Anything I didn't mention below seemed pretty good to me.
Dwarven Axe: Hoarfrost, Herald of the Bitter Ice - Cold damage, Legendary Freezing Ice, adamantine - Upgrade: Fetters of Unreality
Replace Adamantine with some type of slow effect. Limb Chopper maybe? Or some other slowing effect that I just can't think of right now.
Heavy Crossbow: Hallowed Splinters - fire damage, holy damage, when you cast prayer you get ranged power - Upgrade: Sovereign Disrupting
Swap fire damage for Legendary Affirmation?
Kukri: The Labyrinthine Edge - Keen V, Material: Adamantine, Constricting Nightmare, - Upgrade: Fetters of Unreality
Labyrinthine means confusing, so swap out Adamantine for Metalline (can't make up it's mind what it is), Crystal (confuses enemies what it's made of), or Radiance (blinded is basically confused).
Battleaxe: Untold, Crack in the Sky - Ravenloft vuln proc, lightning, lightning AoE proc from TOEE - Upgrade to add armor piercing
Replace armor piercing upgrade for Stormreaver's Thunderclap.
Heavy Mace: The Ripplestorm - sonic on crit, Shockwave, Impact - Upgrade: sov disintegration
Replace Sonic on Crit with some type of AoE proc.
Throwing Dagger: The Wide Open Sky - good, light damage, Material: Cold Iron - Upgrade: Aligned
It gets Aligned as the upgrade so drop good completely. Add something like Brazen Brilliance to compliment the light damage.
Greatsword: Constellation, Cursed Blade Made Whole - Cold Iron, Untyped Damage, Legendary Polycurse - upgrade to add Fetters of Unreality
Bastard Sword: Shattered Hilt of Constellation - Cold Iron, Untyped Damage, Legendary Polycurse - upgrade to add Fetters of Unreality
Shortsword: Broken Blade of Constellation - Cold Iron, Untyped Damage, Legendary Polycurse - upgrade to add Fetters of Unreality
Is Cold Iron something that is going to be useful in Sharn? If not, change it to Crystal. Crystal is entirely underutilized. 1 weapon per raid as Crystal material would be a good rule of thumb in my opinion. If Cold Iron is going to be useful in Sharn, drop Untyped Damage and add whatever kind of Evil damage would give these weapons the Evil damage tag for breaking DR. Or Keen, or even Vorpal.
Last edited by Fivetigers33; 04-17-2019 at 02:37 PM.
Stratis on Khyber
Solo/duo raids and solo R10s. Come see what a bard can do.
https://www.youtube.com/channel/UCq7...2ixwFkkmzBAvQw
Make fetters of unreality something you do not need to upgrade to get, replace the effect that contributes the least to DPS (Such as cold iron) with something better and make that the effect you upgrade for!
Legendary Soul Eating: On a Vorpal strike, the dark energy that inhabits this weapon will tear at the soul of your foe, inflicting 2d6 negative levels to your target. The Soul Eating weapon will feed this stolen life back to you in the form of 1000 temporary hit points that last for one minute or until depleted by incoming damage.
Ideally this effect would replace the cold iron effect on the constellation weapons thus making them something to drool over.
Last edited by Lokeal_The_Flame; 04-17-2019 at 02:52 PM.
I found many of the non raid rings not working but not sure if it's because they need to be upgraded if you can take a look at those again to make sure there working plz.
Legendary Affirmation!
Or an effect adapted from the item linked below
https://ddowiki.com/page/Item:Grave_Wrappings
The effect is called Soul Eating and Grave Wrappings seems to be the only item with it, making said effect legendary would look something like this!
Legendary Soul Eating: On a Vorpal strike, the dark energy that inhabits this weapon will tear at the soul of your foe, inflicting 2d6 negative levels to your target. The Soul Eating weapon will feed this stolen life back to you in the form of 1000 temporary hit points that last for one minute or until depleted by incoming damage.
How about a set for a build/ playstyle that has been part of the game for over a decade?
Or some much needed fixes we, your paying customers, have been asking for?
Or at least a: we are aware this is an issue and will be working on it in the near future?
Between this constant evading of the issue and the fallout during Flimsygate (see sig), the anger and unrest among a select few on the forum is growing.
And why are you doing the melee items? Is there a dev with more melee experience that can give some feedback?
If not, i'm happy to hook up on lamania and discord and have you run your items through a few quests and the raid to show you where the problem lies.
