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  1. #61

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    Quote Originally Posted by Cocomajobo View Post

    Trace of Madness Upgradeable Items:
    Each of the items in this section has the enchantment "Trace of Madness" which allows them to be upgraded at the "Altar of Insanity" in the Hall of the Planes in the Tower of the Twelve.

    Is there going to be an legendary version of this? Or are we just adding the same upgrades to the legendary gear too?

  2. #62
    Community Member UurlockYgmeov's Avatar
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    Quote Originally Posted by QuantumFX View Post
    Does that mean the same enchantments can be applied to this new gear? Or that there are no recipes for the new gear?
    I left all the eyeballs and mad gooey things in Khyber's shared ingredient bank - so no telling for sure; but looks like the existing recipes (http://ddowiki.com/page/Altar_of_Insanity) work on the new gear. Makes sense, +10 to a save at level 14 (stacking) is mighty sweet, as is near perma-displacement and other Cordovan inspired attributes.

    Quote Originally Posted by Nachomammashouse View Post
    Is there going to be an legendary version of this? Or are we just adding the same upgrades to the legendary gear too?
    As far as the Altar of Legendary Insanity - nothing has been said; however when one tries to insert Legendary equipment, the existing Altar of Insanity threatens to fry me.

    my guess - there will be another / new Altar of Legendary Insanity

    I agree with sentiment stated above about bard club - would be nice if it would buckle my swash - so could carve 'UY' on Owlbears and bad wolves (ok, couldn't resist Rose Tyler reference )



    Mockup of Altar of Legendary Insanity:


  3. #63
    Community Member lyrecono's Avatar
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    Question

    The wayward warior set bonus is incredibly weak, keep in mind it is competing with ravenloft set bonuses.

    The gloves puzzle me, the heal skill is negligeble to the result of a cure/heal spell at 29
    why not add healing spell power?
    Unless that's in the upgrade system.


    Quote Originally Posted by Godzuki420 View Post
    Since I am ranting on this Development team for not being able to read a campaign setting I might as well add a few more things.
    1) Only race you have that is unique to Eberron is Warforged. Why? There is the Kalashtar, Shifters, and Changlings as well.
    2) No House Orien at all. It is mentioned several times in the game but no house representatives.
    3) No Exotic weapons from the setting at all and none of the materials such as Bronzewood, Darkleaf, and Livewood.

    So before adding new stuff you guys/gals might want to consider some of these things to add to the game. And when you want to drop an Enhancement that debuffs the monsters in the game maybe you should also drop the monsters saves by 2 to 5 to even the odds.
    I have asked the same questions for a decade now, never got a worthwille awnser.
    If i would guess;
    Casters use sp instead of spell slots, so there is no use for a psionic mechanic
    Kalasthar are just humans with more spell points.
    Shifters are too much work to animate their traits and appearence. It tok years to get druids with basicly 2 animal forms.
    Changelings are useless, there are less then 5 quests that deal with racial issues in the game. Its simply not part of the game mechanics.

    As for the materials, we used to have them. Many of the armor ones were removed to simplify the bloated system

  4. #64
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    Quote Originally Posted by UurlockYgmeov View Post
    I left all the eyeballs and mad gooey things in Khyber's shared ingredient bank - so no telling for sure; but looks like the existing recipes (http://ddowiki.com/page/Altar_of_Insanity) work on the new gear. Makes sense, +10 to a save at level 14 (stacking) is mighty sweet, as is near perma-displacement and other Cordovan inspired attributes.
    You may want to read that page again, the saves don't stack with resistance items. They are 4 higher than what you can craft at that level though.

  5. #65
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    Please reconsider the stats for the helms/armor for melee fighters/barbs/bear druids. They have Strength/Con, Deadly, Stunning - the MOST PLENTIFUL stats in recent loot that has duplicated across numerous ravenloft items. How about Insightful Strength and insightful deadly/insightful stunning?!? Some of the ravenloft items have 3 duplicated effects and items like Plateshard belt are completely useless as the only remaining non duplicated abilities are incite - which is of limited value. Even Unbreakable Stormreach Guardian's Helm and Scales of Exile follow this trend with Fortification duplicated between the two items.

