient Poison: Melee and Ranged attacks get 4d6 + 1d6 per epic character level in poison damage. This effect will not stack with other Sentient weapon procs.
    Treachery
    Treachery: Intelligence "+1 Intelligence" "+2 MRR"
    Treachery: Dexterity "+1 Dexterity" "+2 PRR"
    Treachery: Melee Power "+3 Melee Power" "+2 Melee Power"
    Treachery: Critical Confirmation and Damage "+2 to critical confirmation rolls and damage" "+2 PRR"
    Treachery: Stealth "+2 to Hide in Shadows and Move Silently" "+2 MRR"
    Treachery: Threat Reduction "+50% Threat Reduction" "+2 PRR"
    2 Pieces: +5 Melee and Ranged Power
    3 Pieces: +1d6 Sneak attack damage
    4 Pieces: +2 to the DC of Assassinate
    Purity
    Purity: Constitution "+1 Constitution" "+2 PRR"
    Purity: Wisdom "+1 Wisdom" "+2 MRR"
    Purity: Healing Amplification "+3 Healing Amplification" "+2 PRR"
    Purity: Fortitude "+2 Fortitude" "+2 PRR"
    Purity: Positive Spellpower "+9 Positive Spellpower" "+4 Spellpower"
    Purity: Death Block "Death Block" "+2 MRR"
    2 Pieces: +5 Healing Amplification
    3 Pieces: Immune of Disease
    4 Pieces: Immune to Energy Drain
    Zephyr (Rare)
    Zephyr: Dexterity "+1 Dexterity" "+2 PRR"
    Zephyr: Reflex "+2 Reflex" "+2 MRR"
    Zephyr: Charisma "+1 Charisma" "+2 MRR"
    Zephyr: Intelligence "+1 Intelligence" "+2 MRR"
    Zephyr: Doublestrike "+2% Doublestrike" "+2 Melee Power"
    Zephyr: Doubleshot "+2% Doubleshot" "+2 Ranged Power"
    Zephyr: Feather Fall "Permanent Feather Fall" "+2 MRR"
    Zephyr: Dodge "+1% Dodge" "+2 PRR"
    Zephyr: MRR "+3 Magical Resistance Rating" "+2 PRR"
    2 Pieces: +5 Magical Resistance Rating
    3 Pieces: +1% Dodge and Maximum Dodge
    4 Pieces: Immune to slippery surfaces
    5 Pieces: Immune to knockdown
    Last edited by Cocomajobo; 12-01-2017 at 04:36 AM.

  4. #4
    Associate Producer Cocomajobo's Avatar
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    Default Faq

    How do I add a Sentient Jewel to a Weapon that accepts Sentience?
    There is now a red button on the right of the inventory panel which pulls open the Sentient Weapon menu. From here you can drag a weapon and then a Sentient Jewel to create a Sentient Weapon.

    What is the deal with Binding Status?
    • Sentient Weapons: As per the named item, so it varies. Though, if a named item is unbound (or Bound to Character on Equip but not yet equipped) the item will become Bound to Account if a Sentient Jewel is slotted into it (because Sentient Jewels are Bound to Account).
    • Sentient Jewels: Bound to Account
    • Filigree: Varies depending on content, but probably unbound so players can trade and sell the ones they don't want.


    The bonuses granted by each filigree are small but the set bonuses are large, is this intended?
    The intent is that the juicy flavorful stuff should be in the set bonuses, not the bonuses of the base Sentient Filigree.

    Can someone fighting with Two Weapons wield two sentient weapons?
    Weapons with a Sentient Jewel slotted in them will reject being placed in your off hand.

    What weapons will accept Sentience?
    A large portion of named weapons with Minimum levels higher than 20 will accept Sentience (Though this change did not make it into this preview. When Ravenloft goes live the cutoff for accepting Sentience will be Minimum level 20 instead of 21). There are exceptions to that including, most notably, named items that go through certain crafting or upgrading systems. This list includes, but is not limited to upgradable weapons from Temple of Elemental Evil, Legendary Green Steel, and Thunder-Forged Weapons.


    Does adding a Sentient Jewel or a Filigree to a Weapon alter the weapons Minimum level?
    None of this changes the item's minimum level. Making an item sentient, adding power to the Sentient Jewel, and then putting Filigree in slots all can be done without changing the minimum level. Might we have Filigree with a minimum level requirement someday? Maybe, but that doesn't exist in this iteration.

    Do the Filigree go into any bags?
    Yes. Filigree go into Augment bags. Also, Augment bags now have a search function!


