Things worthy of Standing Stone going EXTREME PREJUDICE™ on.:
- Epic and Legendary Mysterious ring upgrades, please.
- Change the stack size of filigree in the shared bank to 50. The 5 stack makes the shared bank worthless for storing filigree in a human usable manner.
- Fixing why I don't connect to the chat server for 5 minutes when I log into a game world.
- Fixing the wonky Lightning Sphere and Tactical Det firing by converting them to use alchemist spell arcing.
- Redoing the drop rates of tomes in generic and raid loot tables.
ETTS works on anything that isn't red/purple named, and fails its save. It works less so on epic monsters than it did, only because of the save increase.
But I mostly agree here, it needs a bit of recalibrating on that ability. While I like your suggestion for it, it may be a bit much, but if something like that was done I'd probably say screw using DR breakers on DR20, maybe 25, as well.
In anycase, its still a very good item as is, even removing ETTS, and there was dev comment about recalibrating that ability potentially.
Khyber: Runforr 13/6/1 Rog/Ftr/Mnk, Bakup 3/3/1 Mnk/Pal/Rog (TR Pal), Faylah 14 Mnk (TR Mnk), Janthyra 12/7/1 Brb/Rog/Ftr, Ainbthech 20 Sor, Fliethas 18/2 Fvs/Mnk, Unfilled 12/6/2 Mnk/Rgr/Ftr, Arcanemark 10 Wiz "Don't eat us dragon! We're like you, but smaller. And fly worse." - Kobold Crewman on the Heart of Wind
Healing amp *is* important, and 30% *is* great. At least, until they make another item have the same ability.
But the Str +6 is redundant on almost any build. I see you address my "undervaluing" of healing amp, but not my suggestion to change the attribute from Str +6 to Colorless slot.
The Claw set needs the least work out of any set in the Red Fens. I agree. But the overabundance of +6 Stats on Epic Items, even the good ones, irks the everliving hell outta me. The +6 Stat is obsolete well before you've even made the item.
Well.... Anti-Curse? No. Remove Curse. Not something that makes you immune.
Total Curse Immunity (including Healing Curse) means even a no-AC fleshie could tank VoD on any difficulty, no problem, no concern that they'll get cursed at an inopportune time.
Heal removes the "stunned" status, btw. So while there isn't a Pot for it, there is a way for a friendly Cleric/FvS/UMDer to end it for you prior to it's intended duration.
Last edited by TheDearLeader; 06-06-2011 at 01:34 PM.
I like the ideas here, but completely disagree with the jump to tumble argument. Tumble is a nearly useless skill and doesn't fit the theme of the set (who tumbles in a mire?) Jump is useful for all characters, and fits the theme better.
Also, I'd rather see the set bonus get more of the upgrade, rather then upgrade the individual items on their own.
Suggestions:
-move striding 30% to boots
-move UA to the set bonus
-move crippling immunity to the set bonus
-instead of increasing the proc rate on earthen guard (which already has a fairly high rate) just increase the caster level of the stoneskin to 15
"epic deserves epic" is a terrible argument on a best-in-slot item. Healing amp 30% is the epic stat for this item. If anything the str +6 should be replaced with a colorless slot.
I'm not sure how likely Wizardry IX or wizardry X is to debut on this item... however a possible alternative could be +50 and +100 greater elemental spell power, as an alternative to a shroud sp item.
Heighten II would allow wizards to heighen spell for free, so perhaps Heighen I would be more likely.
Greater Illusion focus? Yes. Epic illuion focus? Only if the illusionist' robe gets it first
I'd suggest that this be given +3%, +0.25 as a stacking bonus to crits. As is, its a completely useless bonus as nearly every caster will use some form of major lore.
These items are obviously NOT intended for tanks, and i have no idea how that was implied
I agree with upgrading the sneak attack and/or dex 7 on the ring. Alternatively, replace dex 6 with exeptional dex +2 and a colorless slot so that it can properly replace a TOD ring.
-20% threat is one of the most powerful abilities for any high dps melee thats not tanking, especially for the rogue-types that this set was designed for.
I agree that the poison effect need some help, but i'd suggest it be upgraded to deal real damage instead of being removed for sneak attack... perhaps 10D6 poison damage on vorpal, similar to charged gauntlets.
+3 exeptional to hit might work, but seems off to me... maybe just give the goggles a slot?
Also, epic will save is broken atm, so that should be fixed to stack properly.
I agree with this. Gloves have basically become the most valuable slot for any melee, and there are no good reasons to waste this slot as opposed to the gem trinket if you want the set bonus.
Increasing the bonus from greater to epic would be good... alternatively, a stacking +10% bonus might fit the theme better. Crit chance/multiplier is already an effect designed for the elder's set.
Thelanis
My suggestions in green.
Epic Boots of the Mire
Greater Marshwalker
Balance +20
Underwater Action
Immunity to Slippery Surfaces
Empty Colorless Slot
These would now be situationally useful.