    The new U38 melee items (there are some other decent items like the Falchion):

    Mighty Stormreach Guardian's Helm Helm
    • Strength +7/+19
    • Deadly +6/+16
    • Stunning +8/+22
    • Seeker +7/+19
    • Blue Augment Slot
    Unbreakable Stormreach Guardian's Helm Helm
    • Constitution +7/+19
    • Vitality +24/+67
    • Fortitude +8/+16
    • Fortification +90%/+202%
    • Blue Augment Slot
    Scales of Exile Heavy Armor
    AC: +20/+40
    Material: Green Dragonscale

    • Fortification +90%/+202%
    • Parrying +3/+9
    • Insightful Wisdom +3/+9
    • Insightful Constitution +3/+9
    • Blue Augment Slot

    I have bolded the duplicated effects in Ravenloft melee gear below:

    Legendary Mantle of Fury (Cloak): Constitution +19, Raging Resilience, Doublestrike 22%, Dodge +19%, Green Augment Slot, Adherent of the Mists Set (Legendary)

    Legendary Bracers of the Fallen Hero (Bracers): Strength +19, Insightful Constitution +9, Stunning +22, Quality Physical Sheltering +12, Green Augment Slot, Adherent of the Mists Set (Legendary)

    Legendary Ward-Inscribed Pendant (Necklace): Quality Curse Resistance +3, Deadly +16, Constitution +19, Natural Armor +19, Yellow Augment Slot, Crypt Raider Set (Legendary)

    Legendary Plateshard Belt (Belt): Fortitude Save +16, Incite +59, Constitution +19, Insightful Incite +27, Yellow Augment Slot, Knight of the Shadows Set (Legendary)

    Molten Silver Gauntlets (Gloves) Pierce Silver, Deadly +16, Doublestrike +23, Armor-Piercing +32, Blue Augment Slot, Green Augment Slot, Adherent of the Mists Set (Legendary)

    Echo of the Icon (Trinket) Fortification +208, Strength +20, Insightful Constitution +9, Physical Sheltering +52, Blue Augment Slot, Green Augment Slot
    Last edited by korgzz_bloodaxe; 03-28-2018 at 04:34 AM.

  6. #66
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    Some more comments

    Lilting Song
    - merge spell focuses into Spell Focus Mastery +3 / +8
    - to make room for +20% song duration / +1d4 sonic pact damage

    Planar Spike
    - we now have Holy Silver pick and Evil pick from Ravenloft. Make this one cold iron or adamantine?
    - light picks have a fun crit profile, but they are still mathematically inferior to hand axes or other swashbuckling weapons. at least consider increasing the base [W] size to match hand axes.

    Compliance
    - Heroic ML14 version has less potency than ML13 Pansophic Circlet. Just saying. Maybe Pansophic is an outlier.

    Heavy Mace set
    - Probably not going to be used much. As light maces, they would be probably potentially interesting for more builds. Or slap on some expanded threat / multiplier.

    In general:
    ML14 for heroic gear is kinda unfortunate for Vorpal, considering Improved Vorpal availability at ML15. There have been precedents where named items got Improved Vorpal a bit earlier. (Also applies for Disruption on the mace.)

  7. #67
    2015 Players Council Claver's Avatar
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    Quote Originally Posted by edrein View Post
    Curse set could use a non-orb piece for melee PMs (Yes, we still exist.).
    Agreed! I will say Cursekeeper is the item that most caught my eye out of this set (I have a Zombie Monk)

    I also very much like the cosmetic look Vulkoors Edge and find its abilities appealing. It makes me tempted to slot Snake Bite Sentient poison and make some poisoner build just for fun

    I'm also curios about the City Filigree...does the +20 PRR stack multiple times per swing in the 10 second window?

    The helms did not have a cosmetic appearance on Shadar-kai or gnomes. I hope that they provide a visage mask look like the mask of the quest giver in the Test Dojo. It would be extra cool if different masks offered different expressions. If not, please consider adding a "mask" look to certain helms in future content
    Last edited by Claver; 03-28-2018 at 06:00 AM.

  8. #68
    Developer Steelstar's Avatar
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    Quote Originally Posted by SerPounce View Post
    Very nice stuff in general. I'll be looking for several items.

