Air guard looks kinda cool.
How fast are you going when your hasted up with it?
Air guard looks kinda cool.
How fast are you going when your hasted up with it?
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Air guard sounds nice...however it seems odd to have a guard effect on a weapon. Maybe because it was all three ethereal? I was kinda hoping for some kind of massive air strike on a crit. But free hasting and knockdown when hit maybe its pretty nice too.
[IMG][/IMG]
Ethereal, Escalation, Negative x3
(Party): [Party] Mavnomo: (Combat): You attempt to save versus slay living. You roll a 14 (+15): save failure!
(Party): [Party] Mavnomo: (Combat): You attempt to save versus slay living. You roll a 9 (+21): save!
DC 30 Slay Living as the spell. Roughly 5% chance of proc.
Last edited by Vienemen; 02-23-2008 at 03:39 AM.
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I'm doing the same on goggles but still collecting tier3 stuff.
Now im curious what all air will do on goggles since Air guard is on weapon
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I'm becoming more and more convinced, as others are, that the 3rd tier special effect has something to do with the gems that you use when creating your items.
I don't believe we have seen a special 3rd tier effect for an item that has had mixed gems. In addition, the type of gem (dominion, escalation or opposition) seems to have an effect on the type of special that is bestowed at tier 3. Example: going escalation three times on a weapon gave an 'on you hitting something' effect while going escalation three times on an item gave a 'on being hit' effect. Equally going dominion on a weapon (e.g. assio's LS) gave a 'on you hitting something' effect.
I propose a theory that escalation and dominion on a weapon will give a 'on hitting something' 3rd tier effect, while 'opposition' will give a 'being hit' effect on the same weapon. Equally escalation or dominion on an item will give a 'on being hit' effect while opposition on an item will give a (rather useless?) 'on hitting with my goggles' effect that MT talks about. Equally, I propse that if you mix gems then you will not get any 3rd tier effect. I hope I'm wrong.
Tomorrow I'm going to try and note down all the gems that have been used in all the 3rd tier bonus successes and failures, and see if there's a pattern there... I expect I'll find inconsistences in the light of day that disprove my theory.
Garth
edit: I'm already finding inconsistencies with my theory! but I'm leaving the post up in the hope it might spark some other, better, ideas.
Last edited by willphase; 02-23-2008 at 03:54 AM. Reason: I'm wrong
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Tibetan 20/mnk Automatic DDO raid timers Haezon 20/sor (Conj)
Well, if I remember correctly, there was a e,e,e triplet done on a morningstar which had earthgrab, rather than earth guard, so I don't think it's because of the fact the air guard used ethereal that it ended up with guard.
I remember earlier that someone had created an earth,earth,earth set of goggles which didn't have the effect printed on them although a dev said they should have had one, and he was going to look into it. It's possible this was a mix up and actually was the description that should have gone on the accessory version of air/air/air. The only real difference I'm seeing between the weapon and accessory versions of the same triple focuses is that weapons tend to be on attack, and accessories tend to be called guard and be when you are successfully hit. I'm going to bet that the descriptions got switched on air accessories/weapons.... wonder if the programming was also.
That is exactly not what is happening. We just saw two weapons made with Guard on them. That is what lead to the theory that the essences used at lower level influence the offense/defense nature of the 3rd-tier combo effect.
Weapon: Acid + Acid Burst + AC = Earthgrab (on hit)
Weapon: Cha(air) + Cha(air) + Cha(air) = Air Guard
Weapon: Int(neg) + Int(neg) + Int(neg) = Slay Guard
Weapon: Frost + Frost Burst + Str(wat) = Crushing Wave (on hit)
To learn more about what's really going on, we need someone to make a Shock Shocking Burst Shock blast weapon. That will either produce Air Guard, or it might give an on-hit knockdown, in the pattern of Earthgrab and Crushing Wave.
Last edited by Angelus_dead; 02-23-2008 at 04:06 AM.
I mentioned my hypothesis earlier, but in case some missed it or it wasn't clear, I'm fairly certain:
focus a (affinity) + focus b = aspect 1
focus a (affinity) + focus c = aspect 2
This explains why earth,earth,earth gets earthgrab on a weapon, because you have aspect of earth, aspect of earth
on an accessory, you would get earth guard
I expect that
earth,fire,fire results in aspect of magma, and aspect of magma (as would fire,earth,earth)
I'm fairly certain that two of the same aspect (balances not included) results in the second "bonus" effect. I strongly suspect only focuses have a bearing on it. I'm also leaning toward the possibility that opposite elements ("balanced" elementals, not energies) will get the "special" effect Eladrin was hinting at when combined with a third elemental of a different type.
