One is supposed to be frost based (don't ask me how a red dragon is frost based), so that sword would work wonders against it. As for the other red dragon, there are some nice negative energy alternatives that still put the damage over that of Nightmare or First Blood.
-Touch of Shadows: On Hit: 8 to 48 Negative Energy Damage.
-Dragon's Edge: Passive: Armor-Piercing 35%. On Crit: 33 to 105 Bleeding Damage.
-Burning Emptiness: On Vorpal: 55 to 110 Fire Damage every 2 seconds for 10 seconds. On Crit: 108 to 260 Negative Energy Damage.
Keep on rollin'.
This could make a pretty awesome CC repeater for an Arti or Mechanic...DC55 is probably not enough for a reliable Will save at endgame, though - most of the DCs seem completely untenable for at-level content, in fact. But a 50% slow for 10s? And ranged trip (no save? whats the save?)? And does the Reflex -5 stack? So basically permaslow with +20% damage and occasional trips. That's some serious kite-ability. And then potentially ruin their defense to Evoc spells.
Probably for a Monkcher with the corresponding longbow too, as if they need more kiting power
It get´s abandoned when 1st time a major bug in beta testing is discovered that takes a lot of time to fix. Then the beta gets life and we live with a half-baked system where several key elements do not work properly. The forums get filled with bug complaints, until the non-working feature gets removed and the system is declared WAI. We never get the fulll working system for one single day.
Alternatively, to our astonishement the system works. We get new contend and the system gets outdated.
Anyway, with the day the system goes life, the development on the system is abandoned for eternity.
And again we get a new system instead of reworking ALL crafting systems into one universal system that works. Count me most critical and unimpressed.
The WW system has powerful on-crit damage dealing weapon effects that aren't balanced out like a lot of the existing on-crit weapon effects, at least as far as I know (different damage for a x2 multiplier than a x3 sort of being the norm now for on crit damage), which kind of creates an interesting weapon dynamic on its own.
Figuring out how the weapons compare at this point wouldn't require a ton of math (still more than I'm willing to do atm), but the on crit damage features that the weapons can have make larger crit range weapons like rapiers, scimitars, and falchions appealing without resorting having to changing their crit multiplier until they don't really resemble the weapons that they are supposed to be (Balizarde). The on crit damage kind of sucks for weapons like the Dwarven Waraxe, but it's nice that some of those larger crit range weapons that are traditionally considered a bit weaker could be getting a boost if some of this stuff makes it to live. I kind of hope they don't balance out the on-crit stuff for once.
Dear dev's?
Do you actualy play the game?
sight, here we go:
The base damage & critprofiles are far too weak for their lv (see ESoS and deathnip) add a +1 crit mod per tier, we need it in EE
We're missing too many options, where are the shields or are you sugesting we don't use those for bashing?
The slots, 1 red and 1 colorless? are you serious? lv 20 weappons have those, try this or this. Add non colerless slots with upgrade 2&3
Why ML 28? who stays there? why was greensteel such a succes? was it the power at end game or the ml 12 (or 8 for some) during a tr life? lower the min lv by 2 for each upgrade.
Why are there so little melee upgrade dps options?
Cost: coms of vallar? realy? howmany pages did we have about this crapy droprate?
Your suggested solution is a item we buy in the cash shop to increase the number in end rewards? Comms of failure indeed.
2 handed fighting gets the short end of the stick again, all these things help ranged and 2wf builds more.
And again still doesn't beat the ESOS
From wiki:
Welcome to the Release Notes for Update 3. These release notes were updated Wednesday, February 3rd 2010.
Not even discussing the (too high) placeholder data, this entire system needs to be redesigned from the core
In order to get in you might have to run another pack (wich is p2p)
So, you use Commendations of Valor (BTC) but not Seeds (BTA) for this system? Oh, the joy of BTC upgrade mats. Also, I bet people will be very happy to realize that they can't use an already accumulated Comms in form of Seeds to buy/upgrade their new shinies. Why they even implemented those Seeds instead of making Comms BTA is a total mystery to me too lol.
Yeah but you (not you specifically) knew that they were coming up with a new upgrade system that uses CoVs sooner or later. Or at least you should have known it since they said it I agree with the point you are making about BTC and BTA and how the mats should be BTA (with the exception of 1 item, like Shroud) but can't blame them if you turned your comms into seeds.
like what?
once you're geared out the only viable option is (E)TR-ing
It has been DDO's saving grace for the mmo players (instead of the flower sniffers, play once every forthnight, never get out of the harbor&market place types).
Maybe I'm dumb, but I don't see any point or logic here lol.
They want to keep mats that upgrade "endgame" weapons BTC, because what? Because they are "endgame"? Well... maybe, but they didn't do it for other items that were considered "endgame" at their time, so why would they want to do it now?
So, people who are done with ETRing and/or people who consider ETRing or TRing in general a major waste of time (like me) should have their bags and inventories overflown with thousands of Comms? What if you are done with BOTH - ETRing and upgrading your weapons for the time being? Do you keep collecting Comms as they are and fill your whole inventory and bank with them over time or change them into Seeds, which saves space but makes them useless if you ever want to make another weapon?
If they really don't want Comms to be BTA, then something that turns Seeds back into Comms would be a good idea. A simple turn-in mechanic similar to Comm -> Seed but the other way around would be ideal, but if they want to complicate our lives a bit, they could make something funky with it. Be it a rare item that you need to farm (like yellow dopant) or just something free or easy to obtain but it would give back let's say 50%-70% of Comms that you used to make those Seeds.