    Is this the first proper named light pick in the game? Gnomes everywhere will rejoice!

    I guess the logic is that the druid weapon/shield/armor set items are good enough on their own, but the +2 con +5 AC set bonus from the druid set is kind of sad. Be nice if you through in a little something to be excited about like 10% fortification bypass, or change the +5AC to +5% AC so it will be useful to the few builds that use AC.


    Obviously too late for this update, but hopefully sometimes soon you can fill out the ~ML20 "named" weapons. The morninglord and nightmother stuff did a nice job giving everyone a solid endgame option, but the ETR options still have a lot of holes.

    [edit] are craftable rune-arms a thing of the past? That's such a fun and thematic feature, sad to see it go.
    Yeah, it was about time for a named Light Pick. Hope a few builds find a few good uses for it.

    Still open to making modifications to the new Set Bonuses. Will bear that in mind.

    I'd love to fill out lower-Epic (and lower-Heroic) for that matter, there are some big gaps where there aren't any named versions of certain things. It really depends on Content's needs, however - Hopefully, we can get something to fill those ranges "Soon(tm)".

    RE: Craftable Rune Arms: Yes, most likely. It's a very thematic feature, but we've had regrets about its existence a few times a year since... about a day after the first ones went Live. (Not an exaggeration! It's nearly broken the entire Cannith Crafting system several times over). There's a few directions we could take it in the future if we ever find ourselves with an abundance of free time, but the existing system is somewhat inherently problematic to maintain; expect it to stay on the items that currently have it.

    Quote Originally Posted by LrdSlvrhnd View Post
    Nice for extending the places where filigrees drop. Will they have roughly the same drop rate in both RL and U38? Or will the current RL filigrees have a higher chance in RL and lower chance in U38, and vice versa?

    Also, sunder and trip, but no stunning? Any chance of adding a stunning filigree to the list?
    Filigree in the U38 chests will have the same drop rates as they do in the Ravenloft chests. The lists are the same as well. Your chance of getting a Filigree is unchanged. Your chance of finding certain individual Filigree (when you get one) will go down slightly, as these new Filigree are added to the total number of available Filigree in the general pool.

    No stunning in this set, sorry. Might be one in another set down the line!

    Quote Originally Posted by GeoffWatson View Post
    Purple slots on the helms?
    That would be useful for slotting Devotion on melees.
    Or is it a typo?
    First "red" slots not on weapon or shield.
    It appears we accidentally added Purple slots to the Epic helms in this Lamannia build. Unfortunately, that can't stay - Expect them to turn Green before Live.

    We definitely understand that having Red (or Red-adjacent) slots on non-weapon-slot items is desireable; but major changes to the system would be needed to make that a feature we can support. Most Red Augments won't work outside of Hands slot items. Hoping we can make those changes someday, but it won't be for U38.

    Quote Originally Posted by neain2008 View Post
    I'm really looking forward to the new natures set, but why two weapons and no shield? I understand that it's meant to be a multi purpose caster set and not just for druids (at least that's what I assume), but is there any way we could get a shield that does the same as one of those sickles?
    The thought was that Caster Druids - People using Season's Herald for offensive spellcasting - would likely be using two casting implements, and that others who might use the set would be likely to do the same. If a lot of you thought it was likely some might go Implement+ Large Shield instead on a dedicated caster, we might be able to figure something out.

    Quote Originally Posted by Nachomammashouse View Post
    Is there going to be an legendary version of this? Or are we just adding the same upgrades to the legendary gear too?
    Think of the Touch of Madness compatibility as a nice bonus. A lot of the effects (though definitely not all) are evergreen in one way or another - A Legendary character could potentially get some bonus off of them. We didn't make the items weaker to account for this upgrade, they should stand fine without it.

    I'll be looking into the reports that the Legendary items are bouncing from the Altar.

    Quote Originally Posted by cru121 View Post
    Some more comments

    Lilting Song
    - merge spell focuses into Spell Focus Mastery +3 / +8
    - to make room for +20% song duration / +1d4 sonic pact damage

    Planar Spike
    - we now have Holy Silver pick and Evil pick from Ravenloft. Make this one cold iron or adamantine?
    - light picks have a fun crit profile, but they are still mathematically inferior to hand axes or other swashbuckling weapons. at least consider increasing the base [W] size to match hand axes.

