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  1. #1
    Community Member artistx's Avatar
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    Default Please give Gauntlets of Immortality Healing Amp instead.

    I think Gauntlets of Immortality are a decent item for healers giving healing spellpower/lore on something that isn't a helm or weapon for once... but I hafta say the regenerate isn't all that great... and I'm having a hard time justifying using the Gauntlets over the Purple Dragon ones... as Cleric Healing Amp makes my Aura more effective on myself so I can focus on healing other people and not worry about my own HP as much and as a Favored Soul Free Cure Light Wounds Capstone are more effective.. It even fits the lore..
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  2. #2
    Community Member Chette's Avatar
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    Yes, these gloves are just incredibly depressing. The devotion and lore, that's nice (though healing lore is generally considered far less desirable than other lores) but the other effects are worthless. These will need to be significantly better before any divine will consider wearing them, never mind bards, paladins and rangers.
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  3. #3
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    quote.

  4. #4
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    Maybe tack some amp ontop.. Not too much mind, just enough to make it help out some. If not careful they would become best in slot for melee FvS.

    I am a bit out of touch on what melee FvS would use for gloves normally though...

    Would be nice to have 10-20% Hamp on them. 30% feels a little dangerous though. The amp would also have the nice effect of increasing the regen some to a noticable amount.

  5. #5
    Community Member Therrias's Avatar
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    /signed

    The other "best" gloves both have 30% healing amp on them, so it is not out of line. Even 10 or 20% would be nice though (and would open up more options for other slots, such as making 30% bracers more useful).

  6. #6
    Community Member Deamus's Avatar
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    Definitely signed great idea . Regeneration is useless for cleric !
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  7. #7
    Community Member Buggss's Avatar
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    I'd have thought the whole point of the gloves is to improve outwards healing, there's nothing about them to say they're meant to improve healing for the wearer as far as I can see.

    It seems like these are an item specifically intended for a the role of a healer, not for everyone else.
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  8. #8
    The Hatchery Nospheratus's Avatar
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    Quote Originally Posted by Buggss View Post
    I'd have thought the whole point of the gloves is to improve outwards healing, there's nothing about them to say they're meant to improve healing for the wearer as far as I can see.

    It seems like these are an item specifically intended for a the role of a healer, not for everyone else.
    ^This.

    The gauntlets are fine as they are, from my point of view. The regen may not be great, but it's something and it is flavor, if nothing else.

    It has 2 slots, if upgraded, and perhaps augments with HA may exist in the future... Who knows...
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  9. #9
    Community Member Terebinthia's Avatar
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    Yes please healing amp please. It would make them a strong contender versus the PDK gauntlets then. Right now they are sort of meh, even though it's nice to have devotion on the hand slot, of course.
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  10. #10
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    The first person that an healer must heal is himself.
    The Regen is selfhealing effect like healing amplification... only bit useless IMHO.

  11. #11
    The Hatchery sirgog's Avatar
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    Definitely NOT signed.

    As is, the gloves are the best in slot item for any divine caster that doesn't melee and a serious contender for best in slot for divines that do melee.

    Making best in slot items even further ahead means effectively deleting all the other items that compete with them.


    Look at the eSOS, the best-in-slot two-handed weapon. Would the game be better or worse if it was +12 and 18/x4? Obviously the game would be worse as there'd be even less reason to consider any other item.

    It's the bad items that need buffing, not one of the two items in the raid that are excellent already.
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  12. #12
    Community Member WruntJunior's Avatar
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    Quote Originally Posted by sirgog View Post
    Definitely NOT signed.

    As is, the gloves are the best in slot item for any divine caster that doesn't melee and a serious contender for best in slot for divines that do melee.

    Making best in slot items even further ahead means effectively deleting all the other items that compete with them.


    Look at the eSOS, the best-in-slot two-handed weapon. Would the game be better or worse if it was +12 and 18/x4? Obviously the game would be worse as there'd be even less reason to consider any other item.

    It's the bad items that need buffing, not one of the two items in the raid that are excellent already.
    These gloves are nowhere near a top contender for a melee divine, as too many glove options add to DPS (namely, Nether Grasps and the Claw set) - a melee divine is better off with as high of a devotion item as they could get on a helm.

    For a caster divine, they may situationaly be best in slot, but I personally wouldn't give up healing amp 30% on a caster divine (though I'm not the best to speak on this, as I got tired of the consistent lack of divine gear on my evoker and went arcane)....seriously, though, all they do is save a step in swapping through items - it's essentially a ml 25 caster stick on gloves (the two slots aren't bad, but until u18 is out, I'm having trouble seeing the use of yet more yellow slots), so instead of having a set for radiance + heals and a set for impulse + heals, you have a set for impulse + radiance with heals on gloves (though a very comparable option has been available since MotU's release with the Holy Symbol of Lolth). IMO, this is in the same category as the Skybreaker - it starts out as a nice attempt to make a good item, but there's not enough follow-through (in the case of the greatsword, its bad crit range/multiplier hold it back - on these gloves, it's the lack of anything special).

