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  1. #181
    Squirrel Enthusiast Lokeal_The_Flame's Avatar
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    Default Shield Bonus On Runearm

    There is a readout for it when I equip it, it just does not effect my armor class at all.........

  2. #182
    Squirrel Enthusiast Lokeal_The_Flame's Avatar
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    Quote Originally Posted by Lynnabel View Post
    It's still on my to-do list, actually. This past week has been really busy, and it didn't make the Preview deadline. There are also a lot of filigree on my not-so-short list - it's not because I hate Acid, I promise, it's because I just simply have not had time to make 100 new Filigrees. I truly do not mean to sound dismissive, but it's not going to be possible to fit in literally every single element and playstyle into every pack. Doesn't mean they won't get fun toys anyway, and doesn't mean we won't focus on those areas later, it's the reality of only being able to do so much in a specific timeframe without either exhausting the treasure tables or exhausting myself.

    I can drop the Anchoring from the boots.
    Couldn't you simply create an effect called stubborn footing and have it be a combination of: Knockdown immunity+Anchoring+Whirlwind ward+Freedom Of Movement+a -20 penalty to jump skill?

  3. #183
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    Quote Originally Posted by Cetus View Post
    This is a downgrade from the originally proposed greataxe, as it now lost sovereign vorpal. It gained quelling strikes? From my perspective as a greataxe user, this is a worthless addition - even if the quell effect worked on bosses. I'm picking up a greataxe to deal damage, not to provide a cute little debuff.

    I don't like this weapon at all.
    Agree with Cetus. Please put sov vorpal back on it. Quelling strikes belongs on an off hand weapon or a filligree not a 2HF. 2HF weapons already give up so much i.e. extra enchant slots vs shield and offhand weapon. To put a situational effect of minimal use on one of 4 slots for a 2HF means that the weapon basically now has only 3 effects. If anything it should have Quelling AND sov vorpal.

    2HF weapons are currently the red headed stepchild of ddo melee. It makes the situation even worse when we get poor itemisation. Tail of the scorpion is a good 2HF (just not an axe). Reflections of Blackrazor is good. Torn is situationally useful but it's DPS is just too low (Riftmaker out DPS's it).

  4. #184
    Community Member Alcides's Avatar
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    Default Minor Change to Hoarfrost, Herald of the Bitter Ice

    Please consider the following changes for Hoarfrost for my Dwarven brethren.
    Prior Art: Unkor's Cleaver

    Hoarfrost, Herald of the Bitter Ice Dwarven War Axe
    • Upgrade Effect: Fetters of Unreality
    • Legendary Freezing Ice On hit, this has a chance of freezing your enemies in solid ice. Struck enemies must make a DC 100 Fortitude save or be frozen
    • Chilling 14d6
    • Metalline
    • Attack Mod: Strength, Constitution
    • Damage Mod: Strength, Constitution
    Last edited by Alcides; 05-04-2019 at 10:27 PM.

  5. #185
    Hero apocaladle's Avatar
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    Quote Originally Posted by Lynnabel View Post
    Make sure to check the actual release notes - this is no longer an issue at all

    https://www.ddo.com/forums/showthrea...ew-3-5-03-5-06
    Yay bears!
    $GME YOLO

  6. #186
    Hero apocaladle's Avatar
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    Quote Originally Posted by Lynnabel View Post
    It's still on my to-do list, actually. This past week has been really busy, and it didn't make the Preview deadline. There are also a lot of filigree on my not-so-short list - it's not because I hate Acid, I promise, it's because I just simply have not had time to make 100 new Filigrees. I truly do not mean to sound dismissive, but it's not going to be possible to fit in literally every single element and playstyle into every pack. Doesn't mean they won't get fun toys anyway, and doesn't mean we won't focus on those areas later, it's the reality of only being able to do so much in a specific timeframe without either exhausting the treasure tables or exhausting myself.