    Compliance
    - Heroic ML14 version has less potency than ML13 Pansophic Circlet. Just saying. Maybe Pansophic is an outlier.

    Heavy Mace set
    - Probably not going to be used much. As light maces, they would be probably potentially interesting for more builds. Or slap on some expanded threat / multiplier.

    In general:
    ML14 for heroic gear is kinda unfortunate for Vorpal, considering Improved Vorpal availability at ML15. There have been precedents where named items got Improved Vorpal a bit earlier. (Also applies for Disruption on the mace.)
    Lilting Song: This item's meant to have broader appeal beyond just Bards, though they're the most likely audience. It's comparable to other pure caster sticks, and we're hesitant to make it more targeted.

    Planar spike: Could look into Cold Iron or Adamantine, though it may need to drop something somewhere to get it. As was pointed out earlier, Gnomes get some Light Pick bonuses that might make this useful. We'll keep an eye on it, but not every item is going to get raised to match the "best" item type for its archetype. (If we were planning on doing that, it'd make more sense to chuck the majority out of our 42 weapon types out the window - They'd be entirely redundant. Which I'd be for, personally, but that's a different discussion.)

    Compliance: Will take a look at things, but Pansophic is an outlier that... well, frankly should never have been made. It'll eventually be outclassed in Epic, I'm not sure if that will ever happen in Heroic.

    Heavy Maces: These are mostly for Aasimar Scourges. Which yes, in Heroic is a little silly given that they're ML14 and the Iconic can start at 15 with a nice pair of maces. Might look into swapping a few effects so they stand on their own a little more steadily.

    Quote Originally Posted by Claver View Post
    Agreed! I will say Cursekeeper is the item that most caught my eye out of this set (I have a Zombie Monk)

    I also very much like the cosmetic look Vulkoors Edge and find its abilities appealing. It makes me tempted to slot Snake Bite Sentient poison and make some poisoner build just for fun

    I'm also curios about the City Filigree...does the +20 PRR stack multiple times per swing in the 10 second window?

    The helms did not have a cosmetic appearance on Shadar-kai or gnomes. I hope that they provide a visage mask look like the mask of the quest giver in the Test Dojo. It would be extra cool if different masks offered different expressions. If not, please consider adding a "mask" look to certain helms in future content
    The set bonus effects from City's Beacon don't stack up, but they might reset their timers on re-application, I'd need to double-check.

    Helm appearances in this Lamannia are placeholder.
    We don't only build for the builds that exist.
    We don't only build for the builds that are good right now.

    The fact that some changes are necessary is not diminished by the fact that other necessary changes have not happened yet.

  9. #69

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    Quote Originally Posted by Cocomajobo View Post

    Head
    Mighty Stormreach Guardian's Helm Helm
    • Strength +7/+19
    • Deadly +6/+16
    • Stunning +8/+22
    • Seeker +7/+19
    • Blue Augment Slot
    Helm of the Vulkoorim Helm
    • Dexterity +6/+19
    • Dodge +6/+19%
    • Reflex Saves +8/+16
    • Armor Piercing +7/+31
    • Purple Augment Slot
    Unbreakable Stormreach Guardian's Helm Helm
    • Constitution +7/+19
    • Vitality +24/+67
    • Fortitude +8/+16
    • Fortification +90%/+202%
    • Blue Augment Slot
    Mantle of Madness Helm
    • Intelligence +7/+19
    • Shatter +8/+22
    • Wizardry +145/+412
    • Exceptional Astute Skills +4/+10
    • Purple Augment Slot
    Drow Sage's Mantle Helm
    • Wisdom +7/+19
    • True Seeing
    • Healing Amplification +29/+80
    • Will Saves +6/+16
    • Purple Augment Slot
    Compliance Helm
    • Charisma +7/+19
    • Potency +57/+145
    • Exceptional Alluring Skills +4/+10
    • Spellsight +15/+22
    • Purple Augment Slot
    Crazy idea: leave the +19 ability slot as an empty upgradeable and let us upgrade it to whatever ability we want for each helm.

