What are the 'level' upgrades? I assume more than 2 (7 and 28). Is it like 1 level per upgrade of item with incremental improvement or every 3 levels etc? I want to get a better understanding since it's possible that I'd like to do the popular level 15 item for IRs, level 20 item for ER etc especially since it's BTA upgraded (NICE).
Also thanks for making stuff unbound as well as some mats. That allows us to blow some life into the AH. Just as I've proposed in the past with the base unbound for selling but bound when upgraded so people can't just buy the best supreme power off the AH without running content.
I didn't see anything about shields tho, only rare named.
I have 2 Large Bags in my inventory, 2 bank,3 in TR bank, full shared bank and additional bags on mules. Yes I could probably free up like 4 bags worth of easy to get scrolls, runes, and stuff, but I like to actually keep my collectables, so I can use them when I can.
As for stat damage, remember this is on critical hits. So the chance is still really small, and the damage lasts up to 3 seconds or so. And anything but trash is immune, or can be only dropped to 10. So it's your crit profile(if even that, might be just on 20)-50%. For like up to 600 non permanent damage, 3 to 6 second helpless, or worse. Remember you gotta get multiple critical hits before monster becomes helpless, as most stuff worth stunning have way more than 3-12 of the stat.
So again
it works only on critable trash, which you should be able to clear faster than getting at least (on average-ish) 8 critical hits,(4 hits with 7 stat damage each). Idk monster stats, but I am assuming that 28 should be enought, and 21 not enough to stun.
This might work for attack speed/doblestrike bards(barbarians maybe?), but they have other CC options.
I need to double check a lot of stuff about stat damage, and if you can, correct me, but IMO it's useless on everything but non red beholders?
As a caster, I literally have no interest in 6 Spell power and 1% crit over Thunderforged with no Spell focus on the weapons. Not losing +6 DC and reworking my whole gear for 1% crit and 6 spell power. Yes, I get that you don't want to make T3 TF obsolete but this doesn't even pose a question of "hm, maybe I can use this in 1% of the situations"
Also, Spell Penetration and Riposte? Really? That's 2 effects wasted right there. Ripose is absolutely worthless, at least Spell Penetration can see some uses (or can it? Are there even mobs with High Enough spell resistance in ToEE?). Give us Arcane Augmentation or some other cool stuff, not the usual boring Spell crit and Spell power.
This is absolutely worthless.
Pls. A dagger for just +6 Assassinate, whoop-de-frigging-doo. All the other effects are flavor and useless in the current endgame.
As for the rest of the loot, my opinion is the same. Ghostbane and stat damage? Seriously?
ToEE is gonna keep us entertained for a week with this rate.
That bastard sword is WoP, so hit and crit.
Best case scenario is probably a Pally 15/ranger5 dual wielding those in DC. Assuming standard base profile that's 13-20, which is 40% crit.
Per Hit:
3 (Wounding)
3 (Puncturing)
*1.9 (TWF)
= 11.4 points of constitution damage per mainhand swing.
With 50% resistance, that's still 5.7. Sounds not too bad on paper, but we'll see.
Last edited by Tinco; 03-19-2015 at 06:40 PM.
The best days are the days you don't have to wear socks or shoes.
Only named weapons & shield?
Any other gear slots?
Interesting stuff.
Thoughts,
-You should consider having a named Great crossbow, especially in light of the new Mechanic changes Sev and Co are pushing with.
-Items Ranged power are going to be must with the scarcity of such, and would be of more use than "ranged alacrity" especially at epic levels.
+5[W] you guys sure about that?
Riposte on weapons has an insight bonus to saves that you generally have to get on wrist or cove buckler. It is not wasted.
- Nova Soul: (a U24 NovaSoul - Survivalist Palemaster Direct Damage that can raid heal)
- Starter Sorcerer Playstyle Videos:
- My answer to your BYOH post.
Most assassin run in Shadow Dancer so have no need for Ghost Touch and those that don't have at least one item slotted that has ghostly on it. Having a undead beater as your main assassinate item doesn't really make too much sense to me. Ive not tried the new assassins tricks yet so don't know if using it breaks stealth as to assassinate the undead. As for Greater Dispelling I'm not sure what would be really need to be dispelled and if it procs on every attack and has a save.
The biggest bane to melee chances to hit is Displacement which can be bypassed with a True Seeing item or scroll. Or will it now be something required to use on Champions that are deathwarded that prevents assassinations?
I would much prefer having improved deception over ghost touch as to stand a chance to replace Agony for my offhand.
That sum up my thoughts on the dagger, its just something you swap to when you feel you need that extra 2 dc to assassinate a high fort monster. But that something I hated having to do with EMG, having to swap it in because it was the best option to get a successful assassinate.
Have you thought about "caster effects" ( like spell school DCs, spell pen, universal or element specific crits, spell augmentation - both arcane and divine ) on clothing or jewellery perhaps ?
Not necessarily better than current TF weapons but something to provide more options.
Seriously, wearing static one year old rewards as "best in slot" items or macroing mouse for stick swapping is getting old.
Stat damage on weapons has never been useful and never will be(aside from con). Doing dex damage and str damage does not help anyone. EE mobs regen those lost effects every 5 seconds or so. Even if they didn't regenerate they still wouldn't be worth anything.
It basically looks like we waited all this time for a quest with two parts that people aren't gonna bother running for the loot. I understand that you don't want to replace TF weapons and these are better than tier 2 tf, but what does this quest bring aside from sub par equipment?
The reason that this bothers me so much is that this is gonna be level 28 loot, the ones labeled as mythic at least. So anyone who has run the fire peaks or deathwyrm to make one item, which they should have been able to do in the past year, will not bother trying to get any of these weapons. The only people these weapons will apply to are people who are just coming up on their first level 28 character or people who decided to create a new character to level to 28. Basically what I'm trying to say is anyone who has TF has no reason to run this content for loot at epic levels. I will still run it for fun but I just don't understand why end game runners get nothing out of this new level 28 loot dungeon.
Last edited by moo_cow; 03-19-2015 at 10:55 PM.
While I'm all for new named items and such coming to the game. I'm against the fact it seems every update we get a new form of crafting stuff. Why not keep the 1 form and keep updating it. Its getting tiresome now.
When you say armor, i assume that does not include offhand defensive items. please add shields.
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