    I can drop the Anchoring from the boots.
    immune to air ele whirlwind?

    not super useful but it would be thematic.
    $GME YOLO

  7. #187
    Community Member noinfo's Avatar
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    Quote Originally Posted by Alcides View Post
    Please consider the following changes for Hoarfrost for my Dwarven brethren.
    Prior Art: Unkor's Cleaver

    Hoarfrost, Herald of the Bitter Ice Dwarven War Axe
    • Upgrade Effect: Fetters of Unreality
    • Legendary Freezing Ice On hit, this has a chance of freezing your enemies in solid ice. Struck enemies must make a DC 100 Fortitude save or be frozen
    • Chilling 14d6
    • Metalline
    • Attack Mod: Strength, Constitution
    • Damage Mod: Strength, Constitution
    No, they just need to get rid of the dc save vs it. If there is only a chance to proc then then when it procs it should be automatic. Adjust it from the base number.
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  8. #188
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    Does not work with The Hallowed Splinters: Shards of Mechanus 4pc filigree: Your Weapon attacks heal you for 1d6 Repair Damage on hit. This damage scales with Repair Spell Power. No repair effects were observed.

    Edit: If it's not meant to work on ranged weapons, then please clarify the text so it specifies "melee weapon" instead of just "weapon".
    Last edited by Carpone; 05-05-2019 at 12:04 AM.
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  9. #189
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    Quote Originally Posted by Lynnabel View Post
    Not in the slightest. Where would you want Ghostly to end up?
    would love for it to follow previous trends, put it and Deathblock on the armors. That way its there for any/all of the build preferences

  10. #190
    Community Member ThreadNecromancer's Avatar
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    Quote Originally Posted by Lynnabel View Post
    They're thematically suuuuper evil and that's kind of what we do to evil things players can wear. They rip the soul from you and your enemies. Not very nice stuff. They also light your hands on fire.
    So... does this mean we'll have other options to add to our 'Fist Cosmetics' at some point? (Hopefully in the weapon cosmetic slot, I'd imagine) Don't get me wrong, flaming fists are literally as cool as hell, but there's the obvious other elemental ones (crackling electricity, stoneskin gloves, icy mists, purple force glow, etc) but some other very very cool things too. Spiked gloves. Boxing gloves. Leather biker gloves with the fingertips cut off. Wolverine claws.

    Speaking of flaming fists...

    Quote Originally Posted by Cocomajobo View Post
    Fetters of the Forgewraith Handwraps
    • Upgrade Effect: Fetters of Unreality
    • Cursed Maelstom This weapon is wracked with a dangerous and volatile curse. Striking an enemy has a chance to place a random, debilitating, and deadly debuff on your foe.
    • Accursed Flame This weapon is wrapped in cursed flames, dealing an additional 10d6 Fire damage on each hit. When striking an enemy that has been Quelled, it also deals 10d6 Evil damage on each hit. This effect makes the weapon evil aligned. Good characters wielding this weapon will suffer one negative level.
    • Improved Destruction
    The wraps themselves are interesting... the Maelstrom particularly. I was excited about getting Polycurse on wraps, but Maelstrom could be even better.
    Last edited by ThreadNecromancer; 05-05-2019 at 02:08 AM.

  11. #191
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    Default Starcarver and Constellation

    I just want to agree with others about loss of Vorpal. Right now Starcarver looks like Torn+, with slight addition of 0.5 total dice and 2 of most useless additional enchantments in my opinion (i never saw Quellling Strikes work on bosses from my tests and trash mobs do not live long enough even on R10, at least in my practice, to make Limb Chopper(not to mention Quellling Strikes) in any way desireble or useful). My proposal - get rid of Quelling Strikes, return Sovereign Vorpal back. Ideally, replace Limb Chopper with something useful too, like +1 multipler on rolls 19-20 (Slashing version of Blunt Trauma) or Salt for trash control, because as i said, regular mobs just don't live long enough for 20 to roll.
    As for Constellation GS - it is bad.
    1. All those xdx on hit/crit damage become useless past R1.
    2. Cursed Maelstrom proc rate is way too low (3-4 RANDOM procs\3 min from tests).
    3. Improved Destruction - may be.
    1 part useful, 1 almost useless and 1 too random and slow to be any of use effects. In the end, at mid-high Reaper it is just Improved Destruction blank weapon, that need to be UPGRADED 2 TIMES to become Improved Destruction + Vulnerability blank weapon, and who gonna do that when you have already farmed out Torn. I have no proposals regardless Constellation, because it need to be reworked completely in my opinion.
    Last edited by Kivandel; 05-05-2019 at 05:20 AM.

