armor - sharn
helmet - sharn
bracers - sharn (missing ins con 9 from RL set unavaialble otherwise in RL gear elsewhere)
ring - sharn ins intim, ins con, insight, ling
left for 5piece set
goggles - garstones, negotiators, summoners, smpyonic. no good options here for a tank other than maybe chr 19 for pally
boots - flightfoot or softsole if pally- good tank options here.
ring 2 - cursebane probably has 3-4 effects that are tank good. other options 1-2 effects.
cloak -mantle of fury gives perhaps you 2-3 effects you care about as tank in con and dodge...maybe doublestrike depending on tank, other cloaks have 1 effect not copied elsewhere.
neck - dawn's herald, reflective bloodstone, kindred spirit. nothing good here... maybe 1 effect per item.
belt - ONLY 5 piece belt is viscani fighters sash with vitatlity and deadly 16 (only 2 good effects a tank needs)
gloves - crumbling for ins dex/ins prr, rest garbage to tank. or inate arcanium for pally if no chr above or knifepalm for deadly if not elsewhere. no good 3-4 effect items here.
trinket - raid trinket for con or dodge or chr (worst option)
so to use a 5 piece you need to use a lot of subpar effect gear that gives you really only one good effect to get the bonus as the remaining RL items aren't that great for defensive. (no protection) and you need to slot a minor artifact now in ring (one of 2 only good tank RL gear slots) goggles or gloves (invalidating con as a RL beneficial effect as it's higher). You're probalby getting rid of the 5 piece set and swapping the RL to Sharn sets losing the magic prr bonus from the set which can be big depending on the content. the other random set bonus need to make up for those items along with the 5 piece set bonus AND improve overall character or what's the point.
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
The ranged dps set gloves dont even offer any offense.
Blurry, dodge, nat armor are all defensive effects. Compare this to the melee dps sets gloves with doublestrike, seeker and ins deadly, three offensive effects, their neck also has another 3 with armor pierce, relentless fury, deadly.
Hi Lynnabel on Arcsteel Battlemage Tanky Spell DPS Set can you add +25/50 Acid, Cold, or Universal, I use acid on my EK build?
Also Staggershockers Raid Gloves gives Quick Draw Feat but I already get quick draw from EK imbue the blade can you change it to Quicken Feat would really help out my sorc ek?
•Blurry +35%
•Melee Alacrity +15%
•Electric Damage on Crit
•Quick Draw Feat
Last edited by Kilgrave; 04-03-2019 at 07:22 PM.
Celestial Celestite Ring
Minimum Level: 15/29
*(WIS, DEX, CON +8/21)
*Dodge +8%/+21%
*Natural Armor +8/+21
*Parrying
Looking for a WIS based ring that wasn't intim or caster based for my falcon build. I'm assuming the dex skills ring would be my CON item. Something to compliment the "Part of the Family" set. BTWs Celestite is also a gem like other rings....so, maybe?
Last edited by amessi1; 04-03-2019 at 06:42 PM.
Where can we view the stats for the community item?
You mentioned the Protection From Evil effect would be scaled up on the Crusader's Cloak (what would the scaled values be)?
Would it stack or overlap a Deflection Bonus to AC vs evil?
Would it stack or overlap a Resistance Bonus to Saves vs evil?
@ Lynnabel
As the title say: Is the complete absence of Acid in set bonuses and gear intentional or an oversight?
I ask because I play a pure Sorc Earth Savant / EK. If it was intentional please simply reply as such so I know I need to find something else to play. If it was an oversight, I think it can be addressed.
Summary:
Acid is left out of every set bonus and no items have acid spell power or lore of any kind on them. (The staffs say they do but on Lam they do not.)
As an Earth Savant /sadly I can not find a single piece of gear in the expansion that I can slot that does not make me go backwards - this includes the minor artifacts. I am not a gear guru and I may well be missing some awesome combination but I find it very disheartening that in an entire update there is not one piece of gear that I want to get. The main problem is that acid being excluded from all set bonuses means that I have to keep a 5 piece slavers set and the 2 piece mountainskin set.
Consider this:
Tanky Spell DPS set bonus:
50 Electric, Fire, Force, Repair Spell Power, 10% Electric, Fire, Force, Repair Spell Lore, 4 Artifact bonus to Intelligence, 3 Artifact bonus to Spell Focus Mastery
Total +50SP, +10% lore, + 5DC (+ advantages of 2 extra stat such as spell points and saves)
v.
Slavers Sorcery set bonus:
2 Int/Wis/Cha, 10 artifact bonus to Spell Power, 4 artifact bonus to Spell Focus Mastery
Mountainskin Set:
30 Exceptional bonus to Acid Spell Power, 15% Exceptional bonus to Acid Spell Lore, Stoneskin proc
Total +40SP, +15% lore, + 5DC (+Stoneskin proc)
As you can see the 3 piece Arcsteel Battlemage is roughly equal to 7 pieces or existing gear.
The problem with the minor artifacts is that both the Charisma items are completing with slavers slots. Mountainskin competes with a slavers slot as well. This boils down to slot either Charisma minor artificat I need to move a slavers item or give up the slavers set or give up the mountainskin set. Moving a slavers set item results in slotting a mostly useless slavers item and giving up whatever is in the slot it lands in. Alternatively, I could choose to slot a less useful minor artifact but I still have the problem of loosing whatever is currently in that slot.
