Page 3 of 11 FirstFirst 1234567 ... LastLast
Results 41 to 60 of 212
  1. #41
    Community Member AnEvenNewerNoob's Avatar
    Join Date
    Apr 2016
    Posts
    229

    Default

    ANOTHER SEPARATE CRAFTING SYSTEM?

    REALLY?

    Does almost every pack have to have its own crafting system? is it in the contract?

    I know I can't be the only one who has been suffering from acute ingredient BURN OUT.

    I am sick to death of all the disjointed crafting systems. (Which end up useless and outdated in a flash and aren't worth any sort of grind at all)

  2. #42
    Community Member
    Join Date
    Mar 2010
    Posts
    143

    Default

    can you add medium version of armor aswell ? barbarians wants to wear something like this aswell...

  3. #43
    Community Member HuneyMunster's Avatar
    Join Date
    Jun 2012
    Posts
    1,149

    Default

    Quote Originally Posted by NoWorries View Post

    Slave Master's Staff:
    +3 Enhancement Bonus
    Spellcasting Implement +8
    Fire Lore +10
    Lightning Lore +10
    Acid Lore +10
    Insightful Evocation Focus +1
    Insightful Conjuration Focus +1
    Wizardry +96
    Elemental Resonance +70 Equipment Bonus to Fire Lightning Acid and Cold spells
    Orange Augment Slot



    Legendary Slave Master's Staff:

    +13 Enhancement Bonus
    Spellcasting Implement +28
    Fire Lore +27
    Lightning Lore +27
    Acid Lore +27
    Insightful Evocation Focus +4
    Insightful Conjuration Focus +4
    Wizardry +371
    Elemental Resonance +185 Equipment Bonus to Fire Lightning Acid and Cold spells
    Orange Augment Slot



    Im not a fan of wizardry on staffs due to them being two-handed weapons. It means you lose the spell points if you want to use scrolls for buffing at start of a quest. Magical Efficiency would be a better option instead.
    Last edited by HuneyMunster; 06-23-2016 at 05:14 PM.

  4. #44
    Community Member apep1412's Avatar
    Join Date
    Sep 2009
    Posts
    232

    Default

    Quote Originally Posted by NoWorries View Post
    Currently there is no way to alleviate that. It is similar to what you run into with rings.

    Gear sets is a good idea, but it isn't something we've looked into yet and I really wouldn't expect we could put something like that together in time for U32.
    Would it be feasible to add options to the barter interface to trade the dropped item for a version that can only be equipped in one slot? i.e. The shackles would drop as equippable to both arms and feet, but could be traded for a version that only equips to arms or a version that only equips to feet.

  5. #45
    Community Member TPICKRELL's Avatar
    Join Date
    Jun 2009
    Posts
    2,068

    Default

    Quote Originally Posted by apep1412 View Post
    Would it be feasible to add options to the barter interface to trade the dropped item for a version that can only be equipped in one slot? i.e. The shackles would drop as equippable to both arms and feet, but could be traded for a version that only equips to arms or a version that only equips to feet.
    Or a stone of change recipe that lets you switch slot preferences.
    Khyber -- Grubbby, Grubonon, Gralak, and all the gang of *grubs* in the Homeboys of Stormreach.

  6. #46
    World Designer
    Join Date
    May 2014
    Posts
    0

    Default

    Quote Originally Posted by apep1412 View Post
    Would it be feasible to add options to the barter interface to trade the dropped item for a version that can only be equipped in one slot? i.e. The shackles would drop as equippable to both arms and feet, but could be traded for a version that only equips to arms or a version that only equips to feet.
    We don't really want 3 items to turn into 9 of the same item where some can and can't do things others can/can't.

    We could discuss which would be the better default slot for them to have, but we don't want this becoming overly complex with all of those almost identical items floating around.

  7. #47

    Default Thoughts...

    Quote Originally Posted by NoWorries View Post
    Here is the first look at the U32 named items. There will be two forms of named items in the Against the Slave Lords content. The first is your typical named items that drop as is. The second is a group of items, one from each of the 3 dungeons, that will be flexible slots which can be upgraded with a Prefix, Suffix, Extra, and Bonus effect along with an Augment Slot. All of the named items can have 1 of 3 Set Bonuses applied to it. Further information on the upgrade items will be listed below these named items.

    The ML of the heroic items is 8, the Legendary items are 28.

