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  1. #1
    Staggering
    Pale Fox
    LightBear's Avatar
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    Default With the new crafting on the way will regular augments have any value left?

    They where a few levels behind when they came out, but they where still ok-ish to fill a lost spot or so, this was intentionally done so.
    Then with the new loot tables they fell behind some more to the point where you'd only put in named augments or some immunities and hardly even a stat.
    Now with the new crafting will stats or even immunity augments be even worth it?

  2. #2
    Community Member Blastyswa's Avatar
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    Quote Originally Posted by LightBear View Post
    They where a few levels behind when they came out, but they where still ok-ish to fill a lost spot or so, this was intentionally done so.
    Then with the new loot tables they fell behind some more to the point where you'd only put in named augments or some immunities and hardly even a stat.
    Now with the new crafting will stats or even immunity augments be even worth it?
    The advantage of augments is that it gives you more choice as to what goes into a certain slot. Cannith crafting also has this advantage, which will probably bring down the usefulness of augments. Augments will still have a place on alts without the crafting levels to make all their items, and can still be somewhat useful to fill in holes in a build, particularly fear/blindness immunity augments. I do doubt that many people are going to have +8 augments to their main damage attribute or constitution though, at least at max level.
    Dazling of Cannith

  3. #3
    Community Member Coyopa's Avatar
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    Personally, I find gear with the highest values for my main stats for each character. I use augments to fill in the less important stats (like Int on a typical barbarian build). Blindness Immunity and Fear Immunity are important - and I've been reminded of this fact by the lack of blindness immunity on my L30 barbarian. It's annoying as heck to have to use a potion to cure it and then get reblinded and have to use another potion. I'm currently working to farm my blindness immunity item because I don't have any open augment slots for it.

    So, yes, these augments will continue to be useful.
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  4. #4
    Community Member Dragavon's Avatar
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    Quote Originally Posted by LightBear View Post
    They where a few levels behind when they came out, but they where still ok-ish to fill a lost spot or so, this was intentionally done so.
    Then with the new loot tables they fell behind some more to the point where you'd only put in named augments or some immunities and hardly even a stat.
    Now with the new crafting will stats or even immunity augments be even worth it?
    Since augment slots on items will not increase the base minimum level of the item any longer then augment slots on crafted items will be even more useful under the new system than it is now.

  5. 07-25-2016, 09:05 AM


  6. #5
    Hero patang01's Avatar
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    Quote Originally Posted by LightBear View Post
    They where a few levels behind when they came out, but they where still ok-ish to fill a lost spot or so, this was intentionally done so.
    Then with the new loot tables they fell behind some more to the point where you'd only put in named augments or some immunities and hardly even a stat.
    Now with the new crafting will stats or even immunity augments be even worth it?
    No question that they need to redo the augments. Just to match being a few points behind the power of regular items. But there are many augments that are quite complementary to regular items. So if you craft something (and find a nice item with 1 or 2 augment slots) you can craft on the things you really want, and augment the rest. Heavy fort augment, featherfalling etc. Not so much attributes but certainly skills.

  7. #6
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    Maybe, but does it matter? There used to be guild augments and then they were discontinued. All things come and go. If Augment are no longer that good, then don't use them or items that allow them. There is no need to make augments even more powerful to keep up with ever more powerful crafting. Stop the power creep already!


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  8. #7
    Staggering
    Pale Fox
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    The question is raised from a concerned player.
    With the boost to enhancement to +16, insightful to +8 and quality to +4 what is left for regular augments?
    A +8 can be found on rand gen ml:15 items I believe.], might even be lower ml?
    It would seriously kick 888 as could craft augments but that would leak so much power.
    Anyway, where it used to be a 4 level differance it now seems to be 12...

    With the upcomming changes to crafting not only the levels will have dropped but augments' usefulness will drop as well.
    Or at least some, I guess an augment is still better than no augment.

  9. 07-25-2016, 10:22 AM


  10. #8
    Bounty Hunter slarden's Avatar
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    Some augments will have value, some won't.

    - Good luck +2 isn't available on gear or many named items.
    - The spell focus augments stack with anything and are extremely useful
    - Festive bonus augments - obviously useful
    - Deathblock, why waste a crafting spot when you can stick it in an augment? unless you want the negative energy absorb
    - spell agility still useful
    - armored agility still useful
    - true globe of imperial blood still useful
    - draconic soul gem still useful as it provides 4 resists, but marginal
    - dr breakering augments still useful for weapons
    - 100% fort still potentially useful if you have a green slot and don't want to waste a crafting spot
    - fear immunity still useful if something can dispel GH
    - master's gift - always useful
    - Anthem still useful for bards
    - vitality +20 augment still useful - not on random loot as far as I know
    DC Warlock Reaper Build (U48)
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  11. #9
    Community Member azrael4h's Avatar
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    Likely, yes. They won't be used for primary attributes, but to fill in, like CHA for UMD on a otherwise low UMD build, or blindness/fear immunities, etc... I think for most who bother to get crafting up that level, they'll craft DEX/WIS for saving throws on non-DEX/WIS builds, then use higher-powered loot-gen or named gear once they can fit it in. Though without flexible shards, I'm not sure many will be bothering. I currently don't see a reason to do so, unless the grind is really fast and much less buggy to deal with than the current messed up system. .
    Anyone who disagrees is a Terrorist...

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  12. #10
    Community Member CSQ's Avatar
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    Augments have never, in my experience, been powerful enough to compete with the primary properties of gear; a bad random gen weapon with a slot probably doesn't pass a good random gen one without, and that's been true since I can ever remember. So in that respect, new crafting will still mean that augments don't give gear primary value. That said, augment slots are basically free, and being able to put a nice blue or yellow augment to supplement a weak spot in your gear build is nice, so I think augments will still matter.
    I primarily play Zunzyne Siegemaker, and am the guild master of Ares Macrotechnology on Ghallanda.
    Reaper Experience Calculator: https://docs.google.com/spreadsheets...ewE/edit#gid=0 (out of date as of U42.4, needs testing for new values)

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