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  1. #161
    Community Member Wizza's Avatar
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    Quote Originally Posted by Gratch View Post
    Hmmm... while I can't really say too much that hasn't already been said against the items we've seen so far in this pack, I find it a pretty strong letdown that there wasn't a continuation of the Shavarath tradition of "set bonus" items
    Oh my! I forgot about set items. Really good point.

    Steelstar, give set bonus items. Raid loot + quest items that fits thematically togheter on a kind of build. So many options!
    Quote Originally Posted by JOTMON View Post
    I don't think you get a choice.. you are Rys's minion..

  2. #162
    Community Member HastyPudding's Avatar
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    Quote Originally Posted by JOTMON View Post
    maybe in future content you can add some negative energy amplification items with positive energy reduction/light reduction that would be of use to PM and screwover positive healing based players instead.
    kid of sucks that all these desirable items only target PM's with the negative side effect..
    As opposed to the gobs of extra stats and defensive benefits pale masters get...pale masters have been ahead of archmagi for years and you complain when a pale master is incompatible with certain items.

  3. #163
    Community Member jakeelala's Avatar
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    Quote Originally Posted by Steelstar View Post
    There are handwraps, they aren't in the dojo crate right now. Beyond that, some good ideas in this piece.
    Thanks, I'm glad you thought so.
    Regarding the Shuriken, while I understand you dont want to outcompete raid loot with TF, a Tier 1 TF weapon is ML 24, these are from Level 30 quests. SO how do you balance those constraints of Raid vs. Lvl? I think raid needs to have unique properties, and lvl/quest items should just be incremental improvements based on ML. At least, that's how it used to work.
    good at business

  4. #164
    Community Member Steve_Howe's Avatar
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    Default Oh for Heaven's sake!!!

    Will someone just post a screenshot or two of the new Handwraps and Runearm, PLEASE???

    Someone earlier posted they got the handwraps and I gotta believe the runearm has also been looted.

    POST THE SCREENSHOTS!!!
    Last edited by Steve_Howe; 07-13-2015 at 04:00 PM.
    Steve Howe was voted "Best Overall Guitarist" in Guitar Player magazine five years in a row (1977–1981) and in 1981 was the first rock guitar player inducted into the Guitar Player Hall of Fame.

  5. #165
    Hero JOTMON's Avatar
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    Quote Originally Posted by HastyPudding View Post
    As opposed to the gobs of extra stats and defensive benefits pale masters get...pale masters have been ahead of archmagi for years and you complain when a pale master is incompatible with certain items.
    Yes. PM's are focussed necro specific casters, Archmage can be good at whatever spec they want.
    besides, what class would want their primary stat item to give them 21% less incoming healing from all sources.
    Last edited by JOTMON; 07-14-2015 at 07:54 AM.
    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)

  6. #166

    Smile

    There needs to be a light weapon.

    Khopesh, great axe, quarterstaff, crossbow, shuriken. No light weapon.

    Ideally a rapier, but something.

  7. #167
    Community Member Kerthyn's Avatar
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    Maybe it's just me, but but i was kinda hoping for some epic tod style sets.
    Orien: Kelerak (42 Lives/23 Epic) Kellraiser (21 Lives/10 Epic)

  8. #168
    Community Member poltt48's Avatar
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    There is 3 or 4 niche items here that some builds or classes want. But there is not a great item out of the whole thing. Nothing that u will spend hours trying to farm like usually is in update. Every loot here I got better on my toons then. I can make list if want on every single loot here where you can get better for any build other then those 3 or 4 niche items. Yes there nice on lower levels when you tr but I got 2 completionists I don't need low level items need better epic items witch this update there is not. There is just not enough on these items to make you want them over what is out there. Epic necro there was 5 to 6 stats or abilities on every item this update there 3 to 4. How come there is so little? Also why is there still no insightful 4 wis item in game. Every other stat in game has 2 items with insightful 4 at least but wis. Bad enough I don't have a race can start with 20 wis for my cleric but then there always less wis on items then every other stat too.
    Soulsavour 28 cleric completionist/epic completionist, Soundofthe Melodymaster 20 lock completionist/triple epic completionist (working on triple normal completionist), Holypoo 28 pally epic completionist, Edgeofshadows 28 rogue

  9. #169
    Community Member fmalfeas's Avatar
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    Quote Originally Posted by geoffhanna View Post
    There needs to be a light weapon.