Note: It is possible that it's focus a (affinity) + focus b = aspect and focus b + focus c = aspect, (again, not including the balanced combinations of pos/neg earth/air and water/fire either forward or backward) which would mean that
fire,earth,fire or earth,fire,earth instead of my earlier example equate to aspect of magma and aspect of magma
I won't be certain of which it is until I see an example of either of the following two, where a and b are both differing, non balance creating, elements, not energies
focus a, focus b, focus b or
focus a, focus b, focus a
I suspect however that it's the first because Eladrin hinted at things being a little tricky and that there was something we hadn't discovered... the latter example would be too easy. Eladrin also said it was possible to have magma "I" and magma "II" on one item.
Um, the scepter you are referring to was not slay living guard, it was slay living... the offensive form. Please read my earlier post again about the fact that both the air item recently posted and the earth morningstar both used E,E all the way through... the only difference was one used air, the other earth, but the earth morningstar still has the offensive form. Thats why I think the air is a typo... and it wouldn't be the first one.
I think that the air guard form might be correct on the weapon. If you read the last bit in the description of it: or speeding up the wearer with rushing winds. It seems like a nice combat ability. Now I'm torn between PPP and AAA for my sp goggles.
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Argh. Phooey I say. I'm pretty sure that means my goggles won't be too hot either, although I will finish them on the off chance a different element or different Gem/Essence combo will work. For the first two upgrades my goggles have:
Small: Neg/Esc/Mat
Medium: Pos/Esc/Eth
Large will be Air/Esc/Eth. So the only difference between my goggles and your necklamace...erm necklace...will be air vs. fire, escalation gem throughout, and mixed essences. Highly doubtful they will manifest anything I'm thinking. In order to see the "full potential" of the stalemate manifest itself, I'm now leaning toward using the same focus that was used at tier 1 for tier 3 (eg Neg/Pos/Neg or Pos/Neg/Pos). The other combo I would love to see tried goes back to the gems and essences. Would be nice to see someone craft a stalemate item/weapon that uses each of the gems and each of the essences.
I'm probably completely over-reaching here, but I would lean toward saving the Opposition gem for the final upgrade, just because the concept of opposition seems to go well with that of existential stalemate.
One other thought regarding stalemate: I wonder if its full potential can only be unlocked on a weapon, and not on an item. I found it most curious that a stalemate weapon gets +6 wisdom and an item only +4.
Last edited by Agarwaen; 02-23-2008 at 09:00 AM.
Thelanis: Mithran, Mithrana, Aggrond, Arcanned, Ainadan, and others
Ok this is wierd.
Have added 10% healing amplification to a morningstar and when I heal myself I take 20hp of damage
true neutral cleric....
anyone else seen this?
Last edited by Betz; 02-23-2008 at 09:38 AM.
Dev posted that the healing amp is bugged, giving a negative rather than a positive (so if you had 100% say - dead on a heal heh)
The air one is disappointing because I was really hoping for a thunderclap, or whirlwind on a hit. Like a greater soundburst, 100 damage and stun say.
It will depend on whether the air speed stacks with haste, and if the enemy knockdown is good enough to keep them down more than 3 seconds. If it doesnt stack with haste, then its a waste. Slay living on getting hit is a lot more powerful than knocking something down for a few seconds - so it better be a darn good knockdown or air will be really weak.
The element guards so far seem incredibly weak compared to positive/negative. d8 guard on tier 3? compared to slay living or greater disruption? I would expect a flesh to stone effect, or better yet 8-10 dr on a tier 3 earth item, not a d8 damage to something that has 1000 hit points. Frost and fire should be giving maybe cold/fireshield effects, and air if only knockdown, should be landing fairly often - simliar to air elementals.
I would submit that unless there are more hidden effects that are just not in the descriptions, that the next update really needs to modify the elemental tier 3 guard effects. Killing a pit fiend over a dozen times in part 4 for the chance to add a d8 guard damage is really, really weak.
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I had a strange idea last night when thinking about trying to find the "Magma II" effect ...
What if you get that extra effect from equipping multiple greensteel items?
So like one weapon and one pair of goggles, made a specific way, end up giving you a bonus effect?
Or two items (which then gives a reason for having to cleanse them to wear them?) ...
I don't know, it just occured to me that might be how you get another secret/hidden effect ... kind of like an armor "set" bonus in a different MMORPG.
Last edited by Snoggy; 02-23-2008 at 11:09 AM.
cant harm self apart from in pvp i suppose.
so it might look a little strange, harmed for sa 300hp, "you benifit from ****'s harm... etc"
lol,
okies good to know its only a temp thing, was plannig on 10% healing, +2 ac, +2 cha and greater distruption for my clerics melee weapon/undead killer
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