Epic Ring of the Mire
Greater Spearblock
Epic Foritude Save +3
Epic Earthen Guard
Empty Yellow Slot
I think this item is great as it is, except we need to boost Earthen Guard to proc a CL:20 Stoneskin.
Greater Marshwalker
30% Striding
+20 Jump
Freedom of Movement
I was thinking maybe the set bonus could provide immunity to any movement impeding effect, but I think that would be too powerful.
Hi Ying, responses on this one in yellow.
No other items are relevant to my interests.
I don't have any other suggestions to improve it because it's already useful enough IMO. Covers things a Greensteel or Silver/Sinew bows won't. I do like QuantumFX's idea of throwing on Rock Shattering though. Wouldn't work on more than a handful of monsters in highest level quests, but good for flavor & teamwork with a Flesh to Stone user. Nice bonus for those shintao zen archers too.Originally Posted by Carpone
Re: Boots of the Mire, several other items use the Boots of Anchoring icon. Probably better to change that one
No one can groove like the girls with the hooves.
olganon.org - Remember to play in moderation.
My suggestions in green.
Epic Necklace of Venom
Greater Vulkoor's Cunning
Proof Against Poison
Superior False Life
Protection +6
Empty Green Slot
I think the extra Deflection bonus and a Green Slot is all this item needs.
Epic Ring of Venom
Greater Vulkoor's Cunning
Dexterity +7
Sneak Attack Bonus +5
Empty Yellow Slot
I like most of your suggestions for this item, adding a Yellow Slot would finish it off nicely.
Greater Vulkoor's Cunning
-20% Threat
Epic Deception
Powerful Vulkoorim Poison
I like the idea of Greater Deception, but I feel that there are starting to be too many degrees of effects nomenclature. These effects need to be intuitive, predictable and standardized by their power. We already have varying degrees of random loot generated effects alongside their improved, greater, superior and Epic counterparts. I'm for having Epic effects on Epic items, although in this case the 'greater' descriptor is in line with the name of the set bonus.
Epic Deception could be allowed to work on red/purple named mobs, as well as granting either a +5 Competence bonus or +20 Enhancement bonus to the wearer's Bluff skill.
I would like to see the poison effect improved from it's current state, perhaps also making enemies Sickened and slowing them down like Troglodyte Stench does. Maybe also have the set confer a ~5% Slay Living proc on weapons with a DC 35 Fortitude save.
Community Member
One thing I really don't like to see, is higly specialised melee items.
If we want versatility in buils and not carbon copies, epic items need effects that are not usefull to most builds along with what everybody wants.
AC is the worse as equiping for it forces you into obscure, otherwise bad items. What is needed is the common AC effects on good epic items. What is not needed is new AC effects that stack, fueling the arms race between player AC and mob to-hit. It's about time for dodge +4 and +3 on epic items.
Actually I think what we really need is some of the common effects available as craftable options in slots.
My suggestions in green.
Epic Raven's Sight
Greater Raven's Eye
Exceptional Wisdom +2
Epic Will Save +3
True Seeing
Empty Colorless Slot
While True Seeing isn't as good as it used to be, before items like Teraza's Perfect Sight and the Treasure Hunter's Spyglass were introduced, it's still a powerful effect to have on a single item. I think adding a Colorless Slot is all this needs.
Epic Raven's Talons
Greater Raven's Eye
Dexterity +6
Bluff +20
Seeker +6
I think Seeker +6 would give this item a nice bump.
Greater Raven's Eye
+4 to-hit
+3 Stacking bonus to Spot and Search
Exceptional Seeker +4
Getting +4 to-hit is nice for a lot of builds, but this set bonus needs something more to justify 2 slots, I think Exceptional Seeker +4 would make this more desirable. You would need to find an alternative source of Seeker +6 if you were using the Epic Gem of Many Facets for the set bonus, but you could stack this set bonus with the Greater Bold Trinket for maxiumum effect.
Epic Sacred Helm
Greater Divine Blessing
Deathblock
Eternal Faith
Radiance Guard
Blindness Immunity
Fear Immunity
Empty Yellow Slot
Pretty good item as it is, if anything either add a Yellow Slot and/or Blindness and Fear immunity.
Last edited by Astraghal; 06-07-2011 at 09:09 AM.
Deception already works on bosses, and it's a really dangerous effect that will make bosses turn around and cleave all the flanking attackers while the healers are still focused on the main tank. It's really only good for soloing rogues, but they would use RadII on trash and the new and improved Bluff on bosses anyway.
Improving the poison is all this set needs. Massive bane damage with a save is what I think would be good, or >5 backstabbing.
Agreed.
Actually works quite well on bosses you "box n' spank" as opposed to "tank n' spank".
