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  1. #1
    Community Member whitehawk74's Avatar
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    Default Greensteel Handwraps: Not new news, just sign the **** thing... :)

    Yes, I know that not being able to craft GS handwraps is not new news, but thats not going to stop me from complaining and demanding, no sirree.

    Before Turbine introduces the new big bag of bugs (read: Druids) I would like them to actually put some attention into the handwrap bugs that so many people talk about
    ---- AND ----
    allow us to make GS handwraps.
    so, without further fuss,

    /signed
    My demands are simple. Ducks, penguins and tortoises as pets. I'll buy hats and bow-ties for them all.

  2. #2
    Community Member noinfo's Avatar
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    Quote Originally Posted by whitehawk74 View Post
    Yes, I know that not being able to craft GS handwraps is not new news, but thats not going to stop me from complaining and demanding, no sirree.

    Before Turbine introduces the new big bag of bugs (read: Druids) I would like them to actually put some attention into the handwrap bugs that so many people talk about
    ---- AND ----
    allow us to make GS handwraps.
    so, without further fuss,

    /signed
    And remove the ability of TOD rings to increase their damage? I certainly would have been for signing something like this but I still have some issues with TOD rings and their stacking with other wraps and sources so I think this ship has sailed particulary with TOD rings stacking with alchemicals already.
    Milacias of Kyber

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  3. #3
    Community Member whitehawk74's Avatar
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    I have never run TOD and I dont know what the rings do, but if they mess with wraps then its a bug. Squish the bug and give me my GS handwraps!
    My demands are simple. Ducks, penguins and tortoises as pets. I'll buy hats and bow-ties for them all.

  4. #4
    Community Member noinfo's Avatar
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    Quote Originally Posted by whitehawk74 View Post
    I have never run TOD and I dont know what the rings do, but if they mess with wraps then its a bug. Squish the bug and give me my GS handwraps!
    They were given as a replacement for GS wraps, this allowed monks to get additional dps on rings at the cost of stats and other effects. This gave them a dps bonus that stacked with any wraps (well when wraps not bugging) giving them alchemicals that stack with this gave them a dps advantage in some areas as they have an inherent dps based advantage option over other melee types with these. Giving them GS wraps is something that needed to happen BEFORE TOD rings.

    And its not a bug its WAI
    Milacias of Kyber

    Leader of the Crimson Eagles Kyber

    The Myth- TR will make my character powerful
    The Reality- Those kobolds in Water Works won’t have a chance but nothing else cares-Learn to play your build and all its abilities in actual difficult content, get gear and reaper points in level 30+ content and raids.

  5. #5
    2015 DDO Players Council InsanityIsYourFriend's Avatar
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    still want GS handwraps whats wrong with em?
    i'd love to have me some lit 2 handwraps! (imagine the lightning raining down on my GTWF grandmaster of thunder stance monk)
    I am Falontani, Zeblazing, Zeholysoul, Zeshadowfist, Zesoulhuntah, Zedrunk, Singingblade, and many alts
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  6. #6
    Community Member Silverwren's Avatar
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    While I would love to be able to craft GS handwraps and I think we should be able to, I'd rather they just fix the bug(s) with handwraps overall. It really wouldn't make sense to create a bugged pair of GS wraps.
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  7. #7
    Community Member WruntJunior's Avatar
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    With alchemical wraps as an option, any desire I had for greensteel wraps has disappeared....+4 insight bonus to ac, stunning +10, shocking burst, corrosive salt, crushing wave, +2 wisdom (stacking), an elemental fireball type thing, silver, AND the ability to make them +7 (though I'm thinking Cold Iron for the expansion) all on one item is much better than greensteel for handwraps, I think.
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  8. #8
    Community Member Adrian99's Avatar
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    All of the possible combinations of the existing ingredient set have recipes. Therefore, without adding even more ingredients, which would cause mass panic, your request is impossible to satisfy.
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  9. #9
    Community Member redspecter23's Avatar
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    I'd love for greensteel wraps to be added. It would be nice to not have to wait until level 18 on a monk TR to see their "good" weapons kick in. I think that alchemicals are the best replacements we have for now and they are good at what they do. I don't think greensteel wraps would necessitate the removal of tod ring burst effects. In general, I only use one bursting ring right now anyway as Epic Ring of the Stalker is my go-to second ring most times now.
    Kaarloe - Degenerate Matter - Argonnessen

