I think Lorikk's True Champion Large Shield has weird stats... We have a lot of good defensive shields. I will not use it even if It can give a good set bonus.
I think Lorikk's True Champion Large Shield has weird stats... We have a lot of good defensive shields. I will not use it even if It can give a good set bonus.
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Also are the new Alchemical weapons unbound like their Heroic base counterparts?
That'd be pretty awesome if you could trade for these at endgame, considering how many types there are.
Let's talk about "Guard" effects:
Unless a character is tanking, itemizing for Guard effects is not desirable. I never want to be hit as a non-tank. I do everything I can not to be hit -- such as playing a ranged/caster (where distance=avoidance), or I have max Dodge as a melee. Gearing to be hit as a non-tank simply does not make sense, especially in reaper quests and raids where trash mobs will one shot you.Legendary Earthgrab Guard This item stores implacable strength of the earth deep within. When the wearer of this item is successfully attacked in melee, this power occasionally comes to the surface, calling on the earth to erupt from the ground and hold an enemy in place.
Legendary Magma Surge Guard This item stores immeasurable heat of the planet's molten mantle. When the wearer of this item is successfully attacked in melee, superheateded magma occasionally surges to the surface, causing a tremendous amount of Fire damage to the attacker.
Legendary Lightningstorm Guard This item stores incredible, dynamic power of the air deep within. When the wearer of this item is successfully attacked in melee, this power occasionally comes to the surface, striking the attacker with an incredible amount of electrical force.
Legendary Ice Shards Guard This item stores pitiless immovable power of the ice deep within. When the wearer of this item is successfully attacked in melee, this power occasionally comes to the surface, dealing an incredible amount of Cold damage to the attacker.
Legendary Nightmare Guard On being hit or missed this item has a chance to attempt to fear your enemy, ripping the life from them as if they were struck with a Phantasmal Killer spell. Enemies must make a DC 100 Will save versus the Fear or a DC 100 Fortitude Save versus Death or be slain. Even if they make their save versus Death, the may still be feared.
Transform Kinetic Energy Each time you are hit in melee combat there is a chance that the energy of the blow will be converted into Spell Points.
As a non-tank, it's disappointing to see Guard effects on an item I would otherwise use. Simply put, it's wasted opportunity where my character could have had a relevant effect to benefit from. I feel cheated when I wear an item with a Guard that I will effectively never benefit from. ETA: Guards on tank-focused shields = Good. Guards on DPS-focused weapons like the dagger and battle axe = bad.
Specific to Transform Kinetic Energy: The only use case for this at end game is a tank that self-casts. Casters don't use this anymore for two reasons: Spellpoint pools are super large already, and casters can't survive hits from mobs to benefit from the meager SP gain. Changing this to a flat out SP regen effect -- or augmenting a bard's SP regen song -- is much more desirable. I deleted TKE items long ago because they have no place in today's playstyle.
Specific to Nightmare Guard: I love the flavor of Phantasmal Killer. However, 100 DC for tier 4 raid loot is far too low for Sharn-level mobs. Assuming the guard applies to every enemy mob attack, that's about 1-2% chance of an instant kill per mob attack. But how many mobs are immune to either (or both) the Fear and Death saves? Too many.
Last edited by Carpone; 06-23-2020 at 07:36 PM.
Khyber: Ying-1, Kobeyashi, Nichevo-1 | 75 million Reaper XP
@Lynnabel: Please find my suggestions below, from a first life Barbarian view point:
Legendary Alchemical Greataxe Great AxeMinimum Level: 29
Damage Dice: 5[1d12+6]
Critical Profile: 20/x3
- Enhancement Bonus +15
- Icy Blast 10 This weapon is sheathed in icy cold, dealing 10d6 Cold damage on a successful hit, and an additional 10d6 Cold damage on a critical hit.
- Crushing Tsunami This weapon stores the unstoppable force of the oceans fury deep within. When this weapon is used this power occasionally comes to the surface, crushing enemies beneath an overwhelming torrent of frigid water.
- Concentrated Corrosive Salt This weapon stores a caustiv, insatiable power deep within. When this weapon is used, this power can come to the surface in the form of a noxious, corrosive salt that dissolves all material.
- Legendary Freezing Gale This weapon is imbued with a frigid wrath. On an attack roll of 20 which is confirmed as a critical hit this freezing power will be released, dealing damage to the target and all enemies near it for 30d6 + 90 cold damage. A successful Will save (DC 100) reduces this by half.
- Red Augment Slot
- Orange Augment Slot
Suggestion: This will not replace the Great axe from Project nemesis at this current state. Not sure if that is by design. If not, adding alchemical strength +4/+5 or increasing critical multiplier to x4 might be attractive. Also we need a falchion (better than Tail of the scorpion)
Legendary Fabricator's Bracers
Minimum Level: 29
- Nearly Finished
- Cannith Combat Infusion Your ranged and melee attacks have a chance to cause this item to inject a Cannith Combat Infusion into your bloodstream. For the next ten seconds, this will grant a +4 Alchemical bonus to Strength, Constitution, and Dexterity, as well as a 5% Alchemical bonus to your chance to doublestrike and a +2 Alchemical bonus to your Armor Class.
- Incite +193%
- Balance +22
- Blue Augment Slot
- Green Augment Slot
- Yellow Augment Slot
- Set Bonus Fastidious Fabricator
- 2 Pieces Equipped: +3 Artifact bonus to Attack and Damage, and +25% Artifact bonus to Fortification.
Suggestion: Can we have alchemical bonus to Melee power (is that possible, if not just normal melee power then) instead of Incite please? Somehow it is not fitting into all the alchemical bonus to strength and doublestrike. Definitely do not want to get the aggro from the tank.
Legendary Fabricator's Gauntlets
Minimum Level: 29
- Nearly Finished
- Melee Alacrity +15%
- Resistance +17
- Fortification +219%
- Blue Augment Slot
- Set Bonus Fastidious Fabricator
- 2 Pieces Equipped: +3 Artifact bonus to Attack and Damage, and +25% Artifact bonus to Fortification.
Directly conflicts with "Legendary part of the family" set and hence will be ignored by most of melee DPS. The set bonus is way too good to abandon - how are we going to tackle that in the upcoming expansion?
True OmniscienceSuggestion: Can we have "Insightful sheltering" instead of Riposte please? This would help in item consolidation at least.
Minimum Level: 29
- Heightened Awareness +10
- Resistance +17
- