Is it intentional that they lost the ranged benefit? Toven's hammer lightning strike works with ranged weapons, but Stormreaver's Thunderclap on Toben's doesn't seem to, am I missing something?
Is it intentional that they lost the ranged benefit? Toven's hammer lightning strike works with ranged weapons, but Stormreaver's Thunderclap on Toben's doesn't seem to, am I missing something?
Just in case it hasn't already been noted, the original Levik's Bracers had Healing Amp that was typed as an Equipment bonus. If this is being changed to a Competence bonus so that it doesn't stack with the Sharn armors (based on the 88 value, I assume so), then the higher level version of this item is less valuable than the original.
Just briefly scanned the new named loot. I see lots of really cool items for Alchemist, which was entirely predictable. But I also noticed there are no "bumps" for DC casters. SFM value still +7 and Spell Penn still +9. Time to increase these values?
Usually it's expansions that bring a bump in power, not individual quest packs. We are still in the Sharn era. All the current quest packs are being designed with a Sharn level of power.
Feywild, tentatively scheduled for later this year, will certainly bring a bump in power.
Last edited by majster67; 07-21-2020 at 01:20 PM.
But let your word be Yea, Yea, Nay, nay; but what is more than these is from evil
Pride goeth before destruction, and an haughty spirit before a fall.
I'm a little late to the party. Are you still taking feedback?
I quite like this shield. It does a good job at mimicking its heroic version and is attractive as a turning item. As others have said, I think it could use a little something extra. I saw a few people suggest Enhanced Devotion, and I probably don't need to say this, but giving it as much as the Silverthread Belt would be overpowered as it would have the main attractive attributes of two items, and also redundant for any healer that uses the Beacon of Magic set.
For someone serious about both spell power and turn effectiveness, a small Quality bonus to positive spell power would make this much more attractive. As it is, I'd find it difficult to go out of my way for this shield. A Quality bonus to positive spell power slightly higher than Pansophic's Quality Potency would be enough for me to really want this. Or perhaps even a Unique bonus.
I think I saw someone say something about a temp HP guard... at least I'm pretty sure I saw that... but I think something like that would be pretty cool. Maybe a decent chance to gain a small amount of temp HP while getting hit and actively blocking or something like that. Not really necessary, but it would be cool and on brand for a legendary divine shield.
Thank you once again Lynnabel and Cocomajobo for taking the time and dealing with mob exposure to requesting suggestions on weapons and gear posting.
These two set items could include:
Set Bonus Tyrannical Tinkerer
2 Pieces Equipped: 11 Insight bonus to Open Lock and Disable Device (like the heroic version has a stacking bonus to skills on items. LGS items have 3 tiers of this)
4 Artifact bonus to Intelligence and Dexterity,(Since we are doing away with artifact bonus to gear items in Sharn gear.)
3 Artifact bonus to assassinate.
If you have the 2nd Mechanic Core tree "Tanglefoot" you do 30% more damage with elemental traps. Traps placed have a -30% delay and cooldown to place them.
-------------------------------------------------------------------------------------------
Legendary Tinkerer's Gloves
Minimum Level: 29
Nearly Finished(+22 INT, DEX)
Reflex +17
Quality Seeker +5
Open Lock +22
Blue Augment Slot
Set Bonus Tyrannical Tinkerer
2 Pieces Equipped: +11 Insight bonus to Open Lock and Disable Device, +4 Artifact bonus to Intelligence and Dexterity, +3 Artifact bonus to assassinate.
If you have the 2nd Mechanic Core tree "Tanglefoot" you do 30% more damage with elemental traps. Traps placed have a -30% delay and cooldown to place them.
Legendary Tinkerer's Goggles
Minimum Level: 29
Nearly Finished(+10 Insightful INT, DEX)
Diversion +34%
Quality Deception +4
Disable Device +22
Green Augment Slot
Set Bonus Tyrannical Tinkerer
2 Pieces Equipped: +11 Insight bonus to Open Lock and Disable Device, +4 Artifact bonus to Intelligence and Dexterity*, +3 Artifact bonus to assassinate.
If you have the 2nd Mechanic Core tree "Tanglefoot" you do 30% more damage with elemental traps. Traps placed have a -30% delay and cooldown to place them.
*Side Note: I think getting ingredients to add the +4 Artifact bonus to items as a set would be highly beneficial to set bonus' that way the move over to leaving already farmed items that have a lot of inherent set bonus (Family Blessing set/ Spell Power/DC set, PRR/MRR, Double Strike/Shot, Fort bypass % sets, etc.) would be easier to do.
For weapons I would add either a +2 Quality assassinate to a dagger or +5 Quality Intelligence stat(or both).
I run Intelligence based rogue: and unfortunately there is no "rogue" bonus in Reaper trees(assassinate, hide/move silently) and Intelligence items are usually only focused on casters and DC's and metamagics.
Thanks again for taking the time to look into these options.
Last edited by VinoeWhines; 08-14-2020 at 07:22 AM.