+10 metaline of puregood.
Thats all and same augments as sos.
+10 metaline of puregood.
Thats all and same augments as sos.
yep. and there should be equivalents for the khopesh, rapier, longsword, scimitar, falch, and every other single weapon. That wouldn't be game breaking at all
One step at a time. Devs have plenty of other monk related things to work on (Shintao , Ninja Spy III, Henshin Mystic, tier III PrE ToD ring set effects)
That said, if we don't get at least some decent epic handwraps before they release Epic Greensteel, the devs are gonna have a ****storm the likes of which they've never seen before.
Mror Hold, 2nd in command - Thelanis
Why am I a disgruntled vet? I could care less about nerfs, if the rest of the update worked.
I hate epic, GSF !="generalist wizard", and my raid loot luck still *'in sucks.
epic... greensteel?
can someone pick up the fragments of my mind please?
http://compendium.ddo.com/wiki/Item:...ic_Energy_Cell
http://compendium.ddo.com/wiki/Item:...ic_Energy_Cell
I recall someone finding more hidden in the compendium, but that's what I found in a quick sweep.
Edit: Found another - http://compendium.ddo.com/wiki/Item:...plintered_Horn
Mror Hold, 2nd in command - Thelanis
Why am I a disgruntled vet? I could care less about nerfs, if the rest of the update worked.
I hate epic, GSF !="generalist wizard", and my raid loot luck still *'in sucks.
But the devs junk they are giving monks is totally useless...
Take out the tod rings take out the prestiges they are junk and not even worth taking on a monk.
Obviously the tod rings are worthless because we lose our +2 ex stats and theres a balance issue when epic handwraps come out..
And the person that said w\e about the sword of shadows only being upgraded to +10 adamantine well obviously you didnt take into account the fact that the base damage went up on the sos 2d6 < 5d6 thats 10.5 average damage on par with metaline vs adamantine. And epic handwraps wont raise base hand damage unless they want us to get up to 2d20 hands...
Last edited by Bryan4Days; 07-18-2010 at 01:37 AM.
And x2 crit is weak too, given if you're running epics everything is perma crit.
I'd love the Epic handwraps to be x3 whenever they finally come out.
Having read what Turbine thinks of Monks (that Force strikes are the advanced path), I had the following idea for Epic Handwraps... Not that they will get made mind, but still...
Handwraps
Epic
+5
-1 Ki generation (all your Ki is being used up to power up the handwraps, meaning only Pure Monks get to go to town with them on and do their party tricks)
Adaptive Strike (your unarmed attacks count as Piercing/Slashing/Bludgeon)
Force Burst (on vorpal confirmed crit: Erase)
Unarmed Damage Dice is +1 up from current one (2d12 for Pure non TR Monk, 2d14 for TR Monk, 2d16 for Earth TR Monk etc.)
Pure unarmed combat handwraps. Works with every Monk PrE and even some non pure Monks too.
But that's just me.
J1NG
Thelanis: Yijing (*Completionist* TR 20 Aasimar Scourge Monk Level 20 / Epic Level 10)
Thelanis: Pocket-Monks: Sightblur, Peashoote, Jigglypath, Jedinja.
Invisible Fences, unkillable Target Practice Dummy's, Shared Bank's, Pale Lavender Ioun Stones, the dimensional barrier between Eberron and Shavarath, I've broken them all...
Really? Epic greensteel? Horrid idea, half the epic stuff isnt even close to as good as greensteel.
But whatever, more damage i suppose, yawn, fallowed by more nerfs, shrug.
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Um, are you saying that +2 ex stats is better that than the bursts you can get?
I want some of what you're smoking please.
Most melees will be more that thrilled to take the extra damage over a little +1 modifier...
Monks have some crazy perks as it is, not to mention that in the right hands they have stellar dps as well.
So they are not highest dps, they survive much better that the highest dps builds though.
Stop the whining please.
Epic greensteel items are just going to be the same stuff we've been crafting for 2 years, but with their ML changed to 20 and their icon border changed to purple.
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I think monk's unarmed attacks should count as slashing/bludgeoning/piercing instead of just bludgeoning since a good hand to hand fighter can change their hand from a dist to another shape for karate-like slashes. They should get slashing at like monk lvl 5 and piercing at lvl 10 or something.
and to the OP, why mettaline of pure good? That's the weakest harry beater possible. Wouldn't you want a holy burst silver XXX of greater evil outsider bane?
On any other roll than a 1, target is instantly destroyed. Red and Purple names are immune to the instantly destroyed effect, but are shaken and unable to move or attack. This effect lasts until they are destroyed.
Sarcasm aside, I know your not looking for an easy button. IMO, after playing a Monk, I find it fun and definatly not lacking in power, balance or capabilities as they are. If they were ever to add Epic or Greensteel handwraps, it would be cool, moreover because its new and gives you something other than shortswords or longswords (if you want them) to grind for, but not because it's needed. My only concern would be, that if created, history shows the developers lack a certain foresight when adding things.
Sure it would be nice to have other options combining ToD rings and Epic or Greensteel HW's, (imagines seeing 11-12 numbers flashing above my characters head per hit) but I don't rely on one set of rings on my Monk currently, (nor do a lot of other classes that I play for that matter). Different sets suite situational purposes as needed, just fine.
Nope and I've never seen anyone conjure magical blades, or seen anyone cast a lightning bolt. Are you saying we should only get "realistic" abilities? If so then we need a major rework of the game. But seriously monks get adamantine DR bypass, why not an ability to alter the base damage type. Maybe we can only pick one other type but it would be an improvement over out current options. Watch FIST OF THE NORTH STAR, they had the right idea.