  10. #10
    Community Member noinfo's Avatar
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    Quote Originally Posted by redspecter23 View Post
    I'd love for greensteel wraps to be added. It would be nice to not have to wait until level 18 on a monk TR to see their "good" weapons kick in. I think that alchemicals are the best replacements we have for now and they are good at what they do. I don't think greensteel wraps would necessitate the removal of tod ring burst effects. In general, I only use one bursting ring right now anyway as Epic Ring of the Stalker is my go-to second ring most times now.
    1 ring is still more than other melee get and apply to both hands.
    Milacias of Kyber

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    The Reality- Those kobolds in Water Works won’t have a chance but nothing else cares-Learn to play your build and all its abilities in actual difficult content, get gear and reaper points in level 30+ content and raids.

  11. #11
    Community Member redspecter23's Avatar
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    Quote Originally Posted by noinfo View Post
    1 ring is still more than other melee get and apply to both hands.
    And most other melee get to use that slot for +2 str, +2 con or healing amp. It is powerful on a monk, but they do give up something for that power.
    Kaarloe - Degenerate Matter - Argonnessen

  12. #12
    Community Member WruntJunior's Avatar
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    Quote Originally Posted by redspecter23 View Post
    And most other melee get to use that slot for +2 str, +2 con or healing amp. It is powerful on a monk, but they do give up something for that power.
    Other melees get ravager, which is also 2d6.
    Pestilence: Wruntjunior ~ Dragonborn Fire Sorc (finished completionist project) // Wruntarrow ~ HW Archer // Youngwrunt ~ SWF SDK Bardbarian // Wruntstaff ~ Stick Melee (current tr project)

  13. #13
    Community Member redspecter23's Avatar
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    Quote Originally Posted by WruntJunior View Post
    Other melees get ravager, which is also 2d6.
    Pretty much this right here. If monks are overpowered because of bursts on rings, then how is this fair to keep around if bursts were to be abolished in favor of greensteel wraps. Even the tempest set would be a nice bonus on a monk if it worked, but nada on that too. One could argue that the burst on tod rings is a replacement for greensteel, but one could just as easily argue it's a replacement for ravager, tempest and other effects that unarmed doesn't get. I'm looking at smiting and destruction on DT as well as blasting chime. There is much more give and take than just bursts and greensteel.
    Kaarloe - Degenerate Matter - Argonnessen

  14. #14
    Community Member noinfo's Avatar
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    Quote Originally Posted by WruntJunior View Post
    Other melees get ravager, which is also 2d6.
    Excellent so I will craft that on to whatever ring I want and use it without a set? Cool, I can also use it to help break DR too? even better.

    I agree there are certainly short comings with handwraps but your example is not comparative.
    Milacias of Kyber

    Leader of the Crimson Eagles Kyber

    The Myth- TR will make my character powerful
    The Reality- Those kobolds in Water Works won’t have a chance but nothing else cares-Learn to play your build and all its abilities in actual difficult content, get gear and reaper points in level 30+ content and raids.

  15. #15
    Community Member noinfo's Avatar
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    Quote Originally Posted by redspecter23 View Post
    And most other melee get to use that slot for +2 str, +2 con or healing amp. It is powerful on a monk, but they do give up something for that power.
    +2 to str rather than a burst for dps? There is really no comparison there. Healing amp is a contender for many though but that being said that will only consume 1 of the 2 rings so normally it would come down to at most a burst attack vs +1 to hit and damage or since monks healing amp is a class ability you could easily go 2 burst effects and still have healing amp on gloves anyway.