  10. #70
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    Quote Originally Posted by Steelstar View Post
    snip


    The thought was that Caster Druids - People using Season's Herald for offensive spellcasting - would likely be using two casting implements, and that others who might use the set would be likely to do the same. If a lot of you thought it was likely some might go Implement+ Large Shield instead on a dedicated caster, we might be able to figure something out.



    Think of the Touch of Madness compatibility as a nice bonus. A lot of the effects (though definitely not all) are evergreen in one way or another - A Legendary character could potentially get some bonus off of them. We didn't make the items weaker to account for this upgrade, they should stand fine without it.

    Implement + Large Shield is a must imo; with the druid pass we druid casters might be able to dip the bear tree for some more defenses but I'd say it's a pretty sure bet that even with the dip the large shield will be on our radar. Would really appreciate a third item in that set bonus as a result. The only base-build caster that is in a similar boat defense-wise is a spellsinger with the medium armor (no, warlocks are not casters in my book) so the shield is a major route to consider...even a crystal orb or something maybe?! I'd loooove an orb with a bonsai, sun or thunderstorm in it! Could give a mix of defensive perks and genre-specific caster bonuses (eg buff on weather themed spells only). Getting carried away, sry, shield. pls rmbr the shield!!

    Very nice reuse of the Touch of Madness! I approve!

  11. #71
    Community Member Qhualor's Avatar
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    This time I took the time to look at the loot to see if any of my characters would be interested in anything. I can't say for sure about epic gear because I'm years away from being ready for end game and looking for bis gear, but I know the heroic items I wouldn't bother with. The only reason is because I've spent a lot of time and collectables to come up with a default melee Cannith crafted gear set. Having to put any item into my standard set up would mean re-doing a lot of crafted gear, which I mostly can't afford to do. This is not necessarily a bad thing, but Cannith crafted gear is really good and see no reason to mess with the set up I have. Maybe if I had collectables galore I would mess around, but not in the foreseeable future.

    As far as the weapons and set bonuses, the only thing I would care about is the dwarven axe and war hammer. The war hammer because ghost touch, thank you. The axe I don't know until I equipping it on my dwarf Vanguard fighter and play around with it. Not counting crafted weapons like LGS, but for heroic I would be comparing it to GS that I have and for epic the Mountains Fist. I am in love with the Mountains Fist. If it's not better than either one, that he won't be interested. I'll try to find time before Lama closes to check it out.

    Forgot about the set bonus. The first tier is fine, but the 2nd and 3rd would be useless for my Vanguard as a 3 piece set. If there is going to be weapons to go along with the item set bonus, than it needs to be more universal to accommodate builds that would use weapons like war hammers, axes and falchions.
    Last edited by Qhualor; 03-28-2018 at 10:00 AM.
    #MakeDDOGreatAgain

    You are the one choosing not to play alts.

    Casual player now investing way less than I used to into the game, playing 1-3 months at a time and still want nothing to do with Reaper. #improvepuggrouping#alldifficultiesmatter

  12. #72

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    Quote Originally Posted by jakeelala View Post
    So just to be clear this is an artificer, druid, and melee update right?

    All of us ranged characters can just pretty much cancel sub and sit this one out it seems thanks.

    Thanks a lot.
    The solipsism on the xoriat madness armors of the past worked on throwers/ranged attacks. It is a no-save Sap effect. Assuming this is the case for the gear here, that might be the ‘hidden’ benefit, like peeps using Razorend for its legacy tendon slice in the offhand.

    I posted a question if this works—hoping someone can answer.
    Wiki dashboard with some useful stealthplay links. LONG LIVE STEALTH!
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  13. #73
    Community Member ThomasHunter's Avatar
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    Default Armor

    I'll echo what someone else mentioned earlier and add to it - would absolutely love to see medium and light versions of that armor added. My evasion wolf would love a light version for sure! It actually seems quite sad that we don't have all three versions!

    I implore you, please add these two versions.

    Plus, I just love the helms. Thank you!!!!

