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  1. #1
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    Default Expanded epic augment list is overdue

    The available epic augments need to be expanded. It's been ignored since it's release in Nov 2009, while Cannith crafting and Alchemical crafting have been introduced. Epic augments and Cannith crafting "do not play well together" according to Eladrin, so we won't see items benefiting from both any time soon.

    Recommended epic augment additions:

    Red Augments
    There are zero red augments that are desired by casters. Even though caster weapons have red (or purple) augment slots, all currently available red augments are melee-centric. Consider adding the following red augment options for casters:

    Major Kinetic Lore
    Major Sonic Lore
    Major Healing Lore
    Major Radiance Lore
    Major Void Lore
    Major Laceration Lore
    Major Lightning Lore
    Major Acid Lore
    Major Ice Lore
    Major Fire Lore

    Efficient Metamagic Empower II
    Efficient Metamagic Maximize II
    Efficient Metamagic Enlarge II
    Efficient Metamagic Extend II

    Greater Evocation Focus
    Greater Conjuration Focus
    Greater Illusion Focus
    Greater Enchantment Focus
    Greater Necromancy Focus
    Greater Transmutation Focus

    For melee, please consider adding the following red augment options:

    10% Melee Alacrity
    10% Ranged Alacrity
    30% Healing Amplification
    30% Incite
    30% Incite reduction (-threat)
    Smiting
    Banishing
    Disruption
    Destruction

    Blue Augments

    Exceptional +2 Strength
    Exceptional +2 Constitution
    Exceptional +2 Dexterity
    Exceptional +2 Intelligence
    Exceptional +2 Charisma
    Exceptional +2 Wisdom

    Superior False Life
    Archmagi
    Resistance +5
    Protection +5
    Persuasion

    Evocation Augmentation IX
    Conjuration Augmentation IX
    Transmutation Augmentation IX
    Necromancy Augmentation IX
    Enchantment Augmentation IX
    Illusion Augmentation IX

    Stunning Blow Mastery (+2 to Stunning Blow/Fist DC)
    Sundering Mastery (+2 to Sunder DC)
    Trip Mastery (+2 to Trip DC)
    Ghost Touch
    +5 Sneak Attack Bonus

    Yellow Augments
    Greater Elemental Energy (20 HP)
    Greater Elemental Spell Power (100 SP)
    Superior Potency VI
    20% Healing Amplification
    20% Incite
    20% Incite reduction (-threat)
    +4 Attack
    30% Striding
    True Seeing
    +5 enhancement skill bonus (for one specific skill -- too many skills to list them on their own line; does not include UMD)
    Command

    Colorless Augments
    10% Healing Amplification
    10% Incite
    10% Incite reduction (-threat)
    +2 Attack
    Improved Elemental Energy (15 HP)
    Elemental Spell Power (50 SP)
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  2. #2
    Community Member somenewnoob's Avatar
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    Thumbs up

    More choices is a good thing. Could definitely see an expansion of existing choices. Some excellent suggestions.

  3. #3
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    Thumbs up Long overdue...

    Great suggestions.

    Definitely hoping for this.

  4. #4
    Community Member Monkey_Archer's Avatar
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    /signed on everything except:

    Quote Originally Posted by Carpone View Post
    Red Augments
    Smiting
    Banishing
    Disruption
    Unless you mean just the vorpal effect without the 4d6 damage, then I could agree with that as well...
    Thelanis

  5. #5
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    Quote Originally Posted by Monkey_Archer View Post
    /signed on everything except:



    Unless you mean just the vorpal effect without the 4d6 damage, then I could agree with that as well...
    I'll leave that up to the developers to decide but I wouldn't hold my breath for 4d6 damage.

    Really, just hoping that this draws enough attention for developers to get it on their radar. There's plenty of revenue generating opportunity here as well. Could always parcel out the augments by faction, so certain faction levels are necessary in order to purchase them. In theory, that would drive sales to the adventure packs that give the faction and give this initiative priority vs. non-revenue enabled changes.
    Khyber: Ying-1, Kobeyashi, Nichevo-1 | 75 million Reaper XP

  6. #6
    Community Member Cam_Neely's Avatar
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    Quote Originally Posted by Carpone View Post
    I'll leave that up to the developers to decide but I wouldn't hold my breath for 4d6 damage.

