Daishado
"drink triple ... see double ... act single! uh oh wife aggro" *hides*
Those WOW players are used to playing PVP in 2v2, 3v3, 5v5, and 40v40 environments, which is far more challenging than anything that DDO has ever put together with the AI of a PvE only game which can be strangled with a cordless phone. The fact that this turns many of them into d-bags and a-clowns doesnt mean they cant mop the floor with most of us when it comes to cooldown management, spell point conservation, economy of movement, and sheer actions per minute gaming.
In fact, the entire reason DDO can sell endless mana potions to people who prefer to buy them en masse and guzzle them to victory over actually learning how to manage resources is because most of them DID NOT play WOW, because in WOW mana pots have a cooldown. You either learn how to manage resources, or your party/raid wipes.
If people who played WOW come over to DDO and play, the DDO store doesnt have a prayer making money selling game balance circumvention devices.
The target demographic for the DDO is complainers. If enough people complain about something that wastes time in a long grind or makes the game too tough, they will soon sell something in the store that allows people to circumvent that which they complained about.
Community Member
Taenebrae, Daemonsoul, Daemoneyes and Daemonheart of Argonessen
Glitzakram - Trade Thread
It'd still be easier to just being able to slot them without the orb being fully functional.
Without it, all that leaves is swapping weapons sets between the staff and the orb, but that'd be nothing special.
One idea would be to have the orb come up only when blocking, during which the staff would be held in hand.
They can make a special case so similar to the runearm that lets you equip the staff and the orb.
The staff will take precedence, so you'll be using the staff powers, and the orb would be sheathed.
The staff would be held in 2h like crossbows with runearms, then when you block you unsheathe the orb.
This is about having the orb in the slot, not about actually wielding both like with the runearm.
After all you need no monkey grip to do just hold the staff, you just can't wield it, activate it or get the passive benefit.
An exception would be the clickies, since per the SRD you can cast from a staff with one hand.
But that's aside, because for using the staff the way it is in DDO you'd still need two hands.
That way people with staves with or without knobs in the end can keep using them and only use the orb situationally or for the blocking benefit.
Assuming there's still a power when blocking, since the orbs were first advertised to be like that.
Since this is not too different from swapping two weapons sets, having it slotted should be of some use.
After all many casters have the habit of swapping scepters all the time.
What gain would be worth is up for future discussion, maybe the devs can think about it on their own.
Just note that when blocking you can't move or jump, and won't be using shield block either.
Stretching the idea you may even have orbs charge like the runearm, or made them craftable for a passive benefit.
I won't go as far as saying this would justify using the two items together with the full powers.
Point is that as far as holding the two items together is concerned, that'd be technically possible.
But implements ARE 4th Edition! Orbs ARE 4th Edition! I think the real issue here is a legality one, which is why Feather can't come out and tell the truth. If he did, he'd be violating a copyright on 4E, which Turbine doesn't have the rights to. And all this complaining is going to end up upsetting so many devs and employees they're just going to do away with orbs altogether instead of expanding them, like rune arms were, into other packs.
And to those discussing monkey grip. If we used 3.5, monkey grip would NOT let you dual wield Two Handed weapons, Monkey Grip would increase the size category of your weapon which would change the dice size. Basically, it would be like the arti's deadly weapons spell as a feat. It's not that powerful in 3.5 as it is in 3.0. So you couldn't dual wield 2 eSoS.
Nobody has brought this up I think either, though if they have my bad, but nobody is mentioning that if we did allow staves and orbs to be dual wielded, we'd have to completely redo the animation and physics engine. That would be a disaster, as we can see from the current animation bugs.
It would be rebalanced for sure, not used by the letter it was a bit of a can of worms in pnp, I once made a character that had a base weapon damage of 12d6 at level 2 (that is without weapon enhancements and str bonus, just base damage) abusing this (we had silly campaigns now and then when we made the most outrageous characters we could). That is enough to one-shot large dragons and smack down the Tarasque in 3 rounds, again at level 2!
There is, an epic feat Wield Oversized Weapon str 25, bab 21, Monkey grip as prerequisite. Removes the -2 to hit from wielding larger weapons. Horrible horrible epic feat.
NWN2 had it and it did allow you to use 2h weapons in one hand there (unless you were a halfling), likely because of that there were no ordinary large weapons in the game. I suppose ddo would face the same problem and I think it may be here a lot of people somehow got it to that Monkey grip allows you to dual wield 2 eSoS, while by the 3.5 rules it would just allow you to use a eSoS that did 1d6 more damage.
The Tarcane Death knight; a solo friendly plate wearing (0% spell failure) arcane knight.
NWN2 had a lot of feats that were just made up for the game. It's a matter of transition to video games, and their idea was very overpowering, but it still gave you a huge penalty to attack. NWN2 also didn't have a bevy of +6 items.
http://dndtools.eu/feats/complete-wa...ey-grip--1978/
That's the best link I could find on Monkey Grip, and it doesn't account for offhand.
Sarkiki - Orexis - Pallikaria - Epithymia - Musouka - Empnefsi | Cannith Server
Sure. It was a generalization to make a point about comparing class power and their p2p status. Any class can be played badly. I was simply pointing out that I have seen lots of folks complain that druids are weak, and hence arguing that all p2p classes are strong is not a good argument.
The Tarcane Death knight; a solo friendly plate wearing (0% spell failure) arcane knight.