  14. #74
    Community Member memloch's Avatar
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    Overall not bad. Would like to see items/set bonuses that have other types of effects. For example:

    Increase duration of bard songs
    Increase number of dragonmarks
    Additional lay on hands
    increase rage bonuses
    shield and other type of clickies
    spell crit multipliers
    grants some feats
    etc

    Many of the examples above will make the items/set bonuses unique without adding very much power creep
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  15. #75
    Community Member Akoriv's Avatar
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    Quote Originally Posted by Steelstar View Post
    I'd love to fill out lower-Epic (and lower-Heroic) for that matter, there are some big gaps where there aren't any named versions of certain things. It really depends on Content's needs, however - Hopefully, we can get something to fill those ranges "Soon(tm)".
    Since making the lv 20 Epic crafted and the items in the MotU - eGH updates, you have basically changed the a lot of the rules on how the game works. Even just re-itemizing the items from that content to fit the current structure of base / insight / quality with numbers are comparable to Cannith Crafting would be a huge step up from what we have available now.

    Beyond that, we really could use a broader range of quests in that low epic range of levels. It is boring as **** grinding the same handful of MotU/Shadow Conspiracy quests over and over again, because there are no options. In Heroic at a number of levels, it is at least possible to skip some quests and switch them out for others you don't normally grind when riding the TR train.

    Also, I said it about Ravenloft and I said it here once. You are making items that to try and get an effect are 75% useless because of the constant duplication of the same handful off effects in 3-5 slots. ie Stunning / Deadly / Characteristics. How about not putting the effects on a dart board and just throwing darts to see what an item gets? Because even if you are not itemizing that way, with the mass duplication across multiple slots, it sure as hell looks like like you are.

  16. #76
    Community Member Yamani's Avatar
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    Quote Originally Posted by ThomasHunter View Post
    I'll echo what someone else mentioned earlier and add to it - would absolutely love to see medium and light versions of that armor added. My evasion wolf would love a light version for sure! It actually seems quite sad that we don't have all three versions!

    I implore you, please add these two versions.

    Plus, I just love the helms. Thank you!!!!
    What about cloth? D: I think a few druid/monk splits would like it too.
    Quote Originally Posted by Cordovan View Post
    Added even later: Ignore this add, I am the dumb.

  17. #77
    Community Member Selvera's Avatar
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    Lilting Song Club - A club with good synergy with bard that can't be swashbuckled. That's sort of OK, since it's obviously aimed at spellsingers, not swashbucklers but not useful for a crossover build.

    Planar Spike Light Pick - Here's our swashbuckler weapon. Might give the forgotten axe the run for it's money; but probably still worse then the forgotten axe.

    Hunter of Wilds Short Bow - So... we finally get a named shortbow after how long? And it's rather lackluster. Elasticity is great on the bow of sinew because it has a 18-20 x3 profile, leaving it with a (17-18 x3 19-20 x4) = 145% profile with improved crit. This bow has a 19-20 x4 = 125% profile, which is much worse.

    Which leaves us with a bow with a worse critical profile then bow of sinew, lower base damage die and nothing that improves AA imbues in any way; leaves me with still no reason to use shortbows at all; and if this weapon is picked up it would only be because keen let's it do adequate damage with 0 investment on a melee.

    Hands of House Jorasco Gloves - Ok, I could consider these on my healer builds; an extra slot where you can stick a new arrangement of healing stats. But speaking from a bit of gear crafting on a healer, Healing Lore and heal skill aren't too problematic to get. Insightful/quality devotion and wisdom are they hard stats to find on good items. (To be fair; that lets the belt from dragonblood not be obsolete yet though).

    Mighty Stormreach Guardian's Helm - Ok, haven't theorycrafted strength-based melees that much, but this seems to be a good combination of stats looking from the outside.

    Helm of the Vulkoorim - Finally a dexterity item that doesn't have doubleshot or reinforced fists other stats so obviously pointed towards monks or ranged builds. I still don't like having saves split up, but dodge and armor piercing are good stats to have on a dex item.

    Unbreakable Stormreach Guardian's Helm - This is a lot of stats that I value a lot less then other people seem to value on an item. Maybe it'll make them happy, but I don't think I'll ever use it.