This problem can be addressed if there was at least one set that an acid sorc could use. Needing only 3 pieces to replace 7 pieces for about the same set bonuses allows the freedom to slot some of the new gear.
This is why I suggested adding Acid, Cold and Charisma to the Arcsteel Battlemage set. The set as is works great for Artificers, is good for Wiz EKs, but does not work well for sorc EKs - especially acid and cold.
In a previous post, you said you added Staggershockers Raid Gloves to support EK builds - can we modify the set to support both Wiz EKs AND Sorc EKs please?
A final plea: I gave up tanking after years of frustration as a tank and how they fit in DDO and took most of last year off (though never cancelled my VIP) The EK pass gave me something to come back to. I have played Wiz EKs and other Savant EKs but for some reasons (some out of DDO) Earth really resonates with me and even though it is arguably the worst choice I really enjoy it. I know it sounds a bit childish, but seeing all the new toys and not getting to play with any of them is likely more than I can handle. Also, when I say play something else - I don't mean a different game. I have already purchased Sharn and am looking forward to playing. I just really want to look forward to some loot as well. Sorry for the long post and thank you for reading this far
Yes, the items on Lamannia are not finished. The Acid staff, and its raid counterpart, should be functional in Preview 2 I don't mean to specifically exclude Acid, believe me - they also had a set in Killing Time - it just sort of shook out this way for this first pass. I'll see if I can swap some stuff around to make it a little easier to gear for Acid.
100% radical, enthusiasm enthusiast.
"Have you tried preproccing feat directory?"
So... out of curiosity... what is 'effects-property-2.cdb" ? Is that like... Banishing?
Looking forward to Preview 2 with new filigrees, probably some more dual-filigrees, and hopefully another Spark of Something-Fancy.
(Edit: I 'was' wondering about minor artifacts and have since found the separate thread.)
Poem was hilarious too.
Last edited by ThreadNecromancer; 04-03-2019 at 09:57 PM.
Personally I feel like they've gone overboard.
It's gotten to the point where, at least for me, it's so hard just to fit in the things I consider "mandatory" that when I see these items with unique abilities I just think "That's nice but no way I'll ever fit it in, so pass".
Reading through these responses, it seems there are some recurring concerns regarding the weapons listed. With most of the weapons following a similar basic cocktail of effects, many are left wondering what new options such weapons would bring to the table. I use that wording as I understand one can't reasonably expect all new items to just be universally "better" than the old ones; one can, however, reasonably expect many of these new items (if not explicitly "better") to be notably different.
So, judging by the effects of these proposed weapons, what does their purpose seem to be? As expressed initially, these weapons will bear many similarities with the "free" Ravenloft weapons; they will be fairly easy to obtain, and serve well as a general-purpose weapons (perhaps explicitly to deal with the new content, as with Ravenloft weapons being expressly undead-killers). Many of the weapons have vorpal and at least one damage effect, as well as a DR break / slot, which likely WILL contend with Ravenloft weapons, or at least offer a different use case (maybe they'll prove effective trash-killers).
However, I do wonder: does vorpal not lose some efficacy in Epic content? In heroics its power is clear, especially with fast-hitting weapon types. But with more drastic health scaling in the endgame relative to heroics (and indeed even lower/mid-level epic content), I wonder if sovereign vorpal / whatever vorpal will be present here should similarly receive a greater-scaled base health threshold (not even necessarily a damage increase on failure - it is the vorpal effect after all, the slaying, that makes these weapons potentially unique). I would be curious to hear some player or developer insight regarding the apparent strength of vorpal in the endgame, especially in relation to endgame health thresholds.
Last, on the "lightning on crit" - and other such effects added to weapons. With longstanding effects like "flaming burst" already extant, can we expect some guaranteed (lightning) damage per hit, with a much greater amount on crits? Can we only expect a burst of damage on confirmed critical hits? I ask because in practice, different weapon types can have vastly different critical profiles, and a more general "per-hit" damage would help such effects be universally useful on all weapon types.
I can speak specifically to the critical profile of shurikens - which inherently is exceedingly low, but can be increased to a modest standard. (There is a lot of variability on this front to be sure - some fighter levels in a shuriken build for example may increase this profile, a pure monk thrower will reach some crit-enhancements, as may a halfling). Were the electric-on-crit damage only apply on confirmed criticals, this weapon effect seems far better-suited for the other items containing similar effects (Great crossbow, heavy repeater) with naturally higher critical ranges. There is added discrepancy when this Sharn heavy crossbow has keen, clearly demarcating the shuriken as having the weakest base critical profile of these "on-crit" weapons.
If this "on-crit" damage effect indeed adds no damage per-hit, but only on confirmed crits, it seems far more appropriate for a keen heavy repeater or a great crossbow. It does not seem appropriate for a shuriken, in many cases. There are outlets with which a shuriken thrower can increase their critical threat range, but there exists such a variety with shuriken builds (and rarely are crits focal on a weapon type that inherently excels with rate of fire / double shot) that such an effect is not used to its proper potential on a shuriken.
Does this on-crit damage effect provide passive effect damage? Would the shuriken be too powerful, to have keen --- or an otherwise increased base critical threat range to make better use of this effect? I apologize if these have already been answered. I welcome any criticism + information regarding these concerns (especially as I'm relatively new to this posting business.)
-Sean-Fatbo