It is not very clear in the release notes...
Greater Disruption Guard will apply its death effect with no saving throw at its previous percentage chance, but will not deal additional damage.
It is not very clear in the release notes...
Greater Disruption Guard will apply its death effect with no saving throw at its previous percentage chance, but will not deal additional damage.
From the discription of the new way disruption, vorpal and banishment work, there is no save and no HD limits. Add that together with the removal of a lot of immunities and it should work on Epic mobs.
However you will still have the "Only works on mobs that are <1000HP or 100damage to those who are 1000+HP" caveat. And iirc the proc rate was something like 3-5% of the time a mob hits you, or something equally terrible.
This means that greater disruption guard is actually Horribly weak. a plain +1 disruption weapon will do extra damage to the mob and kill it outright 5% of the time you swing at a <1000HP mob.
Remember: 5% of your swings at a mob is far more than 5% of the time a mob swings at you
I think if they need to either increase the % chance (15% sound good anyone?) or increase the HP limit on this particular effect 2000-3000HP would be more reasonable.
Other than that I love what greater disruption adds to weapons.
Khyber - Officer in The Stormreach Thieves Guild
Steeles (TR 1 Paladin 20 / 8 Epic - TWF) - Steeley (Monkadin - Pal 18/Monk 2/ 8 Epic - Unarmed) - Steeltruhart (TR1 Paladin 17 - S&B Bastardsword) - Steelforged (Pal 20 / 8 Epic - SWF) - Steeltruhurt (TR1 - Pal 8 / Ftr 2 - THF) Steelsouls (Clr 17 / Pal 3 /8 Epic)
They have made the effort of listing each effect that has the 1k hp cap in the release notes and this one doesn't. Spells themselves don't use the hp cap. This one actually does have somewhat of an opportunity cost like spells or assinate in that it requires you to be hit. In epic content that's a big deal. I don't see any reason they would have the 1k cap here.