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  1. #21
    2017 DDO Players Council Arkantios's Avatar
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    Quote Originally Posted by Cocomajobo View Post


    "The Labrythine Edge" (Raid Kukri) now has the effect "Enhanced Bloodrage: This weapon is enhanced by blood - your blood! Each time you take damage or kill an enemy, there is a small chance that you will fall into an unholy bloodrage, greatly increasing your Strength, Constitution, and Damage. However, this rage will leave you more vulnerable to Physical attacks, slightly reducing your Armor Class."
    This looks interesting for sure. Increasing Str/Con/Damage definitely makes sense, though I'm wondering what builds besides Assassins (Dex Focused at that) may use kukris. I'd love to use these on more builds, but there isn't much push to do so. It would be fun to use them on an Assassin, but we have so much push towards Daggers right now, it is kinda rough.

    Also, I think Labrythine may be spelled incorrectly.
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  2. #22
    Founder & Super Hero Arkat's Avatar
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    Quote Originally Posted by Arkantios View Post

    Also, I think Labrythine may be spelled incorrectly.
    Indeed.

    It should be "labyrinthine."
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  3. #23
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    typo in the quest journal, after accepting the quest, it says "attmepting"

    irk's attack ignores meld. wai?

  4. #24
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    Quote Originally Posted by Malusny View Post
    The family's blessing (quest item for neck) is poorly customized. It is supposed to be an item for a melee build but there is a +2 quality assasinate? Pretty useless for most of the melees except for assasin builds. Also the other stats are not very compatible with the non raid item. This would require to almost completely rearrange the gear in order to make it useful. I think it could be kept with same stats as the non-raid family's blessing neck piece but with added some sort of bonus that would be useful to all melees and would not require to rearrange all the other stats among the other pieces of equipement.

    Thanks.
    Assassins are not melee builds? Not to mention most of the falconry attacks are based off assassinate DCs. It seems appropriate to me. Most of the Sharn items are combo items tbh.

  5. #25
    Community Member HuneyMunster's Avatar
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    Quote Originally Posted by Arkantios View Post
    This looks interesting for sure. Increasing Str/Con/Damage definitely makes sense, though I'm wondering what builds besides Assassins (Dex Focused at that) may use kukris. I'd love to use these on more builds, but there isn't much push to do so. It would be fun to use them on an Assassin, but we have so much push towards Daggers right now, it is kinda rough.

    Also, I think Labrythine may be spelled incorrectly.
    Only useful to Assassins that don't have access to Vistani. Even though its a knife it was never added to a knife focus fighting style. Won't be much use to many builds as there are a number of better weapon types around. Probably Bard might get most use out of the Kukri Knife.

  6. #26
    Community Member lyrecono's Avatar
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    Quote Originally Posted by Malusny View Post
    The family's blessing (quest item for neck) is poorly customized. It is supposed to be an item for a melee build but there is a +2 quality assasinate? Pretty useless for most of the melees except for assasin builds. Also the other stats are not very compatible with the non raid item. This would require to almost completely rearrange the gear in order to make it useful. I think it could be kept with same stats as the non-raid family's blessing neck piece but with added some sort of bonus that would be useful to all melees and would not require to rearrange all the other stats among the other pieces of equipement.

    Thanks.
    Assasinate is used by falcon tree users (lots of ranged toons and melee monks these days)


    Quote Originally Posted by Cocomajobo View Post
    ."[*]"Baz'Morath, the Curator of Decay" (Raid Greataxe) now has the effect "Disease: Unholy Tear: This weapon saps the vitality from your enemies, dealing 10d6 Evil damage on each hit to Good enemies. It also has a chance to spread its disease whenever you strike an enemy, which will reduce their Armor Class and Positive Healing Amplification."
    ".[/LIST]
    So, where are these selfhealing, good alligned mobs hidding? Is there a new quest pack comming with loads of archons?
    A new raid called: storming the gates of heaven?
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    Not to derail the thread, but then can you make 2hf NOT suck so much compared to 2wf or swf?
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  7. #27
    Community Member Duhboy's Avatar
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    Quote Originally Posted by lyrecono View Post
    Assasinate is used by falcon tree users (lots of ranged toons and melee monks these days)




    So, where are these selfhealing, good alligned mobs hidding? Is there a new quest pack comming with loads of archons?
    A new raid called: storming the gates of heaven?
    I also don't see Disease: Unholy Tear has being very useful other than the occasional mob that heals itself. Would be more useful to change it to reduce PRR and heal amp.
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  8. #28
    Community Member Loromir's Avatar
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    Quote Originally Posted by Cocomajobo View Post
    • "Baz'Morath, the Curator of Decay" (Raid Greataxe) now has the effect "Disease: Unholy Tear: This weapon saps the vitality from your enemies, dealing 10d6 Evil damage on each hit to Good enemies. It also has a chance to spread its disease whenever you strike an enemy, which will reduce their Armor Class and Positive Healing Amplification."
    I just don't know how useful this weapon will be. Not that many good enemies in game. Not a ton of enemies get healing in game. Can we go back to the drawing board on this one?

