No, but I'm sure there are other members you can secretly feel you are more qualified than. Such injustice.
Imagine my embarrassment. It's not piling on, btw. It's redundancy.
It would at most take 1% off my Dodge.
After 50% concealment from Displacement, each point of dodge = .5% miss chance. In other words, my Dodge would have to be pretty high for it to matter.
Last edited by FlaviusMaximus; 11-18-2014 at 09:33 PM.
Member of "Guild of the Black Dragons" & "Swords of the Light" on Sarlona. Proud "Last" member of Caffeine - we aint stragicially savy.
Kilthar-Tharr-Delkanthalus-Carissa-Mirasina-Ktara-Imara-Thistle-Tharissa-Robothar-Minithar-Miriella-Tharnessa-Tharisa
Agreed, the passives shouldn't be ignored either. They should be entirely comparable to the efficacy of affixes on shields and orbs - the fact that its on a runearm shouldn't matter. Runearms should be every bit as good as named shields and orbs at-level, PLUS they're also a runearm. Maybe even a little more since they provide no passive or active defensive benefit like orbs and shields do.
The fact that runearms also have charges and imbues is part of Artificer's *class* balance, it shouldn't be accounted for in the *item* balance as well.
hey ev's, must sound hard to be send back to the drawing board (and trust me, i rather have you repair your barbarian proposals) but none of these items breath the madness that is xoriat
please take a good look at the loot from the harbinger of madness, this is what we expect from a xoriat pack, zanny stuff, zanny story writting, zanny, effects aplied to them. the loot posted could have been dropped in other vanilla content, it just doesn't fit here.
edit: qouted to remind the dev's about what we expect from a xoriat pack
Just like to add my vote to the crazy (madness) of the items above. Some great ideas.
The two existing quest chains are some of my favourite in the game, especially the narration. It's that part of DnD that you don't normally see in computer games. The existing items also have a crafting system, not bothered about that but would be fantastic if they had some real twists/drawbacks on them to balance some extra power.
Items should be in spirit of the pack.
Absolutely nothing here which I would change any of my gear setup on my etr toons for either at level 26 or beyond.
I have one staff user who might one day get to 26, who might use it, but I suspect lvl 26 TF is better and its easier to get.
"IM-PLO-SION: For when you just HAVE to kill every M**********R in the room"-
(Samuel L Jackson)
"Some are insane, and the're in charge"
(GoF)
Sarlona: Mercilless, Maliciouss, Relenttless. Plus others.....
I notice the heroic runearm doesn't have 'craftable'. Old heroic runearms all used to have that. Is that system considered discontinued? Other than that, no imbue and max tier 3 make it worse than the majority of level 13 + runearms. I like how it's light and has light damage on it. If it was max tier 5 like other level 18/19 runearms AND had craftable on it +4 or +5, it would actually make it an option. As it stands, it's worse than corruption, tovens, lucid, tira's, all 3 tor runearms, hand of tombs, disciplinator, trial by fire... Actually it's terrible.
I understand that the gear has to be 'worse than raid gear'. I would like to know where 'mythic' items fall? Equal to raid gear? Almost raid gear? If there is a mythic docent version it's very nice and offers options to people. Remember, an option doesn't mean it's blatantly better. It means some people will compare it. Necklace is also good.
Edit: I just saw that there are fixes already planned for the heroic runearm so +1. Can we have the runearm give away light like an archon or the torch from rainbow? THAT would be awesome.
Last edited by kmoustakas; 11-20-2014 at 07:32 PM.
Bought my first dungeon master's guide in 1992. My favourite part of ddo is coffee and slayers
I just came up with another runearm idea. A heroic one...for an old raid, I'm afraid.
Xyzzy's Maw - Acid Spray (the point-blank cone like Arcing Sky and Flame Warden, just acid) - Charge Tier 5, ML 18. Buzzing Imbue - your weapons have been infested, and have a chance of assailing their targets with the Bees of Xoriat. The rest of the stats, I don't know. But for flavor, it's just obvious...'You don't know if it was a stroke of genius, or the side effects of all those portals, but you felt compelled to strap Xyzzy's severed head to your arm. She barks at you once in a while, still.'
For level 26, on my swashbuckler character, I'd much rather have the Arcane Armor than the lvl 26 non-upgraded Shadow Dragonscales or lvl 23 outdated Red Dragonscale armor I'm currently using. I invested in INT for skill points, trapping and Harper Attack bonus, so a good INT is somewhat important to me.
Flawless Black scales don't provide enough bang for the buck, nor do the Flawless white scales. (150%fort on white scales would be a good selling point) The EOrchard light armor is relatively useless, oh wait, now its medium armor without the mithral downgrade so nevermind. At least I can get some usage out of the Arcane Armor for a couple levels, as opposed to a lot of redundancy with the armor I'm currently wearing that only offers me a little extra fort and a damage effect that actually heals undead as I work to kill them.
Last edited by MangLord; 11-22-2014 at 07:23 AM.
Ferial *Halek *Shankwelle on Argonnessen
Officer of The Order of the Emerald Claw
Not good enough.
The majority of things are meh IMHO.
Bad items for adventure pack propose.
I dont buy this pack, items are horribile.
Sorry for my sucks english.
If there is a Mythic version of that new Docent....i have something i really really wantI hope it also looks nice (hate the idea of cosmetic items...but thats another topic)
Orien: Drache-V36, Merkades-V6 , Askasia-Cleric