    Really, just hoping that this draws enough attention for developers to get it on their radar. There's plenty of revenue generating opportunity here as well. Could always parcel out the augments by faction, so certain faction levels are necessary in order to purchase them. In theory, that would drive sales to the adventure packs that give the faction and give this initiative priority vs. non-revenue enabled changes.
    I wish more people thought out suggestions as you do here. A opposed to pie in the sky, 'i want this to be more pwnzor' you do a decent job of supplying balanced suggestions to changes, and also put some thought into why turbine would want to do it.

    Constructive suggestions are way better then suggestions.
    Quote Originally Posted by MajMalphunktion View Post
    Hate me if you want, as of right now I'm not letting anyone crack open the build for this. Nope no way. Nada. I need developers working on the expansion pack, and that only. Again, hate me all you want, but creating a whole new realm takes priority over a broken bag. This is pretty much true of a few of the other issues that crept in today also.

  7. #7
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by Cam_Neely View Post
    I wish more people thought out suggestions as you do here. A opposed to pie in the sky, 'i want this to be more pwnzor' you do a decent job of supplying balanced suggestions to changes, and also put some thought into why turbine would want to do it.

    Constructive suggestions are way better then suggestions.
    Unfortunately making well thought out, constructive suggestions is NOT the way to get it on the devs radar as everyone just agrees and the suggestion goes to the bottom of the pile!

    Path to success is through conflict! That is what draws attention.

    In light of that, I categorically disagree with this suggestion and think it is rubbish because I know everything and you all know nothing. Nerf augment slots!

  8. #8
    Community Member Monkey_Archer's Avatar
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    Quote Originally Posted by Carpone View Post
    I'll leave that up to the developers to decide but I wouldn't hold my breath for 4d6 damage.

    Really, just hoping that this draws enough attention for developers to get it on their radar. There's plenty of revenue generating opportunity here as well. Could always parcel out the augments by faction, so certain faction levels are necessary in order to purchase them. In theory, that would drive sales to the adventure packs that give the faction and give this initiative priority vs. non-revenue enabled changes.
    Member of The Twelve - 250 Favor
    Seems like an appropriate place to acquire epic augments... and currently void of any reward...
    Thelanis

  9. #9
    Community Member sephiroth1084's Avatar
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    Quote Originally Posted by Carpone View Post
    The available epic augments need to be expanded. It's been ignored since it's release in Nov 2009, while Cannith crafting and Alchemical crafting have been introduced. Epic augments and Cannith crafting "do not play well together" according to Eladrin, so we won't see items benefiting from both any time soon.

    Recommended epic augment additions:

    Red Augments
    There are zero red augments that are desired by casters. Even though caster weapons have red (or purple) augment slots, all currently available red augments are melee-centric. Consider adding the following red augment options for casters:

    Major Kinetic Lore
    Major Sonic Lore
    Major Healing Lore
    Major Radiance Lore
    Major Void Lore
    Major Laceration Lore
    Major Lightning Lore
    Major Acid Lore
    Major Ice Lore
    Major Fire Lore

    Efficient Metamagic Empower II
    Efficient Metamagic Maximize II
    Efficient Metamagic Enlarge II
    Efficient Metamagic Extend II

    Greater Evocation Focus
    Greater Conjuration Focus
    Greater Illusion Focus
    Greater Enchantment Focus
    Greater Necromancy Focus
    Greater Transmutation Focus

    Do any of the caster-focused epic items have red slots? I know at least a few have blue slots. I'd say that if we get these changed, those items should get changed to purple slots (ie the Epic Staff of Inner Sight). Otherwise, this list looks good.

    For melee, please consider adding the following red augment options:

    10% Melee Alacrity
    10% Ranged Alacrity
    30% Healing Amplification
    30% Incite
    30% Incite reduction (-threat)
    Smiting
    Banishing
    Disruption
    Destruction
    Pretty reasonable considering these are competing with DR-breaking crystals and extra to-hit. The Healing Amp and enemy killer effects may be a bit strong.