    Heroic (ML:8) Legendary (ML:28) isn't legendary 31+?
    Slaver's Cloak:
    Insightful False Life +8
    Protection +4
    Spearblock II
    Insightful Resistance +1
    Green Augment Slot
    Legendary Slaver's Cloak:
    Insightful False Life +33
    Protection +14
    Spearblock VIII
    Insightful Resistance +6
    Green Augment Slot
    Hardened Hide Helm:
    Insightful Fortification +35
    Quality Magical Sheltering +2 Quality Sheltering +2
    Natural Armor Bonus +5
    Quality Constitution +1
    Green Augment Slot
    Legendary Hardened Hide Helm:
    Insightful Fortification +92
    Quality Magical Sheltering +11 Quality Sheltering +11
    Natural Armor Bonus +17
    Quality Constitution +4
    Green Augment Slot
    Executioner's Helm:
    Insightful Deception +2/3
    Relentless Fury
    Accuracy +3
    Deadly +3
    Seeker +5 Seeker +3
    Quality Combat Mastery +1
    Green Augment Slot
    Legendary Executioner's Helm:
    Insightful Deception +7/11
    Relentless Fury
    Accuracy +14
    Deadly +14
    Seeker +17 Seeker +14
    Quality Combat Mastery +4
    Green Augment Slot
    Slave Master's Staff:
    +3 Enhancement Bonus +4 Enhancement Bonus
    Spellcasting Implement +8
    Fire Lore +10
    Lightning Lore +10
    Acid Lore +10
    Insightful Evocation Focus +1
    Insightful Conjuration Focus +1
    Wizardry +96
    Elemental Resonance +70 Equipment Bonus to Fire, Lightning, Acid, and Cold spells
    Orange Augment Slot
    Legendary Slave Master's Staff:
    +13 Enhancement Bonus
    Spellcasting Implement +28
    Fire Lore +27
    Lightning Lore +27
    Acid Lore +27
    Insightful Evocation Focus +4
    Insightful Conjuration Focus +4
    Wizardry +371
    Elemental Resonance +185 Equipment Bonus to Fire, Lightning, Acid, and Cold spells
    Orange Augment Slot
    Spinneret (ring):
    Spell Lore +4
    Quality Potency +9
    Quality Spell Focus Mastery +1
    Spell Penetration +2 Quality Spell Penetration +1
    Green Augment Slot
    Legendary Spinneret (ring):
    Spell Lore +15
    Quality Potency +32
    Quality Spell Focus Mastery +2
    Spell Penetration +7 Quality Spell Penetration +4
    Green Augment Slot
    Colorless Augment Slot
    Ring of Power:
    Quality Strength +1
    Command
    Melee Alacrity +10% Insightful Melee Alacrity +5%
    Insightful Armor Piercing +3
    Green Augment Slot
    Legendary Ring of Power:
    Quality Strength +4
    Persuasion
    Melee Alacrity +15% Insightful Melee Alacrity +10%
    Insightful Armor Piercing +13
    Green Augment Slot
    Colorless Augment Slot
    Breaker of Bodies (Large Shield):
    1d8
    +3 Enhancement Bonus +4 Enhancement Bonus
    Shield Bashing +8
    Maiming Effect 2d8
    Bashing 2d6
    Riposte +2
    Purple Augment Slot
    Legendary Breaker of Bodies (Large Shield):
    2d8
    +13 Enhancement Bonus
    Shield Bashing +28
    Maiming Effect 8d8
    Bashing 8d6
    Riposte +8
    Purple Augment Slot
    Orange Augment Slot
    Symbol of the Slave Lords (Trinket):
    True Seeing
    Insightful Constitution +2
    Dusk
    Green Augment Slot
    Blue Augment Slot Orange Augment Slot
    Legendary Symbol of the Slave Lords (Trinket):
    True Seeing
    Insightful Constitution +8
    Lesser Displacement
    Green Augment Slot
    Blue Augment Slot Orange Augment Slot
    Colorless Augment Slot
    Executioner's Platemail (Heavy Armor):
    +3 Enhancement Bonus
    Profane Well Rounded +1 - +1 Profane bonus to all abilities
    Quality Deadly +1
    Insightful Intimidate +5
    Quality Accuracy +1 Quality Accuracy +2
    Green Augment Slot
    Legendary Executioner's Platemail (Heavy Armor):
    +13 Enhancement Bonus
    Profane Well Rounded +2 - +2 Profane bonus to all abilities
    Quality Deadly +4 Quality Deadly +5
    Insightful Intimidate +11
    Quality Accuracy +4 Quality Accuracy +5
    Green Augment Slot
    Colorless Augment Slot
    Executioner's Docent:
    +3 Enhancement Bonus
    Profane Well Rounded +1 - +1 Profane bonus to all abilities
    Quality Deadly +1
    Insightful Intimidate +5
    Quality Accuracy +1 Quality Accuracy +2
    Green Augment Slot
    Legendary Executioner's Docent:
    +13 Enhancement Bonus
    Profane Well Rounded +2 - +2 Profane bonus to all abilities
    Quality Deadly +4 Quality Deadly +5
    Insightful Intimidate +11
    Quality Accuracy +6 Quality Accuracy +5
    Green Augment Slot
    Colorless Augment Slot
    Slave Rags (cloth armor):
    +3 Enhancement Bonus
    Insightful Spell Saves +1
    Resistance +4
    Quality Physical Sheltering +2
    Diversion +8
    Green Augment Slot
    Legendary Slave Rags (cloth armor):
    +13 Enhancement Bonus
    Insightful Spell Saves +6
    Resistance +14
    Quality Physical Sheltering +11
    Diversion +28
    Green Augment Slot
    Colorless Augment Slot
    Mutilator of Minds (orb):
    +3 Orb Bonus
    Insightful Enchantment Focus +1
    Quality Impulse +17
    Insightful Spell Penetration +1
    Quality Spell Focus Mastery +1
    Orange Augment Slot
    Legendary Mutilator of Minds (orb):
    +13 Orb Bonus
    Insightful Enchantment Focus +4
    Quality Impulse +45
    Insightful Spell Penetration +4
    Quality Spell Focus Mastery +2
    Orange Augment Slot
    Purple Augment Slot
    Add in BOLD GREEN remove in ITALIC RED.
    Quote Originally Posted by Cordovan View Post
    Now with real 100% closing.