    This is a sentient Weapon, does it do anything but give me mechanical benefits?
    Yes. While wielding a weapon with a sentient jewel slotted into it you will occasionally hear the personality within the weapon commenting on your current situation. The weapon will use voice and send text to chat, not DM text. Both options will have an option to be turned off. Each Sentient Jewel contains a different personality.


    Does the Personality of a Sentient Jewel have any impact on the mechanical benefits?
    No. We do not want people to get stuck with personality they find annoying because they want the mechanical benefits of a certain filigree set.


    What happens to the XP accumulated if you unslot a Sentient Jewel from a weapon?
    All Sentient XP you have gained stays with the Sentient Jewel when you unslot it, and is applied to a new weapon when you slot that jewel into it.


    What do filigree and set bonuses stack with?
    Unless specifically noted, all bonuses listed are unique bonuses and stack with everything.


    What items can be fed to a Sentient Weapon?
    You can feed any named item that isn't specifically tagged as being worth 0 Sentient XP. This list includes, but is not limited to, the following categories:

    • Items that drop on logout, death, or leaving an area.
    • Items that are destroyed on death or logout.
    • Items that are stackable.
    • Items that cannot be sold to a vendor.
    • Any item with a duration.
    • Any item that is destroyed when it is empty/out of charges.
    • Any item that is locked with the Inventory lock icon.
    • A smattering of individual items which have specifically been decided shouldn't be able to be fed for various reasons (The three Slave Lords blank items that drop like candy and don't ransack for instance)


    Are there any restrictions on which Filigree can be slotted into which gems?
    The only restriction on placing multiple filigree into a sentient weapon is that you can not place two of the EXACT same filigree (or its rare variant) into the same weapon.

    You can place an Int Filigree from one set and an Int Filigree from a second set into the same sentient item. This results in +2 Intelligence and 1 piece towards both set bonuses.


    Where do you get all these things? Sentient Jewels? Filigree? Destroyers? Unslotters?
    You can obtain the items related to Sentient weapons in the following locations:

    • Sentient Jewels: You can obtain an initial Sentient Jewel by speaking to a Vistani Trader inside the Barovia wilderness area very near the entrance. He will give you your choice of three different Sentient Jewels. Further Sentient Jewels can be found from a variety of different sources unique to the specific sentient jewel.
    • Filigree: You can obtain the Sentient Filigree from chests. All of the Filigree listed above currently drop exclusively from chests in Ravenloft. Generally, we expect Filigree drops, like named loot, to drop in specific content. There is a dramatic increase in the chance for a Filigree to drop in higher difficulty settings. In addition, Filigree are unbound and can be traded for from other players or purchased from the auction house.
    • Sentient Destroyers: You can purchase destroyers for Platinum from tools vendors throughout DDO. There are specifically vendors in Ravenloft which sell Destroyers.
    • Sentient Unslotters: Unslotters (AKA Toolkits) have a chance to drop in any chest in Ravenloft. You can also purchase unslotters for DDO Points from the DDO store.


    Can I slot or unslot Sentient Jewels or Filigree from within a quest?
    No.


    Can a single Sentient Weapon have multiple Filigree Set bonuses?
    Yes. You can have as many Filigree Set Bonuses as you can fit in your currently available Filigree slots.
    Last edited by Cocomajobo; 12-01-2017 at 04:37 AM.

  5. #5
    Community Member Wizza's Avatar
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    Nice changes with the ML of named items.

    I still don't like the overall system, and the usual "higher drop rates in higher settings" is something that we have heard million of times so don't really believe it anymore.

    Two thing that bothers me:

    - The "Rare" filigrees are a lot of +2 MRR. Please..no. I am quite sure you can remove MRR and noone would notice.
    - You keep putting MRR on casters and robe users' gears. Yes, one set gives you +40 max MRR. No, it's still pointless.

    The element sets could get a reduction of Spell points usage as 5 pc set. And not -10%, something like -30% SP cost of said element.

    Otto's Irrevocable Power (Rare) needs to cover WIS as well.
    Last edited by Wizza; 11-30-2017 at 04:17 PM.
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  6. #6
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    The Trappers Delight set bonus feels kinda lame compared to others. Perhaps the following would be more fun:

    2 pc: Allows you to use int instead of wis bonus for spot
    3 pc: Grants "Nothing is Hidden" enhancement
    4 pc: Reduces time required to disable traps by 50%

    Or something.
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    In bold:

    Players can fairly easily obtain and use Sentient Destroyer Tools to destroy a Filigree or even a Sentient Jewel to open up the slot for a new piece. One would simply drag the tools onto the Filigree or Jewel slot to destroy the contents and free up the slot. Players can also obtain Sentient Unslotter Tools that drop in loot that allow them to unslot a Filigree rather than destroy it, and these tools can even unslot the Sentient Jewel itself. A player cannot destroy or unslot a Sentient Jewel unless all Filigree have been removed from the weapon first.
    vs

    Sentient Unslotters: You can purchase unslotters for DDO Points from the DDO store.
    Ok, so are the Sentient Unslotters only available in the store, or are they available in loot too? And if available in loot, are they "available" at the same drop rate as those jewellers toolkits or whatever that unslotted old augments? Because those really aren't "available" in loot as far as I can see...