    Khopesh, great axe, quarterstaff, crossbow, shuriken. No light weapon.

    Ideally a rapier, but something.
    Sickle! It's a light weapon, can be swashed, it's a simple, so many, many can use it, and it's druid-friendly as well!

  10. #170

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    Yes a sickle would work. Still prefer a rapier though. It's pointy.

  11. #171
    Community Member HatsuharuZ's Avatar
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    That ability that gives bear druids extra damage? It would be better as an augment. Much more versatile~

  12. #172
    2015 DDO Players Council InsanityIsYourFriend's Avatar
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    Quote Originally Posted by Steelstar View Post
    As we said back when those items were new, Deathblock reducing the amount of damage (and subsequently, healing) you get from Negative Energy is working as intended.
    I personally agree and disagree with the person you quoted. I agree that it reducing incoming negative energy on pale master's is poor form as that is yet another item that I would love to have but can not due to the Deathblock effect (which vampire form pale masters need due to them being vulnerable to vorpal). I do not believe it is a bug, but do think it should be considered for a change.
    I am Falontani, Zeblazing, Zeholysoul, Zeshadowfist, Zesoulhuntah, Zedrunk, Singingblade, and many alts
    Quote Originally Posted by 404error View Post
    Thanks for the report and Whoa.
    Quote Originally Posted by MajMalphunktion View Post
    This is talked about a ton, and nothing is concrete at this point. Enter bugs with examples. Tons and tons of bugs. Make Gazebo cry.

  13. #173

    Default Gauntlets of the Arcane Soldier

    Would love to see potency 80-96 added to these!

  14. #174
    The Mad Multiclasser Failedlegend's Avatar
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    Quote Originally Posted by Steelstar View Post
    As we said back when those items were new, Deathblock reducing the amount of damage (and subsequently, healing) you get from Negative Energy is working as intended.
    To start, Why?

    Failing that can we get a new Belt with +11 Constitution but no deathblock than because there's currently only two sources of +11 Con.

    or do you have a better way to get the same effects I've mustered minus the Deathblock (Thanks again to everyone who helped me make this list)

    Head: Epic/Mythic Minos Legens (Fort 150, HP +40, Fort Save +2, Shelter +24, G & Y or B Augment)
    Neck: Epic/Mythic Vim and Vigor (Str +11, Superior False Life, GH, Nat AC +9, G Augment)
    Trinket: Stealth Manual (Dex/Int Skills +6, Good Luck 3, UMD+5, OL/DD/Spot+ 20, G Aug)
    Cloak: Deathwyrm (Perm Nihil, Force Resist 10%, Neg Amp: +20, Green Augment)
    Belt: Thoughtful Remembrance (DB 7, Con+11, Concen+20, Resist+11, Dodge+11, Regen, G Aug, Y or B Aug)
    Ring 1: Seal of House Avithoul (Wis +7, SA +5, Ins SA +3, Improved Deception)
    Ring2: Consuming Darkness (Seeker+10, C-Master+5, Y-Aug)
    Hands: E-Fanged Gloves (Arcane Casting Dexterity, Blurry, Int +11, Magical Efficiency 10%)
    Boots: Spiked (Balance +20, Slip Immune, Y-Aug, G-Aug)
    Wrists: E-Ethereal (Dex +11, Riposte 9, Ghostly, Deadly 10, Speed 15, FF)
    Armor: Epic Emerald Guard (Nightshield. Insight Con +3, Persuasion, Haste Guard, Ex Fort (50%), G-Nimble, 2 x Augs)
    Goggles: Skirmisher's Goggles (True Seeing, Prot+8, G-Aug)
    1-H Weapon: Thunderforged Dwarven Axe (Blinding Fear, Paralyzing Fear & Mindbreaker)
    Shield: Epic Skyvault (Mithral, Purple, Blue & Red Augment)
    Last edited by Failedlegend; 07-13-2015 at 07:29 PM.
    Quote Originally Posted by Cordovan
    There is little value in getting into an edition debate; as with anything, we create what we believe works best for DDO.