There was a time I'd give my eye teeth for something like this, but now I'm leaning the other way ... unless they fix the blind-spin-around effect to be blind-spin-around-but-always-opposite-me.Epic Deception on an item
Also, with Improved Deception coming on the Spy Dagger and Midnight Greetings, I think we should hold off on more Deception effects. One *can* have too much of a good thing.
Brenna, Tzanna, and Tzinna Wavekin
The Dancing Rogues of Argonnessen
Ascent
Wrong wording, however, fact is you can remove a curse effect on yourself any time you want to (limited only by curse pot cooldowns) - and you can't remove a stun effect on yourself any time you want to, thus an item providing immunity to stun is much more powerful than an item providing immunity to curses.
I've seen non-AC fleshies tank VoD on any difficulty, on elite you *might* need a dedicated anti-curser that just targets the tank and throws a non-guild remove curs pot every cooldown; on normal/hard the tank can take care of his own curses via pots without any issues.
Sure, a divine or anyone who can UMD a heal scroll can break the stun on you, but unless you have voice, by the time you type out "I'm stunned throw me a heal plz" the stun is most likely already gone.
Comfortably [d|n]umb
Weirdly / Annoyed of Khyber
WanderLust EuroTrash
I have to agree with almost everything Diyon said here. It is THE acrobats best weapon currently. The Epic Souleater just needs the Epic Trap the Soul save removed. I find the bodyfeeder to be fine currently, since it goes off constantly. Keep the +2 Profane STR, since not everyone is using the staff will have the Abishai set (or even intend to get the Abishai set).
About the Greater Vulkoor's Cunning set, there just needs to be a few tweaks, in my opinion. They are Rogue items that can be useful for other classes, but they are Rogue items.
Personally, I find the Epic Necklace of Venom fine as is. I don't see anything on it that needs to be dropped. Could something be added to it? Of course, but I'm not sure if this item really needs anything besides maybe a slot added to it.
The Epic Ring of Venom does need some tweaks though. All Rogue rings from Amrath have +6 Dex, plus several other Rogue items (both Epic and non-epic) have +6 Dex. The Dex should be +7 or exceptional +2. I also agree that the Sneak Attack bonus should be at least equal to Tharnes, if not better.
The Greater Vulkoor's Cunning set bonus could use a bit of tweaking also. The -20% Threat is a great bonus and shouldn't be tampered with (unless that gets boosted that is!). Unless things changed since I TRed (and unable to use the item currently), the Vulkoorim Poison didn't work in Epics. Outside of Epics, it eats up practically all trash when it goes off. The poison should work on some trash in epics.
I'd add one more thing to the set bonus. I was thinking maybe a Paralyzing Poison Guard, a guard that does no damage but stuns/paralyzes/dazes the attacker if they fail a fort save.
I strongly disagree here:
-20% is desiderable for rogues, wich are supposed to wear this set and imo the necklace is not "obviously intended to be an item worn by tanks". SFL gives 10hp more than GFL and that little boost can make the difference if you are in the range of 350-400hp, while it is almost worthless if you have 650+ hp.
Greater Deception all time long is not desirable on any melee and someone else already stated it.
I agree here:
both items and whole set give poor stats/bonus'es, need some improvement. More Sneak Attack bonus is welcome, +4 is pointless on epic items. As you said this set wants to compete with Shintao Set, so upgrading Sneak Attack to 6 or more wouldn't be a bad idea.
Poison proc on vorpal is nice just for flavor: on epic is nearly useless, it needs to be replaced. Exceptional Intelligence +2 would be nice instead of Poison on vorpal, here comes the cunning.
Last edited by Melt-emi; 06-08-2011 at 02:24 AM.
R.I.P. Devourer - 20-Aug-2010 11:00 GMT(+1 DST)(World Broadcast): World broadcast: 'Farewell to all our loyal players and thank you for your time in Eberron. We wish you all the best for your future adventures. Please log out now as the servers are now going down. Many thanks, Codemasters Online.'
Lots of great suggestions and discussion so far. Please keep them coming.
Originally Posted by restI really like your Efficient Metamagic - Quicken II suggestion over my Concentration suggestion. Concentration in non-epic quests works fine. The problem is with epic content. 23 base skill + 15 competence + 6 CON bonus = 44 + 1d20. That value has to exceed 10 + level of spell + amount of incoming damage. It's simply too easy for a wizard's spell to be interrupted (compared to a sorc, who has innate Quicken-like casting speed).Originally Posted by xandariant
Originally Posted by sirgogOriginally Posted by TheDearLeaderInstead of +7 Strength or an augment slot, why not +2 exceptional STR instead? It's only available on ToD rings and Epic Cape of the Roc. That would get melee one step closer to not wearing two ToD rings, which this game needs if melee are ever going to seriously consider other ring options.Originally Posted by gordon9999
Khyber: Ying-1, Kobeyashi, Nichevo-1 | 75 million Reaper XP