    I suggest changing the Unholy tear to something totally different....maybe make it apply untyped damage to all mobs and allow the disease to reduce AC, Reduce Fortification and reduce PRR.
    Leader of Legion of Eberron on Cannith.

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  9. #29
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    Quote Originally Posted by Loromir View Post
    I just don't know how useful this weapon will be. Not that many good enemies in game. Not a ton of enemies get healing in game.
    I can think of one big one that's the centre point of a raid you guys might be very interested in playing... It's almost like this greataxe is somehow thematically and mechanically linked to this raid

    I'm not putting out a PRR debuff, no :P nice try though
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  10. #30
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    Did a couple runs through varying degrees Normal Hard and Reaper. The style for the raid is nice and figuring out the strategy was fairly easy. Maybe for higher difficulties it might need to be scaled more. The trash is very limited and almost a non factor. Also the end boss has absolutely no hit points making the end fight meaningless.
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  11. #31
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    Quote Originally Posted by Lynnabel View Post
    I can think of one big one that's the centre point of a raid you guys might be very interested in playing... It's almost like this greataxe is somehow thematically and mechanically linked to this raid

    I'm not putting out a PRR debuff, no :P nice try though
    There are already a good bit of sources of PRR debuffing already...why so taboo to consider another? Just put a max on the stacks like legendary dust does.

  12. #32
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    Edit: Regarding the Labrythine Edge, I do like the change of swapping Adamantine for the new unique buff, but I still liked the first iteration better with Constricting Nightmares. :-P
    Last edited by Fivetigers33; 07-10-2019 at 10:02 AM.
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  13. #33
    Community Member Loromir's Avatar
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    Quote Originally Posted by jskinner937 View Post
    There are already a good bit of sources of PRR debuffing already...why so taboo to consider another? Just put a max on the stacks like legendary dust does.
    Other than Legendary Dust....what other sources of PRR reduction are there?
    Leader of Legion of Eberron on Cannith.

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  14. #34
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    Quote Originally Posted by Loromir View Post
    Other than Legendary Dust....what other sources of PRR reduction are there?
    https://ddowiki.com/page/Physical_Re...sters_with_PRR

  15. #35
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    Quote Originally Posted by Loromir View Post
    Other than Legendary Dust....what other sources of PRR reduction are there?
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  16. #36
    Associate Producer Cocomajobo's Avatar
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    Quote Originally Posted by xTethx View Post
    Did a couple runs through varying degrees Normal Hard and Reaper. The style for the raid is nice and figuring out the strategy was fairly easy. Maybe for higher difficulties it might need to be scaled more. The trash is very limited and almost a non factor. Also the end boss has absolutely no hit points making the end fight meaningless.
    Yeah, turns out end boss currently has quest boss hitpoints and the quest version of him has raid boss hitpoints. Reach for the Sky is pretty difficult in this preview build. =P

  17. #37
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    So we did the raid on normal and R1.

    After figuring out what exactly is going on in there, it was not that hard.
    Should probably be scaled up a bit on higher difficulties.

    No death timer when you die on Reaper seems to be wrong.

    The last boss has no HP at all.
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  18. #38
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    Quote Originally Posted by Lynnabel View Post
    I can think of one big one that's the centre point of a raid you guys might be very interested in playing... It's almost like this greataxe is somehow thematically and mechanically linked to this raid
    Oooo….a dev wants me to think.
    Thinking is hard....


    What raid has good monsters that heal themselves?

  19. #39
    Community Member Dragbon's Avatar
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    Quote Originally Posted by jskinner937 View Post
    There are already a good bit of sources of PRR debuffing already...why so taboo to consider another? Just put a max on the stacks like legendary dust does.
    They won't be putting dust on this axe. Imagine if they did, a great axe with raid weighted dice that stacks dust and vulnerability and can have a sentient jewel attached to it. That would be like making another esos power level 2hander.

    Thats why it's "taboo".
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  20. #40
    Community Member Epicstorms's Avatar
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    Quote Originally Posted by Cocomajobo View Post
    Yeah, turns out end boss currently has quest boss hitpoints and the quest version of him has raid boss hitpoints. Reach for the Sky is pretty difficult in this preview build. =P
    I am really curious how things like this happen so often.

    Are there 2 bosses with similar (or equal) name in a list and a dev simply puts the wrong HP per boss?
    Because that sounds really sloppy... ?

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