    Don't get me wrong monks have had it hard at times and their wraps are often broken but in terms of current end game stuff they are ahead in many areas particulary in terms of TOD rings and alchemical wraps. GS wraps I have no problems with but the fact that they stack so easily with TOD rings I would like to see either:

    GS wraps and no TOD ring burst effects (rings must be able to be recrafted)
    GS wraps and all melee can burst rings (rings must be able to be recrafted)

    With TOD rings and Alchemicals I think they need to reconsider how they interact but since my monk is not currently capped I can't say how it really looks first hand and I know how I hate people who don't actually play stuff commenting on someting as fact without trying it first.
    Milacias of Kyber

    Leader of the Crimson Eagles Kyber

    The Myth- TR will make my character powerful
    The Reality- Those kobolds in Water Works won’t have a chance but nothing else cares-Learn to play your build and all its abilities in actual difficult content, get gear and reaper points in level 30+ content and raids.

  16. #16
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    Deleted.
    Last edited by UrbanPyro; 04-01-2014 at 01:33 PM.

  17. #17
    Community Member HungarianRhapsody's Avatar
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    If Alchemical wraps won't hurt the game, then Greensteel wraps certainly won't hurt it.

    /signed.

  18. #18
    Community Member jojoalva69's Avatar
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    Leave ToD rings, eliminate the idea of GS wraps, and move on...

    Not to mention that would hurt what a Ninja Spy is... Quite badly.
    Almost obsolete badly...

    /not signed, nerf wars are no fun when it's a one sided battle.
    (Monks lose and everyone else wins. I don't think I like that idea at all)
    Last edited by jojoalva69; 03-21-2012 at 02:13 AM.

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  19. #19
    2015 DDO Players Council InsanityIsYourFriend's Avatar
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    no one looking at base dmg?
    GS handwraps would have no extra base dmg like EVERY OTHER WEAPON GS/alchemical get
    nor do we get ups with our "epic" handwraps

    sooo your ESOS has what base die? handwraps should get 1/2 that? there now were balanced
    I am Falontani, Zeblazing, Zeholysoul, Zeshadowfist, Zesoulhuntah, Zedrunk, Singingblade, and many alts
    Quote Originally Posted by 404error View Post
    Thanks for the report and Whoa.
    Quote Originally Posted by MajMalphunktion View Post
    This is talked about a ton, and nothing is concrete at this point. Enter bugs with examples. Tons and tons of bugs. Make Gazebo cry.

  20. #20
    Community Member sephiroth1084's Avatar
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    Fix handwraps bugs.
    Greensteel wraps need a lot of other things to be done first, like making changes in one way or another to ToD rings, and addressing existing bugs with handwraps, since greensteel is likely to exacerbate some of those issues.

    Quote Originally Posted by redspecter23 View Post
    And most other melee get to use that slot for +2 str, +2 con or healing amp. It is powerful on a monk, but they do give up something for that power.
    +2 Str is pretty poor when stacked up next to a bursting ring. +2 Con is as well, I'd argue, but it's not a direct comparison and as we get more content where elemental bursts are insignificant (Lord of Blades, for example), having a second ring with an exceptional stat or healing amp will be more common. Once we get the ability to wipe and recraft rings (being discussed at least, if not already in development by the devs), that will become even more true.
    Quote Originally Posted by WruntJunior View Post
    Other melees get ravager, which is also 2d6.
    That is almost certainly a bug, or should be considered so. However, remember that a monk could have +3d6 on all their attacks and +3d6, +1d10 on their crits while using a Holy of Greater Bane that bypasses DR. That is a lot more significant than the Ravager set bonus, +2 Str and +2 Con in most situations.

    If it were deemed that greensteel wraps were really important, I would suggest that the ToD rings be changed to grant the Blast effect (greensteel tier III--extra damage on crit and vorpal) instead of Burst (extra damage on hit and crit), while still allowing Good Blast and Unholy Blast (or whatever it's called) to align your attacks. I think that would be a rather large penalty to many players, though, and I don't think that greensteel wraps should be made without addressing the ToD rings. I'm also against simply allowing the ToD ring bursts to work for all melee, as that would in effect erase the other possible enchantments on the rings for most melee, as Holy Burst is too hard to pass up if you care about DPS (and would represent yet another proxy nerf to the paladin capstone, but that's a minor point).
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