    Mantle of Madness - No Comment

    Drow Sage's Mantle - Wisdom? Yes! True sight? Meh, ok. Healing Amp? Nice. Will saves? Completely useless. Purple augment slot? Are there even useful purple augments? In all this item is a mix of some great stats for an item with some bad stats for an item, making it half of a good item. I would rather fort or reflex save attached to it, or better yet, parrying or DC boosts.

    Compliance - I'm not sure if this is better then the Panasonic Circlet for anyone. Maybe it'll be easier to pull?

    Heavy Warfare Set - Seems to me that you have a set that's focused on generating critical hits, with a terrible critical profile and can't even be improved with improved critical. So what we have is a set of maces with a lot of doublestrike that'll do good damage without investment if you happen to be two weapon fighting with a different type of weapon (say khopeshes) and decide to swap to maces to bypass skeleton DR.

    But they can't be used on dex-based builds, so mostly it's a strength based twf not-fully invested but decent set to farm. Ok. Could be worse.

    Curse Necromancer Set - Not meant for me, no comment.

    Seasons of Change Set - Looks like a good set of caster dps weapons for druids. There are comments about spell-based dps in the state of the current metagame, but assuming that the archetype works in general, these are good items.

    Wayward Warrior Set: - Set bonus is decent for tanks, will break down the items individually.

    Scales of Exile Heavy Armor - Dragonscale means it can be used by bear tanks right? Good. Epic AC seems to be +1 too high for non-raid armors; given previous sets. Heroic AC is completely skewed by how insanely good the No Worries is (and martial pastlives). Insightful wisdom and con are nice for the druid tank it's geared towards. Parrying is a good effect in general, fortification not quite as much (in the quantities supplied here).

    Giant's Platter Large Shield - This is likely going to be the de-facto shield for many a tank build after this update; as it's been expressed that large shields are the best for tanks (due to not capping dodge), and the stats it gives are good and in good quantities for tanks. It's only real competition being the best defense, which is more geared towards vanguards then this shield (which is the tank version of it).

    Vulkoor's Edge Scimitar - As others mentioned. Volkoor the deity which rewards (well attempts to reward) you for using shortswords, now has a scimitar? Wouldn't it make more sense for this weapon to be a shortsword, and not part of a tank set? In general the stats seem pretty decent for a weapon, but scimitar isn't my first choice for weapon for a sword+board tank, and I'm not sure if this weapon is good enough to change my mind about that.

    Tail of the Scorpion Falchion - Again, this looks like a decent falcon. Something that I'd like to use on a monk/fighter kensai. Not something I'd like to use on a druid-bear-tank.

    Renegade Champion Set - So 3 pieces required means that you're required to use the bracers AND the runearm unless you can come up with some sort of dual-wield axe+hammer build, which seems unlikely. Requiring the runearm means this is essentially an artificer-only set. Requiring the bracers means both that this is essentially a warforged-only set AND that you can't use the lore-fueld packbanner, which is a blow to your melee builds. So; this set is geared towards ranged artificers, and the weapon available to them is a light crossbow. So... who can actually use these items effectively?

    Now that we've got how hard it is to actually use this set on any character current or theoretical, let's look at the items.

    Set bonus -> This is a nice set bonus, especially for warforged artificers.

    Stormreach Guardian's Axe Dwarven War Axe -> Prior to this, there are essentially no good dwarf waraxes in the game. After this, that's still essentially true. Why does the damage die shrink when you make the weapon legendary? There's no critical profile expansion, armor piercing isn't great on weapons and the new vamperism is lackluster at best (or just outright bad). Make it a 5[2d6+2] weapon and remove vamperism and it'll be a much better item.

    Stormreach Guardian's Hammer War Hammer -> This seems like a decent weapon, although I'm still weary about how effective a warhammer artificer can be in general.

    Stormreach Guardian's Crossbow Repeating Light Crossbow -> I don't really expect this weapon to be good enough to make anyone switch over to light repeaters. It's no needle.

    Construct Champion's Bands Bracers -> And this item makes the set even more warforged-exclusive and makes gearing a melee artificer even harder and less transitive to other melees then it already is

    Quarantine Rune Arm -> Wait, this gives +7 natural armor in heroic and +8 in legendary? That seems like an overly underwhelming upgrade. I can't comment much on runearms yet, but Occasional Overcooling sounds mildly useful.