The logic is that if you're still on the ETR train, then you save your Comms up towards a Heart when you hit cap. If you're done with the ETR train, then you use your Comms to gear up your endgame char for endgame content. Like others have pointed out, there's little point in investing too much in gear that's only usable at level cap, if you're only at level cap a relatively short while before you ETR again.
And, I guess to answer your question, if you're finished ETRing, and you're finished gearing up, and you have all the Comms saved up for the future that you want, and you have no alts that you want to convert Comms to Seeds for, then you just stop taking Comms in your end reward and take something else instead..,i mean, yes, at some point your character is "done" and there's nothing else to improve, that's just a reality of any MMO
I don't know what the max stack of Comms is (someone said 2500?) but a stack of 2500 would be well more than enough to create two fully upgraded WW weapons...I cant imagine that saving just one full stack of Comms wouldn't get you at least most of the way towards any future Comm-based purchases, when they're released, so its probably overkill to save up so many that you'd want to convert them to Seeds simply for storage efficiency.
^ pretty much this.
Dev's really need to recognize that a staff has to be as good as 2 single handed weapons. otherwise it will always fail. a 50% boost over a single hander doesn't cut it, or even some other minor increase.
A pidgeon-holed one trick pony caster could opt for a staff for the minor bump, but this is rarely the case..
Staves don't have Arcane boosts to affect all schools with a decent enough value to ever come close to equivalent dual wielding sticks.
Every caster I have has pretty much completely ignored every staff reward option in lieu of single handers... 2 handers are scrap compared to dual wielding.
Cant even use an orb with a staff...cant use a scroll with a staff,.. all fail mechanics The entire staff system needs to be revamped to accommodate these things.
Rework the staves so they are twice as good as single handers, allow them to be used with orbs and scrolls...
Until they do...caster staves = scrap...
Even after perusing these worm wrought staves... meh... kind of ok... junk compared to single handers....
I can already see these are so inferior to two single handers that even as a place holder without a drastic improvement I wont even bother to even think about crafting one.
Lets compare.. a Necro Wiz
Staff
T1
Wyrmic Nullification: Passive: +150 Equipment Bonus to Negative Energy Spell Power.
Wyrmic Minor Focus: Passive: +1 Unique Bonus to the DC to resist your spells. (DC Boost Available on Two Handers Only)
T2
Wyrmic Focus: Passive: +2 Bonus to all Spell DCs.
or
Wyrmic Necromancy Focus: Passive: +6 Equipment Bonus to the DC to resist your Necromany spells.
~ have to choose one or the other and depending on whether I can find a +5 Necro gear item and if the +2 stacks with slotted augment.
T3
Eternal Chilling Darkness: On Negative / Cold Spell Damage: +50 temp SP 30 seconds (triggers once per 45 seconds).
or
Wyrmic Void Lore: Passive: Your Negative Energy spells gain a +22% Equipment Bonus to their chance to Critical Hit.
(not sure if it works with aura)
or
Wyrmic Lore: Passive: All your spells gain a +17% Equipment Bonus to their chance to Critical Hit.
T3 Bonus - colourless slot... a colourless slot...really... that is just sad....
Two single handers..
Stick 1
T1
Wyrmic Nullification: Passive: +150 Equipment Bonus to Negative Energy Spell Power.
T2
Wyrmic Necromancy Focus: Passive: +6 Equipment Bonus to the DC to resist your Necromany spells.
T3
Wyrmic Void Lore: Passive: Your Negative Energy spells gain a +22% Equipment Bonus to their chance to Critical Hit.
T3 Bonus
colourless slot...
Stick2
T1
Wyrmic Potency: Passive: +100 Equipment Bonus to Universal Spell Power.
or
Wyrmic secondary class: Passive: +150 Equipment Bonus to whicherver 2ndary class you choose...
T2
Wyrmic Focus: Passive: +2 Bonus to all Spell DCs.
or
Wyrmic Secondary Focus: Passive: +6 Equipment Bonus to the DC to resist your Secondary class choice
T3
Eternal Chilling Darkness: On Negative / Cold Spell Damage: +50 temp SP 30 seconds (triggers once per 45 seconds).
or
Wyrmic Lore: Passive: All your spells gain a +17% Equipment Bonus to their chance to Critical Hit.
or
Wyrmic secondary class Lore: Passive: Your secondary class Energy spells gain a +22% Equipment Bonus to their chance to Critical Hit.
T3 Bonus
colourless slot...
One hander.. any combination of the above at the same time. and extra sticks for more varying combinations.
only advantage to a 2 hander is the +1 unique bonus which is trumped by any dual wield combination easily...
Substitute elemental stuff for any Sorc with primary and secondary elements and ... still no comparison.. dual wield trumps single hander every time...
Last edited by JOTMON; 01-31-2014 at 12:00 PM.
Argo: Degenerate Matter - 200
Jotmon (HC 34/45 , RC 42/42 , IC 12/21 , EC 51/51 , RP 116/158)
Jotlock (HC 38/45 , RC 25/42 , IC 15/21 , EC 51/51 , RP 75/158)
Whatthetruck (HC 38/45 , RC 42/42 , IC 15/21 , EC 51/51 , RP 111/158)
This why you're not in charge of designing MMOs.
Yeah that weapon is kind of epic... Now you've just made any boss dragon you face with that weapon about as scary as a giant rat, which isn't very epic.... OR, the devs will have to boost the dragons to be strong enough to withstand a weapon like that (or 6-12 weapons like that at the same time) for a decent amount of time, which means that fighting the dragons without that weapon will be a horrible horrible grindfest.