  8. #48
    Community Member Ebondevil's Avatar
    Join Date
    Jul 2009
    Posts
    474

    Default

    Quote Originally Posted by Shoemaker View Post
    Add in BOLD GREEN remove in ITALIC RED.
    If Legendary were ML 31 no one would be able to use them when the level cap is 30...

  9. #49
    Community Member ThomasHunter's Avatar
    Join Date
    Jul 2013
    Posts
    770

    Default Yes!

    Quote Originally Posted by Shoemaker View Post
    Add in BOLD GREEN remove in ITALIC RED.
    The loot looks fantastic - can't wait! I think Shoemaker has some GREAT ideas as well. In fact, when I first saw the loot, the Melee Alacrity on the Legendary stuff seemed, well, sad really. Adding Insightful to it seems darn cool though! Maybe instead add Insightful Doublestrike? I have a toon with about 34% DS right now and having something to boost that would be pretty sweet!

  10. #50
    Hero LordDunmore's Avatar
    Join Date
    Aug 2009
    Posts
    176

    Default How about a BAG to put them in that is a different color?

    The title says it all. There are so many different crafting sets now, and everything goes into a green bag. PLEASE let us have something to help us organize all this crafting stuff.

    I once asked if it has to go in a green bag, can we at least customize it? Green with different stripes/edges/top/bottom?

    Any chance at all, or is this utter futility to ask over and over with each new crafting system?

  11. #51
    Chaotic Evil Mindos's Avatar
    Join Date
    Jan 2010
    Posts
    4,141

    Default

    Quote Originally Posted by changelingamuck View Post
    Stave of the Seer is ML 8 and has a True Seeing clickie. One use per day.

    But yeah, the trinket seems overpowered. To me, the biggest issue with it though is adding another item with a spell buff at such a low level. Being able to cast the True Seeing buff spell as a spellcaster should have a point. With the exception of the uncommon 1 use/day Stave of the Seer, True Seeing was uniquely available from spellcasters at that low level previously.

    A class-based game should strive to maintain the uniqueness of classes so that everyone cannot do the same things that everyone else can do regardless of choice of class(es).

    There's actually a recent thread about how buff spells have become increasingly invalidated by gear (here).
    Isn't the DM's Vision set from equiping both http://ddowiki.com/page/Item:Mantle_of_the_Worldshaper and http://ddowiki.com/page/Item:Voice_of_the_Master usable at level 5?