  12. #192
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    Bug

    Something is wrong with the helm of the final watch

    some portion of the double shot (set bonus) or insightful doubleshot is not stacking with regular double shot from legendary shadow footsteps


    step to reproduce:

    1.equip shadow footsteps

    2.equip 3 pieces Legendary Wallwatch set (incuding Helm of final watch)

    3.See net total gain of only 20% double shot (should be 27 from 3 piece set (Artifact 20%) and 7% insightful from helm)

    4. unequip shadow foot step boots - observe no loss in double shot


    Edit - you can also test using the Wildwood bracers instead of shadow foot steps.
    Last edited by Vorachtin; 05-05-2019 at 08:11 AM.
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  13. #193
    Community Member legendkilleroll's Avatar
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    Can anyone convince me that impetus is even worth trying to get? i know repeaters arnt considered a top weapon at 30 but i dont have the inquisitive so im not changing for now, havent read whole thread but not really saw it mentioned in here.

    I usually solo or duo r1-r4 range and have the stormreach guardians from age of rage, with that set bonus. To me it just doesnt look like much of an improvement, not that i want massively OP things but this is a raid weapon compared to a reqular quest one from like 2 years ago.

  14. #194
    Community Member Innokentiy's Avatar
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    Quote Originally Posted by Cetus View Post
    I'm picking up a greataxe to deal damage, not to provide a cute little debuff.
    I don't like this weapon at all.
    Quote Originally Posted by Kivandel View Post
    Right now Starcarver looks like Torn+, with slight addition of 0.5 total dice and 2 of most useless additional enchantments
    As for Constellation GS - it is bad.
    1 part useful, 1 almost useless and 1 too random and slow to be any of use effects.
    This.

    Devs, I see you are trying to make some variety on weapon effects but please stop making it useless! Can someone tell me is there any reason to buy this expansion and run that new hard raid if I getting same as Torn and Sanctity but with some more USELESS effects?
    A bit about rune arms.
    RL rune arms:
    Blight Inferno (Combustion 202) Tira's Splendor Fire Lore +29%
    Suppressive Fire (Combustion 202) Tira's Splendor Immunity to Fear
    U38 rune arm:
    Quarantine Glaciation +202 (nice)
    New sharn rune arms:
    Breaking the Bank Combustion 214 Immunity to Fear
    The Dumpster Fire Combustion 214 Fire Lore 31%
    Seriously. Why again 2 combustions?

    And bring back healing amplification on new docents please. There were enough valid crits about it.
    //Innokentiy//, //Efrosimya Polikarpovna//, //Prokofiy Potapovich//, //Lukerya Mstislavovna// of Argonnessen
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  15. #195
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    Quote Originally Posted by Cocomajobo View Post
    Set 1 (Tank Focused) - Guardian of the Gates:
    Set Bonus: +10% Armor Class, +5/15 PRR, +15/30 MRR, +75% Threat Generation, +10% Fire, Cold, Acid, and Electric Absorption

    Watch Captain's Platemail Heavy Armor
    Minimum Level: 15/29
    • Fortification +94%/+214%
    • Physical Sheltering +19/+54
    • Healing Amplification +30/+85
    • False Life +29/+81
    Ironheart Docent
    Minimum Level: 15/29
    • Fortification +94%/+214%
    • Physical Sheltering +19/+54
    • Repair Amplification +30/+85
    • False Life +29/+81
    Standard Issue Faceplate Helmet
    Minimum Level: 15/29
    • Incite +25%/+62%
    • Intimidate +16/+22
    • Insightful Physical Sheltering +9/+27
    • Natural Armor +8/+21
    Citadel's Gaze Raid Helmet
    Minimum Level:29
    • Incite +64%
    • Intimidate +22
    • Command +11 This armor or shield always appears brilliant and gleaming, no matter what the conditions and despite all attempts to paint over or obscure it. Coveted by military leaders of all sorts, it carries a powerful aura that grants a +11 Insightful bonus on Charisma-based skill checks. Command armor and command shields make their owners very noticeable, imposing a -6 penalty on Hide checks.
    • Healer's Bounty This shield has a small percentage chance to cast a Heal spell on you when you take damage.
    Standard Issue Sigil Necklace
    Minimum Level: 15/29
    • Magical Sheltering +19/+54
    • Protection +6/+17
    • Spell Saves +6/+17
    • Parrying +3/+10
    My chief critique of the loot from Sharn continues to be a lack of flexibility. If I want to achieve these sets, its mostly an illusion of choice. (I have the same criticism with most of the set bonuses of DDO).