  15. #175
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    Quote Originally Posted by InsanityIsYourFriend View Post
    I personally agree and disagree with the person you quoted. I agree that it reducing incoming negative energy on pale master's is poor form as that is yet another item that I would love to have but can not due to the Deathblock effect (which vampire form pale masters need due to them being vulnerable to vorpal). I do not believe it is a bug, but do think it should be considered for a change.
    No, the only change in that scenario that needs to be considered is that deathblock and death ward should not protect against vorpal. Period.

    Vorpal
    This potent and feared ability allows the weapon to sever the heads of those it strikes. Upon a roll of natural 20 (followed by a successful roll to confirm the critical hit), the weapon severs the opponent’s head (if it has one) from its body. Some creatures, such as many aberrations and all oozes, have no heads. Others, such as golems and undead creatures other than vampires, are not affected by the loss of their heads. Most other creatures, however, die when their heads are cut off. A vorpal weapon must be a slashing weapon. (If you roll this property randomly for an inappropriate weapon, reroll.)

    Strong necromancy and transmutation; CL 18th; Craft Magic Arms and Armor, circle of death, keen edge; Price +5 bonus.

  16. #176
    Community Member DrawingGuy's Avatar
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    Quote Originally Posted by Failedlegend View Post
    To start, Why?

    Failing that can we get a new Belt with +11 Constitution but no deathblock than because there's currently only two sources of +11 Con.

    or do you have a better way to get the same effects I've mustered minus the Deathblock (Thanks again to everyone who helped me make this list)

    Head: Epic/Mythic Minos Legens (Fort 150, HP +40, Fort Save +2, Shelter +24, G & Y or B Augment)
    Neck: Epic/Mythic Vim and Vigor (Str +11, Superior False Life, GH, Nat AC +9, G Augment)
    Trinket: Stealth Manual (Dex/Int Skills +6, Good Luck 3, UMD+5, OL/DD/Spot+ 20, G Aug)
    Cloak: Deathwyrm (Perm Nihil, Force Resist 10%, Neg Amp: +20, Green Augment)
    Belt: Thoughtful Remembrance (DB 7, Con+11, Concen+20, Resist+11, Dodge+11, Regen, G Aug, Y or B Aug)
    Ring 1: Seal of House Avithoul (Wis +7, SA +5, Ins SA +3, Improved Deception)
    Ring2: Consuming Darkness (Seeker+10, C-Master+5, Y-Aug)
    Hands: E-Fanged Gloves (Arcane Casting Dexterity, Blurry, Int +11, Magical Efficiency 10%)
    Boots: Spiked (Balance +20, Slip Immune, Y-Aug, G-Aug)
    Wrists: E-Ethereal (Dex +11, Riposte 9, Ghostly, Deadly 10, Speed 15, FF)
    Armor: Epic Emerald Guard (Nightshield. Insight Con +3, Persuasion, Haste Guard, Ex Fort (50%), G-Nimble, 2 x Augs)
    Goggles: Skirmisher's Goggles (True Seeing, Prot+8, G-Aug)
    1-H Weapon: Thunderforged Dwarven Axe (Blinding Fear, Paralyzing Fear & Mindbreaker)
    Shield: Epic Skyvault (Mithral, Purple, Blue & Red Augment)
    CON +11 items are indeed the least represented - you really just have bracers or belt. If you can't work out either one, you have two options:

    - Find a random loot item
    - Don't break your char over a few more CON. 28 or even 56 HP and 1 or 2 FORT saves is not worth lowering your self healing by 21% if you're a Necro.