  12. #52
    Hero Propane's Avatar
    Join Date
    Mar 2006
    Posts
    0

    Default

    Quote Originally Posted by LrdSlvrhnd View Post
    Well, that'll make gear-swapping annoying. Any chance of some kind of toggle that will change the default for that item? (I'm sort of seeing it as a clicky that will alternate between them). Being able to equip it in multiple slots is awesome, but if you want the shackles for your feet and you switch to your Cannith boots, having to open up the inventory and find the shackles and drag them to the feet (which will incidentally screw up careful placement of equipment - all my swap gear except weapons goes into the last couple of tabs; I suspect that dragging gear into occupied slots will have much the same effect as swapping weapon sets).

    Alternatively: Can we finally have gear sets?
    Have you tried...

    Taking to two or three hotbars - set them vertically - place your normal item towards the center, then moving towards the outside, you hot swap item.

    Click on hot bar and you are good to go!

    [IMG][/IMG]
    Sarlona - Guildmaster - Brotherhood of Redemption - ddoborguild.com - 2016 & 2017 Players Council --- Alts: Acetylene, Antimematter, CNG, Dilithium Crystal, EMF, EMPulse, Exothermic, Geothermal, Hexane, Hexyne, Hydropower, JA, Kerosene, LPG, Natural Gas, Nuclearpower, Propane, Solarpannel, Tidalpower, WASOB, Waulter, Windpower, Woodpile

  13. #53
    Community Member
    Join Date
    Oct 2009
    Posts
    19

    Default

    This all sounds good but I think that you would get alot more people running the quests if you made it more like the old greensteel, what I mean by that Is you could run the quests without a maxed out character (say a level 25 quests) and get the stuff to make the items and use the items at lower levels (22-27) where at 22 they may seem a bit powerful but as you gain levels they become less useful where you may only use 1 or 2 items ( min 2 wpn hit point gear etc).
    If you did that combined with decent experience ( not huge ) I could see people posting and running them daily like they do now with the large xp quests

  14. #54
    Community Member EnziteBob's Avatar
    Join Date
    May 2010
    Posts
    26

    Default good start

    heroic items seem a bit overpowered. IMO they shouldn't have all the staking bonuses that early in the game. Just give a flat bonus.


    Ring of Power:
    Quality Strength +1
    Command
    Melee Alacrity +10% ---------- (way too much at ML 8)
    Insightful Armor Piercing +3
    Green Augment Slot



    Symbol of the Slave Lords (Trinket):
    True Seeing--------------------( make it a clicky)
    Insightful Constitution +2
    Dusk
    Green Augment Slot
    Blue Augment Slot



    Legendary stuff looks fine. Maybe add a slot or two here and there.

  15. #55
    Community Member
    Join Date
    Jul 2010
    Posts
    648

    Default

    10% melee Alacrity isn't really OP at level 8. You can get it at level 3 with Cannith Crafting or 4 with the Mithril Fullplate of Speed. And you can get 15% if you are willing to chug haste potions.

  16. #56
    World Designer
    Join Date
    May 2014
    Posts
    0

    Default

    Quote Originally Posted by LordDunmore View Post
    The title says it all. There are so many different crafting sets now, and everything goes into a green bag. PLEASE let us have something to help us organize all this crafting stuff.

    I once asked if it has to go in a green bag, can we at least customize it? Green with different stripes/edges/top/bottom?

    Any chance at all, or is this utter futility to ask over and over with each new crafting system?
    That is a ways off topic for this thread, but I hear you. I can't say what can or can't be done as far as that goes. I believe the system was never designed with the intent of having multiple inventory bags which can collect the same type of items. As such it would be no small amount of work to rework the system to try and make such a thing possible. I can't speak to how much work it would be, but I imagine it would be significant.

    All that said, I'm happy to bring up the topic with the team.

  17. #57
    Bounty Hunter slarden's Avatar
    Join Date
    Apr 2011
    Posts
    11,313

    Default

    Quote Originally Posted by NoWorries View Post
    Legendary Spinneret (ring):
    Spell Lore +15
    Quality Potency +32
    Quality Spell Focus Mastery +2
    Spell Penetration +7
    Green Augment Slot
    Spell lore on this should be +17 as there are already other items with that value and this is from a higher level adventure.
    DC Warlock Reaper Build (U48)
    Max DC Illusionist Reaper Build (U48)

  18. #58
    Hero LordPiglet's Avatar
    Join Date
    Sep 2009
    Posts
    632

    Default

    Quote Originally Posted by EnziteBob View Post
    heroic items seem a bit overpowered. IMO they shouldn't have all the staking bonuses that early in the game. Just give a flat bonus.


