Thoughts on the Update 9 items
All of the items are listed here http://forums.ddo.com/showthread.php?t=309461 - thanks Shade.
Generally I find these items underwhelming. The non-epic Red Fens had several items that were powerful and worth seeking out and using for several levels. One or two (particularly the non-epic Claw set) are even worthwhile on ungeared level 20s. Likewise the Assault on Stormreach chain has some real goodies.
This chain, OTOH, has very little.
Here's my thoughts on the items in the new pack, and, for those that are too weak to consider using, suggestions to improve them.
Axe of Famine
This dwarven axe combines sub-standard DPS (actually borderline awful DPS) with the best rednamed boss debuffing abilities yet seen on a single weapon.
The combination of Weakening and Strength Sapping provide a serious -16 Strength debuff to rednamed bosses, reducing their To-Hit by 8 and their melee damage by 8-12 per hit. (8 for attacks the game treats as a single-handed attack, like most claw attacks, 12 for those treated as two-handed attacks, like most bites).
If the boss fails a save against Life-Devouring (unlikely given how seldom it procs and the fact that most bosses have pretty high Fortitude saves), these debuffs increase to -11 to-hit and 11-17 damage per swing, but this cannot be relied upon.
Overall this weapon fills only a very narrow niche - it helps groups that want to AC tank a rednamed boss reduce that boss's To-Hit. For this narrow purpose, it is best-in-slot. However, it deals so little damage that an axe-and-shield character using this axe will have no hope in holding the boss's aggro. Furthermore, most of the bosses you want to use a tank on have significant DR, and this weapon does not bypass any of those, and most 'must-tank' bosses are purple-named and thus immune to the Weakening effect.
Suggested redesign:
+5
Augmented Base Damage: 2d8
Life-Devouring
Strength Sapping
Incite 15%
Vampirism: Heals the wearer 1d3 damage on each hit.
This would serve the same role for AC tanking, but should have enough threat so that a tank has a reasonable chance to hold aggro and enough damage that it is useful in content where a tank isn't desired. It replaces Weakening (which a lot of things are immune to) with Vampirism, which is also a defensive ability, but one that works against any boss and fits the theme of the weapon.
Beholder Plate Armor/Docent
These armor pieces require significant testing to judge the power level of. On-crit procs like Antimagic Spike are extremely potent to rapier/scimitar wielders. It would be interesting to see if a TWF toon with this armor could neutralise epic Drow casters, for instance, as they generally have pretty low Fortitude saves.
Bow of Sinew
This bow looks awesome at first - +5, enhanced crit range, Seeker 8, Ranged Alacrity and the ability to bypass DR. However, all DPS calculations show it is behind the min level 6 Silver Bow on basically all evil level-appropriate targets except Thrakk Hounds and the second-last boss of Running with the Devils (both of whom have DRs that this bow breaks and the Silver Bow does not).
This is because the Silver Bow has Holy (one of the most powerful weapon modifiers available) and enhanced base damage, and is usually used with +3 Deneith arrows which increases its enhancement bonus, an option not available to this bow.
Suggested redesign:
+5
Augmented Base Damage: 1d19 (deliberately a silly number)
Ranged Alacrity 10%
Stealth Strike
Aligned
Overfocus
(Seeker removed entirely)
Suppressed Power: Crippling Strike (cannot be removed until the next adventure pack in this series)
The 1d19 is unusual, and so fits in a Xoriat-themed pack. The extra 6.5 damage per non-critical hit (compared to the Silver Bow's 1d10+3) makes this a clear upgrade over the Silverbow even once Holy is lost. The utility effects of Stealth Strike and Ranged Alacrity add little to the bow, but will occasionally be useful.
Bracelet of Thaarak
This is an excellent item, and finally is a solid replacement for Chaosguarde for those niche builds that care about AC. Acid Resist 30 (or Exceptional Acid Resist 5) would fit well thematically, but the item is potent without it.
Polycurse Dagger
This item appears interesting, but has really quite derisory DPS, and the 'utility' effect of the Polycurse ability does not offer enough to make up for that.
Against trash, the weapon compares very poorly to a Vorpal - Polycursing a foe is strictly worse than beheading it, and the high To-Hit of this weapon compared to Vorpals is mitigated by the occasional incoming -4 To-Hit curse.