    I would personally love to see the near-useless regen effect (I only predict it occasionally saving an incapped healer, much as regeneration on any other item is) be replaced with healing amp, even if only 20% (though honestly 30% would be fine) just to make these gloves more competitive with other options (personally, I'd rather have PDK gloves if I ever had sufficient reason to TR Wruntjunior back to FvS).
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  13. #13
    The Hatchery sirgog's Avatar
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    Quote Originally Posted by WruntJunior View Post
    These gloves are nowhere near a top contender for a melee divine, as too many glove options add to DPS (namely, Nether Grasps and the Claw set) - a melee divine is better off with as high of a devotion item as they could get on a helm.

    For a caster divine, they may situationaly be best in slot, but I personally wouldn't give up healing amp 30% on a caster divine (though I'm not the best to speak on this, as I got tired of the consistent lack of divine gear on my evoker and went arcane)....seriously, though, all they do is save a step in swapping through items - it's essentially a ml 25 caster stick on gloves (the two slots aren't bad, but until u18 is out, I'm having trouble seeing the use of yet more yellow slots), so instead of having a set for radiance + heals and a set for impulse + heals, you have a set for impulse + radiance with heals on gloves (though a very comparable option has been available since MotU's release with the Holy Symbol of Lolth). IMO, this is in the same category as the Skybreaker - it starts out as a nice attempt to make a good item, but there's not enough follow-through (in the case of the greatsword, its bad crit range/multiplier hold it back - on these gloves, it's the lack of anything special).

    I would personally love to see the near-useless regen effect (I only predict it occasionally saving an incapped healer, much as regeneration on any other item is) be replaced with healing amp, even if only 20% (though honestly 30% would be fine) just to make these gloves more competitive with other options (personally, I'd rather have PDK gloves if I ever had sufficient reason to TR Wruntjunior back to FvS).
    Adding a high power, hard to slot mutation (most people wear a TOD ring for nothing other than 20% amp these days) to these gloves does not make them more competitive, it makes everything else even further behind. Just like adding Holy to the eSOS would reduce the number of viable weapons.

    If you want the extra melee capability offered by non-Immortality gloves, you should have to pay a price for it. Just as you need to give up the capstone and some SP if you want the THF chain and cleave feats and Overwhelming Critical on a divine.

    If you don't think these gloves are good - use something else. Simple. They're best in slot for a large majority of divines out there and so should not be made better. (Especially such a massive improvement as giving them amp).
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  14. #14
    Community Member Thrudh's Avatar
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    Quote Originally Posted by artistx View Post
    and I'm having a hard time justifying using the Gauntlets over the Purple Dragon ones...
    And that's why they shouldn't change it.

    Whenever a choice is hard, the devs are doing it right...

    Whenever an item is obviously "best-in-slot", the devs are doing it wrong.

    Edit: Although PDK gloves shouldn't be such good competition for raid gloves. So maybe the devs did PDK wrong.
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    Some people brag about how fast they finished the game. I cant think of a stupider thing to brag about. Or in this game, going from level 1 to level 30 in two days, or however long it takes. I can't even begin to imagine what drives a person to think that is fun. You are ignoring all of the content and options and going for sheer speed. It is like going to a museum and bragging about how fast you made it through. Or bragging about how fast you finished a good steak.

  15. #15
    Community Member Thrudh's Avatar
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    Quote Originally Posted by Nospheratus View Post
    It has 2 slots, if upgraded, and perhaps augments with HA may exist in the future... Who knows...
    This.
    Quote Originally Posted by Teh_Troll View Post
    We are no more d000m'd then we were a week ago. Note - This was posted in 10/2013
    Quote Originally Posted by Eth View Post
    When you stop caring about xp/min this game becomes really fun. Trust me.
    Quote Originally Posted by TedSandyman View Post
    Some people brag about how fast they finished the game. I cant think of a stupider thing to brag about. Or in this game, going from level 1 to level 30 in two days, or however long it takes. I can't even begin to imagine what drives a person to think that is fun. You are ignoring all of the content and options and going for sheer speed. It is like going to a museum and bragging about how fast you made it through. Or bragging about how fast you finished a good steak.