    Blue Augments

    Exceptional +2 Strength
    Exceptional +2 Constitution
    Exceptional +2 Dexterity
    Exceptional +2 Intelligence
    Exceptional +2 Charisma
    Exceptional +2 Wisdom

    Superior False Life I think it's reasonable that this appears on only a small number of select items, but am not opposed to this being added.
    Archmagi
    Resistance +5 No. Upgrade the yellow slot version.
    Protection +5 No. Upgrade the yellow slot version.
    Persuasion Replace with either +2 or +3 exceptional Cha skills (consider adding +2 exceptional <stat> skills to yellow slots, and +3 exceptional <stat> skills to blue slots)

    Evocation Augmentation IX
    Conjuration Augmentation IX
    Transmutation Augmentation IX
    Necromancy Augmentation IX
    Enchantment Augmentation IX
    Illusion Augmentation IX

    Stunning Blow Mastery (+2 to Stunning Blow/Fist DC)
    Sundering Mastery (+2 to Sunder DC)
    Trip Mastery (+2 to Trip DC)
    Ghost Touch Should be a red slot.
    +5 Sneak Attack Bonus

    I'd prefer to see Stunning, Vertigo and Shatter 10 available somewhere. Ideally in colorless, but maybe in yellow or red (makes sense on weapons).

    Add Heightened Awareness 4 to list.
    Yellow Augments
    Greater Elemental Energy (20 HP) Move to blue, put Improved here, and regular in colorless.
    Greater Elemental Spell Power (100 SP) Move to blue, put regular here.
    Superior Potency VI
    20% Healing Amplification
    20% Incite
    20% Incite reduction (-threat)
    +4 Attack
    30% Striding
    True Seeing
    +5 enhancement skill bonus (for one specific skill -- too many skills to list them on their own line; does not include UMD) Would prefer +15 competence to skills offered here, or in colorless with the +5 enhancement to skills offered here.
    Command
    Add Heightened Awareness 2 to list.
    Add Dodge +2 to list.

    Colorless Augments
    10% Healing Amplification Maybe swap this with the 20% in yellow, since 10% is actually rarer than 20% is.
    10% Incite Ditto.
    10% Incite reduction (-threat) Ditto.
    +2 Attack
    Improved Elemental Energy (15 HP)
    Elemental Spell Power (50 SP)
    Comments in blue. Like the look of this on the whole, but with some specific alterations here and there.
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  10. #10
    Community Member Emili's Avatar
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    Quote Originally Posted by sephiroth1084 View Post
    Comments in blue. Like the look of this on the whole, but with some specific alterations here and there.
    I agree with they need to do something with epic slots... in lines as sephiroth states be making more sense.

    Upgrading the slotting thus places more value on epic items across the board ... including those which are currently view a tad meh.

    There are a great deal wrong with the current loot systems ...

    We've too many going at once, deffo missed on the scale of time/reward, We've a system of cannith craft where people may grind out six hours for reasonable crafting skill to make something better than many epic items and in same scope the epic item may need to farm for months to attain? Something be radically wrong with that as you have to agree.
    Last edited by Emili; 03-23-2012 at 01:17 PM.
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  11. #11
    Community Member Xeraphim's Avatar
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    Quote Originally Posted by Emili View Post


    I agree with they need to do something with epic slots... in lines as sephiroth states be making more sense.

    Upgrading the slotting thus places more value on epic items across the board ... including those which are currently view a tad meh.

    There are a great deal wrong with the current loot systems ...

    We've too many going at once, deffo missed on the scale of time/reward, We've a system of cannith craft where people may grind out six hours for reasonable crafting skill to make something better than many epic items and in same scope the epic item may need to farm for months to attain? Something be radically wrong with that as you have to agree.

    Of course this means that Epic weapons and equipment would have to be EPIC instead of something slightly better than the Shavarath Crafting line.

  12. #12
    Community Member Emili's Avatar
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    Quote Originally Posted by Xeraphim View Post
    Of course this means that Epic weapons and equipment would have to be EPIC instead of something slightly better than the Shavarath Crafting line.
    I tend to agree ... but GS is slowly being replaced, many of the wearable guards are less than what they used to be and the only weapon of note in GS these days are Lit II the Min II fell in scope off the map a while ago.
    A Baker's dozen in the Prophets of the New Republic and Fallen Heroes.
    Abaigeal(TrBd25), Ailiae(TrDrd2), Ambyre(Rgr25), Amilia(Pl20), Einin(TrRgr25), Emili(TrFgt25), Heathier(TrClc22), Kynah(TrMnk25), Meallach(Brb25), Misbehaven(TrArt22), Myara(Rog22), Rosewood(TrBd25) and Sgail(TrWiz20) little somethings with flavour 'n favour

  13. #13
    Community Member SoloPhalanx's Avatar
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    Quote Originally Posted by Carpone View Post
    The available epic augments need to be expanded. It's been ignored since it's release in Nov 2009, while Cannith crafting and Alchemical crafting have been introduced. Epic augments and Cannith crafting "do not play well together" according to Eladrin, so we won't see items benefiting from both any time soon.