Against bosses, it's a terrible version of a Strength Sapping weapon of Cursespewing. The SSoC will, on average, have a boss cursed and exhausted within 20 hits; the Polycurse dagger will on average take 80.
Suggested Redesign:
I'm going to suggest making this into a DPS weapon that has a modified Polycurse as a utility bonus.
Dagger
Augmented Base Damage: 2d4
+5
Sneak Attack +4
Polycurse (changed): On a Vorpal strike, the foe is hit with one of the following at random (no save): Exhaustion, Bestow Curse, Energy Drain, Limbchopper. Each has an equal chance.
Deception
Curse Vector
Corrosive Salt (as the Shroud proc, 2% proc for ~300 damage over time)
DPS-wise, my version of the weapon is a little behind a Tier 1 Shroud-crafted Holy Rapier - i.e. not good, but not totally derisory. But the extra utility bonuses of a 1.25% chance to Limbchop, Curse, Exhaust or Energy Drain a foe should make it worth considering using.
Scepter of Mad Trickery
This item hits the mark exactly. Potent, with Greater Enchantment Focus and Spell Pen 7 in one package, but with a severe drawback to those that lack the SP for permanent Quicken Spell. It's a powerful item, but one that won't break the game.
I expect to see newly level 20 characters still using this; and being very happy on the day they secure themselves an upgrade from it (likely an Eardweller followed by some other gear swaps).
Love the art.
Quivering Quiver
One of the most disturbing items ever theme-wise. Useful, not overpowered, and the 'generate infinite arrows to vendor' potential problem isn't an issue in practice, although perhaps for safety you may want to consider making the arrows unable to be sold.
Infused Chaosrobe
I haven't got this item to test it properly, but it strikes me as being something designed for a Savant that has two partial offspecs, which will allow you to put three of the four possible procs to good use.
My gut feeling is that the min level 10 Elfcrafted Robe with 'Superior Freeze 6' clickies (and other element analogues) will offer more to the blaster Sorc, as Arcane Lore + Evocation Focus strikes me as better than Lesser Evoc Augment 9. I haven't tested this or run any numbers, it's only a gut feeling.
Living Breastplate
A somewhat decent alternative to the Breastplate of Vol or a random-lootgen +5 Mith BP, for evasion types that care about AC. Still no match for Icy Raiments + level-appropriate AC bracers + Barkskin potions.
Not sure what to recommend here, player AC still requires a major overhaul.
This item will be used as-is, and so needs no changes.
Turbulent Epee
This weapon doesn't do enough damage to be worth using at level 14, nor does it break any important DRs except the Aspect of Cunning and various Iron Golems.
As it stands, this weapon will not be used by players that are geared enough to tackle this new chain.
Adding Aligned would give it some merit as an easily-attained but weaker alternative to a +5 Metalline of Pure Good for the main DR bosses. And what could be more chaotic than a weapon that can't make up its mind what element it is attuned to, what metal it is made of and whether it wants to save the koalas or sacrifice them to its dark masters?
Insanity
This weapon, whilst no paragon of DPS, has some unique and interesting abilities. It will be used by players as-is, although it could possibly go with a base damage upgrade as it currently has no damage enhancing attributes at all. 2d10 won't hurt.
Bewildering will cause a fair few foes to become incapped, but with the changes to bosses in U9, this won't be an issue.
Staff of Fleshshaping
Excellent item. Like the Scepter of Mad Trickery, this is potent, simple, and combines the most important healing item attribute (Superior Devotion 6) with the fun Major Healing Lore and situational but powerful buffs to Harm. I expect to see a lot of level 20 characters running around with this; particularly Clr17/Mnk3 and similar builds that care about remaining centred.
Edit: I don't think this will appeal to geared veterans, however. If you have other twink items such as the upgraded Sora Kell set, or even if you are happy juggling items around, you can easily pass this item up. For new clerics, however, it's great.
The 'upgraded' Epic Cacophonic Verge
As a stat-stick, this is a passable item - Greater Evocation Focus on a one-hander is nice.
As a wand, if the Fort DC on Greater Shout is under 35, it will be near to worthless even with the epic mob saves on the current Live servers. I have the seal and shard of this item, and probably still won't waste an inventory slot carrying the new version unless the DC is around 40.