I undestand that you don't want ravenloft items with slightly higher stats and i'm fine with that, sharn should get it's own unique gear scheme. However, the ravenloft gear was realy badly done, people up to this day are still running with slavelords gear to fill in essential gaps in the gear layout, years after it got introduced.
I like the idea of the game just being NOPE!! and viking-funeral-ing itself to get away
The problem with Con on hit is that it reduces max HP, which doesnt do any good if their current HP is already less than what the max gets reduced to. You're taking away potential HP that the mob has already lost. There arent that many mobs that heal, where reducing the cap is useful. Also, for a L29-specific effect, Legendary mobs regenerate stat damage much faster, which also devalues the effect. All it really is is a Fort save debuff, otherwise.
Now if you could make it so the engine maintains some of the HP lost when you reduce the max, then Con on Hit becomes WAY awesome. Either maintain the same absolute value of (max-current) HP as it was before the max was reduced, or maintain the same proportional (max/current) HP.
Why not both?
I realize this is a problem beyond the scale of itemization for one patch....but it really is a problem with game design that toasters are forced to choose between Repair and Positive, when Positive is personally penalized to them, but the game encourages Positive for group play. The penalty for Positive healing is all the time, but you rarely get a benefit out of being able to receive Repair healing because no one runs with it, the game-theory heavily discourages it.
I dont see why there couldnt simply be one universal Amplification stat that boosts all three healing channels. You'd still have to specialize in what type you could *cast*, but you're not being forced to choose what type you can *receive*, when you have no control over what other people are going to be using on you.
Its not like there's any potential for synergistic abuse by having more than one healing amp type on the same item either, as far as I can see...toasters (and self-forged) are the only one that CAN receive more than one type anyway. If you cant make a new universal stat, at least put Healing and Repair on it together?
I had been thinking of proposing something similar to go along with Limbchopper on Starcaver that used the technology for Manslayer to grant temporary hit points.
Cannibalism: Whenever Limb Chopper triggers on a humanoid opponent, gain 400 temporary hit points that last for one minute or until depleted by incoming damage.
Greataxe: Starcarver - Limb Chopper, Untyped Damage , Cannibalism - upgrade to add Fetters of Unreality
This may be a bit too dark for Sharn or even DDO but I'm proposing it anyway
Any chance we'll get a Scepter version of the generic Syranian Forged Weaponry? Right now the generic scepter is a melee weapon... no one uses Scepters for melee.
Syrania's Blessing (Insightful Electric spell power + Insightful Alignment spell power), Potency, Light Absorption, Electric Absorption
Just throwing out an idea.
Clouded Dreams (The ring from Killing Time) just became the most valuable raid item for any DPS caster. It has +10 Exceptional Spell Lore and +20 Exceptional Potency... these stack with the Artifact spell bonuses from the new sets. It's easy to run around with over 100% spell crit chance. There is a new necklace that also has some Exceptional lore and potency (I think it was 2% and 10%)... but it doesn't come close to Clouded Dreams.
I'm not the type of person to ask for nerfs... but it was pretty OP running around my Sorc with all the new gear/spellpower and 100% chance of spell crits. It pretty much makes the ring a "must have" for DPS casters.
I hope you don't change anything... but if you do, please say something before I waste all that time farming for Clouded Dreams.
Dorian
Reassuring to hear that Legendary Nightshade Venom will be added. Thank you Lynn.
It's -5 CON per hit on the Legendary light crossbow. The Legendary version also doesn't have armor piercing on Lam, nor is it needed because the Family Recruit Sigil already has 33% armor pen on it. Would be more interesting to see the light xbow have Crippling or Tendon Slice on it, which fits thematically.
Khyber: Ying-1, Kobeyashi, Nichevo-1 | 75 million Reaper XP
I question the itemization and lack of insightful CHA to combo with this set.
for a sorc.
- goggles for cha/ins cha - breaks this set
- belt for quality cha - worse choice than RL belt for a sorc and the spell mastery is a dup if you have raid goggles.
- no other choice for ins CHA outside of a light/necro orb??? which then doesn't allow you to use the only caster weapons in this pack - staffs...
seems to be a lack of insightful CHA options that are pushing us back to RL gear or earlier...
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 new Armor and Docent in Sharn, on Lamannia has +15 Exceptional Spell Lore and +30 Exceptional Potency. The notes on page one have it listed as 10/20 which is the same as the Ravenloft Armors and KT Ring. Not sure if the 15/30 on Lamannia is what they're going with though.