    This is a really terrible aspect of the system. I'm willing to drop more on this expansion than the past mostly out of an interest in supporting the game and stretching it out for a couple or maybe a few more years. This store bought unslotter business, for which we'll need seven in order to move a fully upgraded jewel, is an abusive level of nickle and diming.

  8. #8
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    [QUOTE=Cocomajobo;6043600]

    What weapons will accept Sentience?
    A large portion of named weapons with Minimum levels higher than 20 will accept Sentience (Though this change did not make it into this preview. When Ravenloft goes live the cutoff for accepting Sentience will be Minimum level 20 instead of 21). There are exceptions to that including, most notably, named items that go through certain crafting or upgrading systems. This list includes, but is not limited to upgradable weapons from Temple of Elemental Evil, Legendary Green Steel, and Thunder-Forged Weapons.


    Thanks for sharing!

    1) I like the update format of the colored stuff that changed - nice to read and easy to find

    2) moving to min lv 20 is a great and welcome change - thank-you!

    3) I can't find the details so I will ask (re-ask) about what can become Sentient...

    3a) Cannith crafted, ML 20+?
    3b) LoB weapons - Would need to be T3 completed?
    3c) House C challenge weapons?
    3d) Estar challenge weapons?
    3e) seal/shard old epic weapons
    3f) Random weapons updated with Festival Frost / etc?
    3g) Estar commendation turn in weapons?

    TIA for your response!
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  9. #9
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    Tested and confirmed: If you put a high-level augment in a low-level item, you get sentient XP based on the ML of the AUGMENT not the ITEM.

    Tested and confirmed: You can't put the same filigree into an item more than once. So every filigree in a set has to be a DIFFERENT one.

    Tested and confirmed: Same filligree is also exclusive with the (rare) version of itself.

    Tested and confirmed: Vampirism on Night Mother's Embrace weapons works on ranged weapons (this isn't specifically sentient-weapons related).

    The 4 piece set bonus for Grandfather's Shield needs to be looked at. +2 will? Seriously? Should be more like +10% hit points.

    Tested: The set bonus from Cry of Battle set is NOT applying to pet stats.

    Tested and confirmed: You CAN put the SAME bonus from different sets on the same sentient item. They stack. Tested with 2 PRR fil. AND 2 Int Fil. Both stacked. So if you don't care about set bonuses (and you can get the same bonus from enough sets), you could just, say, get +7 int from your sentient weapon.

    Tested: Pet collars (not even named ones) do not accept sentience.
    Last edited by PsychoBlonde; 11-30-2017 at 07:13 PM.
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  10. #10
    FreeDeeOh PsychoBlonde's Avatar
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    Quote Originally Posted by Propane View Post
    3a) Cannith crafted, ML 20+?
    3b) LoB weapons - Would need to be T3 completed?
    3c) House C challenge weapons?
    3d) Estar challenge weapons?
    3e) seal/shard old epic weapons
    3f) Random weapons updated with Festival Frost / etc?
    3g) Estar commendation turn in weapons?

    TIA for your response!
    Cannith Crafted -- these are not named items. So no, they don't accept sentience.
    The House C challenge weapons are named weapons, so yes, they accept sentience.
    Estar challenge weapons also accept sentience (tested and confirmed, I was using one for a bit)
    it's presently impossible to test s/s/s weapons because they are all ML 20
    NO RANDOM WEAPONS, so no.
    Those are named weapons, so yes.
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  11. #11
    Hero JOTMON's Avatar
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    Quote Originally Posted by Cocomajobo View Post
    What weapons will accept Sentience?
    A large portion of named weapons with Minimum levels higher than 20 will accept Sentience (Though this change did not make it into this preview. When Ravenloft goes live the cutoff for accepting Sentience will be Minimum level 20 instead of 21). There are exceptions to that including, most notably, named items that go through certain crafting or upgrading systems. This list includes, but is not limited to upgradable weapons from Temple of Elemental Evil, Legendary Green Steel, and Thunder-Forged Weapons.
    Will this allow sentient crafting into the Shard/Seal/Scroll upgraded raid weapons.. like eSOS, eChaosblade, etc......