    Say I'm building a tank and I want to go for this tank set. Most of my gear selection has been made for me. Im wearing either the heavy armor or the docent depending on race, one of 2 helmets, and a specific necklace. Then I'm going to have to wear the ring with linguistics on it (or the goggles from ravenloft) and the minor artifact with exceptional alluring skills. That's 5 slots effectively predetermined with very little choice involved (3 choices: 1 of 2 helmets, 1 of 2 linguistics, use or dont use set). The numbers are solid and comparable, but lack of options makes for less interesting gear selection.

    What would be more interesting would be giving us a 4th slot option for the 3 piece sets and/or widening the availability of less esoteric item effects (like linguistics, profane stats and skill bonus things). The set bonuses are already typed to not stack with other similar sets and there are solid options to move items into the sets (the linguistic ring for the tank set, the orbs for the caster sets) so I think the work to achieve it is relatively simple.

    More choices = more fun

    I look at my current gear on my tank and look at the sharn suite of items and, because of the above critique, I'm not sure its worth doing much if anything to my gear selection. I spent an hour plotting out gear changes with the sharn suite and the tank set and my conclusion still comes back to a lot of regearing (all but 2 slots) and the numbers going down aren't worth the numbers that go up and the effort involved getting all the new gear.
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  16. #196
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    Will Nearly Finished crafting retain existing Mythic and/or Reaper bonuses, or will they be lost?
    Khyber: Ying-1, Kobeyashi, Nichevo-1 | 75 million Reaper XP

  17. #197
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    So the one thing that a tank would want is Con and you put it on a necklace, taking it locks you out from tank set if chosen? What are you thinking?

    Cracked Core Raid Necklace
    Minimum Level: 29
    • Insightful Constitution +10
    • Quality Constitution +5
    • Soundproof
    • Alchemical Conservation This item modifies the user's energy expenditure in such a way that many abilities can be used more frequently than normal. You will gain +1 ki on every successful attack, and you will increase the number of Action Boosts, Turn Undead attempts, and Bard Songs you can use per rest by 1 each. These additional uses will only take effect after you rest.
    Last edited by Burakii; 05-05-2019 at 12:55 PM.

  18. #198
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    Probably been said. But the ethereal gaze is bad, especially bad for a raid item. Ethereal is useless, ghostly should be assumed.

  19. #199
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    Quote Originally Posted by Cocomajobo View Post
    Set 5 (Divine Casting) - Flamecleansed Fury:
    Set Bonus: +25/50 Fire, Force, Light, Positive Spell Power, +5/10% Fire, Force, Light, Positive Spell Crit, +2/4 Artifact bonus to Wisdom and Charisma, +1/3 Artifact bonus to Spell Focus Mastery






    Tattered Scrolls of the Broken One Raid Bracers
    Minimum Level: 29
    • Hallowed +21 An item with this quality assists only wearers who have the ability to turn undead. Hallowed items provide an +21 Enhancement bonus to the maximum Hit Dice of undead turned.
    • Sacred +21 An item with this quality assists only wearers who have the ability to turn undead. Sacred items provide an +21 Enhancement bonus to your effective level for Turning Undead.
    • Magical Sheltering +55
    • Insightful Sheltering +28
    Why does this set have the best in slot MRR shouldn't the best in slot mrr be on the tank set I don't understand your reasoning? Is it for pally?

  20. #200
    Cosmetic Guru Aelonwy's Avatar
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    Default Armor Appearance Bug

    Wildwood and Turncoat armors are still bugged to be naked from the waist down.

    Blood Scented Axe Body Spray (Thelanis)
    Aelonwy - Wydavir - Metaluscious - Aertimys - Phantastique - Kaelaria - Lunaura - Aelurawynn - Saurscha - Crystalorn - Aurvaeyn - Vaelyns - Wyllowynd

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