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Thread: +2 WOE Rapier

  1. #1
    Community Member Purgatory's Avatar
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    Default +2 WOE Rapier

    With the Wop nerf in mod 9

    Whats the value of this little gem....


    may or maynot sell trade/sell this one but will entertain offers non the less...

    Freshly looted ml 12 no rr

  2. #2
    Community Member tc12's Avatar
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    While many know WoE will be just as powerful as WoP in Mod 9 -- with the former going up and the latter down of course -- I don't think WoEs will sell yet for what they'll soon be worth. My own guess it that it will take 2-4 weeks after Mod 9 launches for WoP and WoE prices to converge/stabilize. I've been sitting on a couple extra WoEs myself waiting to extract full value for them. Good luck.

    TC

  3. #3
    Community Member Spartus's Avatar
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    It might even take a little longer than that as quite a few people could be saving things to sell after the new mod hits. My rogue recently pulled the first WOE I've ever seen in the game, but can't use it 'cause he's a finnesse build and pulled a khopesh. I'd love to trade for a rapier, but I'm sure the rapier is worth quite a bit more. I plan on waiting for a while after the mod to see what I can get for it, too.
    Tip #71: '3d6' means three six-sided dice are being rolled. For example, when you see that a weapon does '2d4' damage, it means that two 4-sided dice are rolled for damage, for a damage range of 2-8. <--Too difficult to understand? Really?

  4. #4
    Community Member cypan41's Avatar
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    Curious as to why you'd wait til after the mod to trade them. While they are going to become basically equivalent to w/p. They still are going to be less useful than right now.
    My guess is that Wounding of enfeebling rapiers are going to be the new thing. Useful both for regular mobs and reds. Who knows.

  5. #5
    Community Member Spartus's Avatar
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    Quote Originally Posted by cypan41 View Post
    Curious as to why you'd wait til after the mod to trade them.
    I run across quite a few people in-game that don't read the forums and haven't played the beta, so are only vaguely aware of what changes might possibly be coming. After the new mod drops, the entire playing population will learn of the changes. I figure that more people will then realize that w/p is no longer the be-all-end-all of stat damagers, and the demand for other stat damagers will come up, along with their resale values.

    Quote Originally Posted by cypan41 View Post
    While they are going to become basically equivalent to w/p.
    For my rogue with crippling strike to synergize with, woe will be better than w/p (and arguably already is).

    Quote Originally Posted by cypan41 View Post
    They still are going to be less useful than right now.
    Unless I'm missing something somewhere, only w/p is being affected by the changes in the next mod, so woe won't become less useful. In fact, since stat damagers will work to some extent on bosses, woe (and other stat damagers) will actually become more useful than they are now.
    Tip #71: '3d6' means three six-sided dice are being rolled. For example, when you see that a weapon does '2d4' damage, it means that two 4-sided dice are rolled for damage, for a damage range of 2-8. <--Too difficult to understand? Really?

  6. #6
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    W/P WIll still be better in many situations.

    W/p Reduces the Fort Save along with the Con Damage. Allowing caters to more easily instakill.

    W/P Causes a Stun effect when their Con reaches 0. THis is an immobile autocrit state for the mob. W/E Will cause auto crits, but no stun.

    In the hands of a Crippling strike rogue, W/E can be a boon. everyone else whoudl probobly stick to W/P
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