    Quote Originally Posted by Cocomajobo View Post

    Players can fairly easily obtain and use Sentient Destroyer Tools to destroy a Filigree or even a Sentient Jewel to open up the slot for a new piece. One would simply drag the tools onto the Filigree or Jewel slot to destroy the contents and free up the slot. Players can also obtain Sentient Unslotter Tools that drop in loot that allow them to unslot a Filigree rather than destroy it, and these tools can even unslot the Sentient Jewel itself. A player cannot destroy or unslot a Sentient Jewel unless all Filigree have been removed from the weapon first.
    Can this be looked at..
    Its going to be terribly inefficient and costly to unslot a sentient upgraded Jewel to move it from one weapon to another if we have to unslot all the filigrees from the jewel and then unslot the jewel..

    Would prefer to be able to unslot the jewel with its attached filigrees when weapon swapping.
    This way I can build the Jewel and the filigrees as part of the Epic levelling process.
    Current system will get to the point where it will cost 8 unslotting tools to transition weapons is going to be detrimental to the process.
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  12. #12
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    Quote Originally Posted by Cocomajobo View Post
    [tr][td]3 Pieces: Assassin's Sentience: Melee and Missile attacks deal an additional 4d6 +1d6 per character epic level in acid damage. This effect will not stack with other Sentience weapon procs.[/td][td][/td][td][/td][/tr]
    [tr][td]4 Pieces: Fire Mastery: Gain 50 Fire Spellpower and Melee and Missile attacks do 4d6 +1d6 per epic character level in fire damage. This effect will not stack with other Sentience weapon procs.[/td][td][/td][td][/td][/tr]
    [tr][td]4 Pieces: Beasts Sentience: Melee and Missile attacks deal an additional 4d6 +1d6 per character epic level in slashing damage. This effect will not stack with other Sentience weapon procs.[/td][td][/td][td][/td][/tr]
    [tr][td]5 Pieces: When you activate Rage: Gain 100 Temporary Hit Points per character Epic Level.[/td][td][/td][td][/td][/tr]
    [tr][td][/td][td][/td][td][/td][/tr]
    [tr][td]3 Pieces: Storm Sentience: Melee and Missile attacks deal an additional 4d6 +1d6 per character epic level in electric damage. This effect will not stack with other Sentience weapon procs.[/td][td][/td][td][/td][/tr]
    [tr][td]3 Pieces: Sentient Poison: Melee and Ranged attacks get 4d6 + 1d6 per epic character level in poison damage. This effect will not stack with other Sentient weapon procs.[/td][td][/td][td][/td][/tr]
    First of all, I'd like to say thank you. Honestly and genuinely, thank you for listening to feedback. These are great changes; this gives me an incentive as a melee that feels like I'll get actual damage out of my sentient weapons. I am a bit sad about the change to Blood Feast. Could you atleast include whenever Primal Rage is cast on you as well? This makes the 5PC a little more versatile than only being useful for Barbarians and I hope Warchanters with their rage. That being said; does this also include the active portion of the barbarian pastlife?

    Quote Originally Posted by Cocomajobo View Post
    [tr][td]The Inevitable Grave[/td][td][/td][td][/td][/tr]
    [tr][td]The Inevitable Grave: Negative Spell Power[/td][td]"+9 Negative Spell Power"[/td][td]"+4 Spellpower"[/td][/tr]
    [tr][td]The Inevitable Grave: Intelligence[/td][td]"+1 Intelligence"[/td][td]"+2 MRR"[/td][/tr]
    [tr][td]The Inevitable Grave: Negative Healing Amplification[/td][td]"+20% Negative Healing Amplification"[/td][td]"+2 PRR"[/td][/tr]
    [tr][td]The Inevitable Grave: PRR[/td][td]"+3 Physical Resistance Rating"[/td][td]"+2 MRR"[/td][/tr]
    [tr][td][/td][td][/td][td][/td][/tr]
    [tr][td]2 Pieces: +10 Spellpower[/td][td][/td][td][/td][/tr]
    [tr][td]3 Pieces: +2 Will saving throws[/td][td][/td][td][/td][/tr]
    [tr][td]4 Pieces: +2 to DCs of Necromancy Spells[/td][td][/td][td][/td][/tr]
    [tr][td][/td][td][/td][td][/td][/tr]
    Is there any chance that we could get the +2 will saves taken out and replaced with a vampirism effect? In similar vein to what we see with the weapon damage scaling? 1d6 + an additional 1d6 per epic level? Cap it at 10d6, which will be just enough vampirism to actually be noticable/effective in level 30 content be it regular epic difficulty or reaper. Bump the vampirism up to the 4PC slot if need be. But I think that'd be a pretty solid and Palemaster/Necromatic Sentience appropriate effect. It also helps with the fact that vampirism was removed from the Adherent of the Mists set. I'd actually like to see that +20% Negative Healing Amplification bumped to 40% as well. The reason for this is a lack of negative amp across the board: Combine this fillagree and the Legendary Mummy Wraps and you still only get 92%. Assuming they stack in the first place; as negative healing amp lacks the luxury of having stackable bonus sources like positive healing amp does.