  16. #16
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    The core problem is with Superior Healing Lore, or rather the lack of benefit from overhealing a character. Without enhancements, destinities or itemization effects that also apply a useful effect like Celestial Shield when a character is over healed, the value of Superior Healing Lore is negligible.

    Add Superior Radiance Lore to these gauntlets (which is only found on random lootgen shields), and divines will show up in droves for the Fall of Truth raid.

    My melee divine uses the eClaw set, and my DC 52 Evoker uses PDK Gauntlets for the stats/healing amp. Even healers want healing amp, and 30% is very scarce.
    Last edited by Carpone; 02-06-2013 at 07:40 AM.
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  17. #17
    Community Member Alternative's Avatar
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    /signed

    in fact, all those silly regeneration effects should be changed to various tiers of healing amp

    I mean, come on.

  18. #18
    Community Member maddmatt70's Avatar
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    I would say the real problem of these gauntlets is that the heal skill and repair skill are both terrible. What the devs should do is improve both those skills and as the only +20 heal and repair skill item out there this could be cool.

    One suggestion is to make heal and repair skills both be added to your cure, repair, and heal, reconstruct spells and perhaps be before metas (not sure about this might be OP if before metas). So basically heal skill adds to your positive spell power (non damage spells) and repair skill adds to your repair spell power. Then healbots will want these gloves.

    Edit: I have thought about this some more and I think perhaps the heal skill should be 2 points of skill adds 1 point of positive spell power and that should be applied before metas and the same for repair.
    Last edited by maddmatt70; 02-06-2013 at 08:32 AM.
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  19. #19
    Community Member WruntJunior's Avatar
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    Quote Originally Posted by Nospheratus View Post
    ^This.

    The gauntlets are fine as they are, from my point of view. The regen may not be great, but it's something and it is flavor, if nothing else.

    It has 2 slots, if upgraded, and perhaps augments with HA may exist in the future... Who knows...
    Really hard to make gear decisions based on what may be true three-four months from now. Furthermore, bad abilities for "flavor" on end-game raid gear is not acceptable.

    Quote Originally Posted by sirgog View Post
    Adding a high power, hard to slot mutation (most people wear a TOD ring for nothing other than 20% amp these days) to these gloves does not make them more competitive, it makes everything else even further behind. Just like adding Holy to the eSOS would reduce the number of viable weapons.

    If you want the extra melee capability offered by non-Immortality gloves, you should have to pay a price for it. Just as you need to give up the capstone and some SP if you want the THF chain and cleave feats and Overwhelming Critical on a divine.

    If you don't think these gloves are good - use something else. Simple. They're best in slot for a large majority of divines out there and so should not be made better. (Especially such a massive improvement as giving them amp).
    First, adding holy to the eSoS is on a totally different level compared to adding 30% healing amp to these gloves - adding the healing amp would simply make these more competitive (as many people seem to see from the same perspective as me, that these gloves are underpowered), whereas no one would really argue that giving eSoS holy would be anything other than too powerful of an effective (for a whole list of reasons).

    Second, I think you greatly over-value having a healing stick for your gloves. It's at best a convenience item, and that isn't enough to make them the must-have item you're touting them to be. They're nice for their niche (situations where healing other people will be your major role), but while it's a nice option to have, it's in too competitive of a slot for its power level. On any divine I've played, I'd much rather have 30% healing amp (say, PDK gloves - much easier to get item) than a few spell power (compared to using a helm with spell power, including options such as the Epic Mask of Comedy). In most any situation where you would be really wanting that extra bit of spell power (healing a tank when you're generally not taking damage, or healing the party from behind a pillar or the like), you'd be just as well with a healing stick equipped. I'm just failing to see these gloves as an über item (in fact, when I look and see 2 awesome items from this raid for myself, I only really see the Pendant and the Idol...both are useful in their own right, with the Idol being the only source I know of for Good Luck +3, and the Pendant being a decent DPS gain along with 50 electric resist...the gauntlets aren't in the Halcyon Boots territory of bad for me, but they're definitely in the field of meh loot).
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  20. #20
    Community Member Shade's Avatar
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    Quote Originally Posted by sirgog View Post
    Look at the eSOS, the best-in-slot two-handed weapon. Would the game be better or worse if it was +12 and 18/x4? Obviously the game would be worse as there'd be even less reason to consider any other item.
    The ESoS used to be x4 crit.

    IMO at that time, the game was indeed a far better game then it is today. And I know dozens that would agree with me.

    It had real serious challenges, and rewards that matched. After getting that sword, it felt like a real accomplishment, and never made the game too easy having it.

    It felt a lot more rewarding and challenging then todays game.

    What broke the challenge of the game was the vast amount of power epic destinies gave us, and the constant nerfs to monsters, not any one item.

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