    There are a million +8 CON named items, and +8 CON can be slotted into an augment. +10 random loot is also relatively common. While I would change many things, here's looking at the quickest and cheapest way to "fix" the gear:

    1) Snag a CON of Dodge belt. You should only be losing a point or two of CON, and unlikely losing dodge as you were capped by shield.
    2) Swap Skirmisher's Goggles for Epic Mentau's Goggles to get your Seeker and free up a ring slot (True Seeing is just a convenience. It looks like you're an INT char, so you should have been able to easily afford UMD for scrolls)
    3) Get Circle of Malevolence - will give you +12 instead of +11 saves, Insightful Sheltering for more PRR/MRR, and Vitality 40... which in turn should help cover your HP loss by slightly less CON.

    Prot 8 can be slotted. Concentration 15 can be slotted. And with that, Deathblock VII is dropped with a few gear changes and little trade-off from what you have now.
    Pinc Punch - Unarmed Monk (Uber Completionist) // Porc the Orc - Paladin // Thunderborn - Warlock // Imustbe Emo - PewPew Rogue // Aquamine Artifact - Crafting Artificer (shelved)

  17. #177
    The Hatchery sirgog's Avatar
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    On Feather Fall clickies.

    3 uses at a very low caster level is ideal.

    Some people want permanent feather fall. Those people can use a different item to get that ability and for them the clicky effectively does not exist.

    For me, permanent Feather Fall is a significant detriment to an item. Feather Fall is an effect I usually do not want active, and on the occasions I want it, I want it to be active for the shortest possible time period.
    I don't have a zerging problem.

    I'm zerging. That's YOUR problem.

  18. #178
    Community Member LevelJ's Avatar
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    Quote Originally Posted by Steelstar View Post
    As we said back when those items were new, Deathblock reducing the amount of damage (and subsequently, healing) you get from Negative Energy is working as intended.
    Well that's quite disappointing. I admit that I had missed the previous indication that this was WaI, and the only dev post I'd seen in one topic was Severlin saying he'd look into it. Are Palemasters really that much stronger over other casting classes that they need a major drawback on the few pieces of loot made to help spellcasters? And concerning Sightless, I thought the idea was to support all kinds of builds, even niche ones. I'm not concerned about my melee Palemaster quite as much due to him having plenty of other options. But the older two items are some of the only competitive item options for Wizards. I'm not saying deathblock should be removed from any of them, but it would be really great if an exception could be made for Palemasters so they aren't burned. Or, as others have mentioned, could we get some other equally viable items for Palemasters? Considering light damage is one of the main types to watch out for in this new pack, it is an important issue for Palemasters to be geared well.


    -Jayron


  19. #179
    Community Member Cleanincubus's Avatar
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    Quote Originally Posted by Steve_Howe View Post
    Will someone just post a screenshot or two of the new Handwraps and Runearm, PLEASE???

    Someone earlier posted they got the handwraps and I gotta believe the runearm has also been looted.

    POST THE SCREENSHOTS!!!
    Runearms were already posted.

    Heroic version:
    https://www.ddo.com/forums/showthrea...=1#post5649340

    Epic version (before the Raid Items):
    https://www.ddo.com/forums/showthrea...=1#post5649398

  20. #180
    Community Member Steve_Howe's Avatar
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    Quote Originally Posted by Cleanincubus View Post
    Runearms were already posted.

    Heroic version:
    https://www.ddo.com/forums/showthrea...=1#post5649340

    Epic version (before the Raid Items):
    https://www.ddo.com/forums/showthrea...=1#post5649398
    Ah, ok. Thanks. Sorry I missed that.

    Still looking for the handwraps though...
    Steve Howe was voted "Best Overall Guitarist" in Guitar Player magazine five years in a row (1977–1981) and in 1981 was the first rock guitar player inducted into the Guitar Player Hall of Fame.

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