    The City's Beacon Filigree Set -> Ok, so it's a melee set. 2/3 bonuses are decent, the last one's great for people who haven't farmed very much heroic shroud.

    Individual Filigree
    Fortification (Rare) +25% Fort & +2 PRR -> There's pretty much no build I've ever had at level 20+ where I thought "I wish I had 25% more fortification". Will Skip.
    Intelligence (Rare) +1 Int & +2 MRR -> Good if your main stat is int. (Casters, mechanics or artificers).
    Melee Power (Rare) +5 -> Good for all melee
    Strength (Rare) +1 Str & +2 PRR -> Good if your main stat is strength (So this doesn't combine well with +int).
    Sunder (Rare) +1 Sunder DC's & +2 PRR -> Is +1 to sunder DC's worth a sentient fili slot? Not really sure that it is...
    Trip (Rare) +1 Trip DC's & +2 PRR -> Is +1 trip DC's worth a sentient fili slot? At least it's better then Sunder.

    So what I get from this set is that all melee builds can make good use of 2 fili in the set (stat and melee power), while some builds might get use out of a DC increase as well if they want to stretch for the displacement set bonus. Okay, I guess that's all that there needs to be.
    Selvera: Aasimar Fighter 20/Epic 10; Old and wise fighter.
    Jen: Half Elf Fvs 4; Healer Archer on a TR with friends
    Mayve: Drow Bard 14/Wizard 6/Epic 7; Vampire Enchantress

  18. #78
    Community Member
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    Default Blah....

    Stormreach Guardian's Crossbow Repeating Light Crossbow
    Damage Dice: 1.5[1d8]/7[1d8+2] (7 is because of Keen)
    Critical Profile: 17-20/x2 because of Keen
    •Armor Piercing +11/+31
    •Keen I/V
    •Impactful 3d6/9d6
    •Crushing 8d6/20d6 On critical hit
    •Red Augment Slot


    A light xbow, with the generic X2... and you wasted a slot on KEEN. Really?

    Stormreach Guardian's Crossbow = Food for a real crossbow.
    Last edited by Nubom70; 03-28-2018 at 02:48 PM.

  19. #79
    Community Member Rissten's Avatar
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    Default

    Quote Originally Posted by Steelstar View Post
    It's an Equipment Bonus. It stacks with the Helms.
    Why isn’t there an insightful STR 9 items? With this update every stat except STR has insightful 9, and can wear 2 set bonuses !

  20. #80
    Community Member Yamani's Avatar
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    Default

    Quote Originally Posted by Cocomajobo View Post
    Head
    Mighty Stormreach Guardian's Helm Helm
    • Strength +7/+19
    • Deadly +6/+16
    • Stunning +8/+22
    • Seeker +7/+19
    • Blue Augment Slot
    Helm of the Vulkoorim Helm
    • Dexterity +6/+19
    • Dodge +6/+19%
    • Reflex Saves +8/+16
    • Armor Piercing +7/+31
    • Purple Augment Slot
    Unbreakable Stormreach Guardian's Helm Helm
    • Constitution +7/+19
    • Vitality +24/+67
    • Fortitude +8/+16
    • Fortification +90%/+202%
    • Blue Augment Slot
    Mantle of Madness Helm
    • Intelligence +7/+19
    • Shatter +8/+22
    • Wizardry +145/+412
    • Exceptional Astute Skills +4/+10
    • Purple Augment Slot
    Drow Sage's Mantle Helm
    • Wisdom +7/+19
    • True Seeing
    • Healing Amplification +29/+80
    • Will Saves +6/+16
    • Purple Augment Slot
    Compliance Helm
    • Charisma +7/+19
    • Potency +57/+145
    • Exceptional Alluring Skills +4/+10
    • Spellsight +15/+22
    • Purple Augment Slot



    I think one of the helms has a typo with its +6 Dex!!! But I believe in general the stats should be changed to insightful altogether just to mesh better with ravenloft gear.
    Quote Originally Posted by Cordovan View Post
    Added even later: Ignore this add, I am the dumb.

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