    If we can't get a vampirism effect here; could we get the Scion of Shadowfel feat bumped to use a similar scaling as the new sentient weapons? The 1d6 vampirism it currently has is a bit outdated for the game, not to mention doesn't work in reaper due to self healing penalties.

  13. #13
    Time Bandit & Hero SirShen's Avatar
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    Purity bonus 2 and 3 were not working for me, i got diseased and level drained while holding a weapon with 4 pieces in it.

  14. #14
    Community Member -ninay-'s Avatar
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    Default Crafted Items

    Is there any chance Devs that you can make every fully upgraded crafted weapon to be sentient? Like fully upgrade TOEE weapon or Thunder-Forged weapon?

  15. #15
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    Quote Originally Posted by Cocomajobo View Post

    • Sentient Jewels: You can obtain an initial Sentient Jewel by speaking to a Vistani Trader inside the Barovia wilderness area very near the entrance. He will give you your choice of three different Sentient Jewels. Further Sentient Jewels can be found from a variety of different sources unique to the specific sentient jewel.
    Are we going to be able to test these out before choosing/slotting? And if not, are we going to be able to easily trade/reslot for one of the other three?
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  16. #16
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    haste spell doesn't stack with striding or speed items. I know you said unless it specifically states, but would need clarification on this.

    if you remember how I felt last year, I still don't like temporary hitpoints. they seem to work best on Warlocks. I know at level 30 it would be 1000 temporary hitpoints, but 1 proc per rage that lasts on a pure barbarian for 6-8 minutes depending on investment in enhancements and constitution makes this bonus not good. those hitpoints are well gone before your next rage. how about changing it to a low chance to regaining a rage or for a short time you gain a big chunk of PRR or +2 to all abilities or increased con and strength or something like that?

    Trappers Delight bonus looks pretty weak. how about a second chance roll if you fail disabling a trap instead of blowing it up on the 4 piece set?

    I don't know. there is a lot I could nitpick with the set bonuses. they just look mostly uninspiring with gear slots as the bonus and more of the same with PRR/MRR/MP/RP.
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  17. #17
    Community Member Luthe111's Avatar
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    Since you added two items that have changing effects depending on which hand they are placed in, that makes these items useless for sentients if you want the offhand effect. I like the novelty of the items, but I'd rather have the healing in offhand, thus I can't make it into a sentient weapon.

  18. #18
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    The cry of battle set seem to be giving the same bonus for both 2 piece and 3 piece set
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  19. #19
    Community Member macubrae's Avatar
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    Default Still don't understand why these are main hand weapons

    A third of the sentient weapon themes don't add any damage, whether it comes from weapon power, spell pen, or plain damage. These are switch in items for skill checks. I understand the healing themed not doing damage, but I imagine that to be an heirloom trinket instead of a main hand weapon personally. It is my opinion that main hand epic level sentient weapons should do epic level damage, effects or bonuses worthy of main hand usage.

    Just a pet peeve, Grandfather's Shield can't be a shield. Seems like the perfect name for an orb or shield that has Shield Spell when actively blocking as a final set bonus.

    I apologize, I feel like I'm kicking a dead horse but, with 20 character slots filled I'll try to make whatever work the best I can for my 17 playable toons. Thank you for giving us more tools to work with in epic levels and I hope for the best. Keep up the good work and may the gaming gods shine in your favor.
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  20. #20
    Community Member Wizza's Avatar
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    - Otto's Irrevocable Power (Rare)

    5 Pieces: When you activate the epic feats "Arcane Insight" or "Wellspring of Power" your Spell Point Cost for all spells is reduced to 0 for 10 seconds.


    Make this last for 30 seconds, same duration as the feats. They have a 3 minute cooldown, so not much uptime. Especially when you compare it to:


    - Prowess (Rare)

    5 Pieces: Gain +100 Melee Power for 10 seconds when an action boost is used.


    And why:

    - Deadly Rain (Rare)

    5 Pieces: When you use an action boost, gain +20 Ranged power for 20 seconds


    Ranged power is so much smaller than MP?
    Quote Originally Posted by JOTMON View Post
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