    Ring of Power:
    Quality Strength +1
    Command
    Melee Alacrity +10% ---------- (way too much at ML 8)
    Insightful Armor Piercing +3
    Green Augment Slot



    Symbol of the Slave Lords (Trinket):
    True Seeing--------------------( make it a clicky)
    Insightful Constitution +2
    Dusk
    Green Augment Slot
    Blue Augment Slot



    Legendary stuff looks fine. Maybe add a slot or two here and there.
    10% Melee alacrity is available at ML1

  19. #59
    Community Member MonadRebelion's Avatar
    Join Date
    Jun 2010
    Posts
    622

    Default

    Items that can go in multiple slots is a great idea. I don't like 5 piece set bonuses. If the sets are really good, everyone ends up with the same gear. This makes the game boring. I want more build diversity and more weird gear set ups. I want to see new gear pump new life into old gear. 2 and 3 piece gear sets make more sense to me.

    Also if the direction you want to keep going is to outclass previous gear every time you introduce new gear, then maybe it's time to rethink the way mythic gear works. Pursuing +4 mythics only makes sense when +4 mythic items aren't outclassed by the basic versions of the new loot.
    Last edited by MonadRebelion; 06-23-2016 at 09:21 PM.

  20. #60
    Hero JOTMON's Avatar
    Join Date
    Oct 2008
    Posts
    5,415

    Default

    Quote Originally Posted by NoWorries View Post
    There will be an item that drops in each dungeon and that item can be equipped in 2 possible slots (so 6 slots in all). One will be belt/necklace (chain), one will be bracer/feet (shackles), and the final will be trinket/ring (5 rings).



    There will be different ingredients that will drop throughout the quests which will allow you to add on a prefix, suffix, extra, bonus, an augment slot, and a Set bonus (the Set Bonus will be crafted onto the named items as well, each item can only count for 1 of the sets).


    Here are the effects possible for each slot:


    Prefix: Attributes, Fortification, Sheltering, False Life, Wizardry
    Suffix: Guards, Resistance, Accuracy, Deadly, Deception, Seeker, Armor Piercing, Spell Lores, Spell Powers
    Extra: Skills, Spell Pen, Spell Focus, Vertigo, Stunning, Shatter, Tendon Slice
    Extra 2: Quality Attributes, Quality Fort, Quality MRR, Quality PRR, Quality Skills




    And here are the 3 possible sets:


    Slave Lord's Might
    3 pieces – +1 Artifact Bonus to Melee Power/Ranged Power (+2 legendary), +1 Artifact bonus to Deadly (+2 Legendary)
    5 pieces - +1 Artifact bonus to Strength and Dexterity (+2 Legendary), +2 Artifact Bonus to Melee Power/Ranged Power (+4 Legendary), +2 Artifact bonus to Deadly (+4 Legendary)


    Slave Lord's Sorcery-
    3 pieces - +2 Artifact Bonus to Spell Power (+5 Legendary), +1 Artifact bonus to Spell Focus Mastery (+2 Legendary)
    5 pieces - +1 Artifact bonus to Int/Wis/Cha (+2 Legendary), +5 Artifact Bonus to Spell Power (+10 Legendary), +2 Artifact bonus to Spell Focus Mastery (+4 Legendary)


    Slave's Endurance-
    3 pieces - +1 Artifact bonus to MRR/PRR (+2 Legendary), +1 Artifact Bonus to Resistance (+2 Legendary), +1 Artifact Spell Saves (+2 Legendary)
    5 pieces - +1 Artifact Bonus to Con (+2 Legendary), +2 Artifact bonus to MRR/PRR (+4 Legendary), +2 Artifact Bonus to Resistance (+4 Legendary), +2 Artifact Spell Saves (+4 Legendary)

    aren't all the guildship amenity bonuses artifact bonuses?..
    does this mean these will not stack with guildship bonuses?
    ...cause that would really suck to got to all the trouble of a set bonus and not stack with easy peasy guildship buffs....
    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)

Page 3 of 11 FirstFirst 1234567 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload