I hope too... 8)
Volley is raid stuff and Divine Artillery so gravely outdated... so Rumbling Thunder must be good substitute for Volley.Rumbling Thunder... the more I look at the stats, it seems that it's completely redundant with existing great crossbows (Divine Artillery and Volley). But it could be an excellent Heavy Crossbow.
Oh, pal, Dawnbringer so bad so nobody use it, it worse than ML20 Spellplague Shuriken... again, as non-raid Arc Ricochet must be very nice! Of course, Slashing DR breaking flag is very strange, clearly must be Blunted ammunition instead.Shuriken - Arc Ricochet - Sonic, lightning on crit, vorpal, slashing DR break... again kinda redundant with another vorpal shuriken, Dawnbringer (level 13 /28). Looking at https://ddowiki.com/page/Category:Shurikens, all shuriken seem to deal Slashing damage (well except Spite, and wiki does not have stats for morninglords/macabre/..). Not sure what to do with it.
Rising Sun Tower
Minimum Level: 15/29
Light Damage Absorption +12%/+25%
Light Damage on Hit 4d6/9d6
Insightful Magical Sheltering +9/+26
Quality Magical Sheltering +4/+13
Solar Eclipse Large Shield
Minimum Level: 29
Impact V
Shield Bashing +20%
Light Damage on Hit10d6
Vorpal
Different shields.
Rising Sun (tower, non raid) it's on list, Solar Eclipse (large, raid) no.
No fun, no $$$
Replying on behalf of my lifelong Dwarven Axe wielder Ganak Goblinjuicer, who through thick and thin (mostly thin), has stuck with being a S&B--DWA + Tower Shield- since launch (I actually rolled him up in Beta). He is one of two mains for me these days. These days, he is a Kensai/Vanguard 20 Fighter DPS assassin (shout out to Strim for the inspiration), and as effective as he's ever been.
First, thank you so much for finally making a Raid Dwarven Axe. I can die a happy man. Early in the game (first 6 months) my lifelong dream was to have a holy dwarven axe (different days). To come this far...
So I like this axe.
Adamantine - Can get as an augment, feat, on items (duplicated on new raid molten gloves)...Sorry I never agreed that this is worthy of one of the (4) slots an item can have. I consider these .5 of a slot. I'd argue raid items should have 4.5 to 5 effects.
I think the reason is Freezing Ice has DR bypassed by adamantine?
Why not be truly a raid item with Metalline? Or adamantine as a 5th effect?
Cold damage - So I think the sentient gems and filagrees really have really pushed us to be using (1) weapon the vast majority of the time. I really enjoyed the period of the game where you'd have a primary weapon of every flavor (construct beater, devil beater, for fire foes, for ice foes, for undead, etc) as it allowed us to really value the acquisition of many weapons and a rock paper scissors approach to quests. When I get this weapon, and slot a sentient gem what would I switch to? So then I start thinking, we'll I'll be less effective against cold resistant mobs. Do I have a better suggestion? I'd prefer something more general (sonic, un-typed), but is that asking too much?
Really like freezing ice and fetters
Overall great Dwarven Axe, and owe ye many mugs of dwarven ale!
The Nak Abides - Argo - Ascent
Ganak Goblinjuicer ~ Xanak the Irregular
There are two raid shields (at least, in loot description):
Lunar Eclipse Tower Shield
Minimum Level: 29
Alignment (chaos, good, law, evil) Damage Absorption +15%
Quality Constitution +5
Insightful Physical Sheltering +27
Mirror Shield
Solar Eclipse Large Shield
Minimum Level: 29
Impact V
Shield Bashing +20%
Light Damage on Hit10d6
Vorpal
No fun, no $$$
100% radical, enthusiasm enthusiast.
"Have you tried preproccing feat directory?"
Ok.
Ps. It's in Preview 2: Named Loot, not in game (post 9).
No fun, no $$$
Belt:
Bronze Dragonscale Belt
Minimum Level: 15/29
Constitution +8/+21
Healing Amplification +30/+85
False Life +29/+81 >>> in Lamannia: ins false life 40
Lifesealed +24%/+50%
Any chance to change Heal amp for Ins Heal Amp 15/43?
No fun, no $$$
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)
Again it might have been easier to have one set or armors that upgraded to a set bonus and amp type to make everyone happy. Personally I would make the base amp effect (Competence) into all three types and use equipment and quality and the like type of bonuses as the individual types to splash around the non armor items from Sharn.
Also again please open up the stat crafting to include all six stat types on all the items like the goggles have. Too many builds need a large variety of stats that can't be included at present.
Please consider including more of the non-set items into the sets or allowing us to upgrade them into a set. Otherwise some of those items are kind of wasted.
Things like extra smites and other class specific bonuses should just be extra on top of the standard four effects per item. They have seriously low value to other builds and makes some of these items really bad for the over all meta optimization.
In regards to the raid weapons adding something like Legendary Affirmation to something would be good.
The tank set could stand out for item optimization by adding some percentage of the Legendary Opposition set bonus for hp to it. Say something like 20% to free up those slots from green steel gear which basically any decent tank is running anyway. Not as much as some people are running but enough to maybe entice the change for new items. At a minimum to make building a tank easier for less time invested players.
INDENT]Hammerfist Gloves
Minimum Level: 15/29
[/INDENT]
- Doublestrike +9/+23
- Threat Reduction +25/+62
- Seeker +8/+21
- Insightful Deadly +2/+8
Lynnable, so far in both previews, you have ignored post about forced Threat Reduction being the only option for Light Melee to get an item set bonus.
We need a viable non-Threat Reduction option for melee.
How about a second set of glove with Insightful Sheltering instead of Threat Reduction?
Even in raids, I do not always see a dedicated tank.
Light melee needs a way to not have their threat hamstrung.
Most light melee cannot get a high enough intimidate to actually have it land anymore, and the ones that can usually don't bother.
Chasing around mobs being kited by high threat Ranged DPS IS NOT FUN!