    Recommended epic augment additions:

    Red Augments
    There are zero red augments that are desired by casters. Even though caster weapons have red (or purple) augment slots, all currently available red augments are melee-centric. Consider adding the following red augment options for casters:

    Major Lores - Great idea. Consider Greater Arcane Lore as well (might be OP, having Greater Lores would probably be a better idea)
    Efficient Metamagics II- Great Idea

    Greater School Focus - There's already a normal focus option for slots. While that is obsolete, I believe it should just be changed to greater focus, no need to implement a new option for them. Pretty much obsolete unless it is for slot validation. Mid 40s crafting unlocks Greater School Focus.


    For melee, please consider adding the following red augment options:

    10% Melee Alacrity - good
    10% Ranged Alacrity - good
    30% Healing Amplification - no, OP, maybe 15% (20 max)
    30% Incite - OP, maybe 20
    30% Incite reduction (-threat) (In here maybe just treason (or whatever it is that makes it 80% (so -20% increase))
    Smiting, Banishing, Disruption, Destruction - I feel these should be a priviledge, that you should make some sacrifice to get, instead of just being able to slot it. Would probably lead to pretty OP weapons.

    Blue Augments

    Exceptional +2 Stats - Good idea
    Superior False Life - OP, should also only be available on some items instead of just being slotted
    Archmagi - OP, should also only be available on some items instead of just being slotted
    Resistance +5 - Slots are for consolidation, they shouldn't be able to replace gear (would make some items obsolete)
    Protection +5 - Slots are for consolidation, they shouldn't be able to replace gear
    Persuasion - Good idea

    School Augmentation IX (Lesser would probably be more fitting, but good idea)

    Tactical Feat Mastery (No idea if these would be OP or what. sounds like a nice idea though)
    Ghost Touch - More fitting to a yellow
    +5 Sneak Attack Bonus - OP, make it 3 or 4

    Yellow Augments
    Greater Elemental Energy (20 HP)
    Greater Elemental Spell Power (100 SP)
    Superior Potency VI - Maybe Greater
    20% Healing Amplification - No, maybe 10% on a yellow
    20% Incite - No, maybe 10% on a yellow
    20% Incite reduction (-threat) - Should be ok to put Treason here, not a very important ability, wouldnt be too overpowered
    +4 Attack - Hell no. Maybe 2
    30% Striding - Due time already
    True Seeing - Good idea, but maybe OP for a yellow slot, can't make my mind on it.
    +5 enhancement skill bonus (for one specific skill -- too many skills to list them on their own line; does not include UMD) - Good idea, but probably OP for a yellow slot.
    Command

    Colorless Augments
    IMO should be reserved for the stats
    my comments on it
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  14. #14
    The Hatchery
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    Put +15 skills and +5 enhancement skills on colorless.

    Protection and resistance +5 on blue doesn't make much sense. Upgrade the ones on yellow slots.

  15. #15
    Community Member Jaid314's Avatar
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    something like this (it wouldn't have to be specifically this, just similar) would be a lot more persuasive in terms of getting me to actually care about epic slots a lot more...

  16. #16
    Community Member Gurei's Avatar
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    Thumbs up

    I (mostly) agree with the changes/suggestions/addition of many of the augment choices in OP and Sephiroth's, +1 to you both, this is a change thats been due since epic items became not so epic.

    /signed
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  17. #17
    Community Member Vengeance777's Avatar
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    /signed

    Long overdue. Most of the epic augments are poor now that Cannith craftings been introduced, and bluebars really have no effects to slot the redslot items with.

    The favor reward for the 12 option is interesting as well.
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  18. #18
    The Hatchery danotmano1998's Avatar
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    It would be fantastic indeed to see more options for the augment shards.
    What exactly they are and what colors they should be I'll leave up to the balance gurus.

    I'm loving the OP though. Great suggestions, well in line with what could be useful and expected for these powerful and costly slots.


    Seems like these got made and left to grow dusty while the new kids like cannith crafting and other named items got all the glory and attention.
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  19. #19
    Community Member Gareth_Valinson's Avatar
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    /signed

    And please do a pass on epic items to update the color/quantity of the slots on them.
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  20. #20
    The Hatchery sirgog's Avatar
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    Some of these strike me as pretty potent. A Banishing or Smiting Epic Antique Greataxe with 10% Healing Amp, for one. There's still lots of good ideas though.

    As for more suggestions:

    - 30 Resist X element
    - Inherent 10 Resist X element

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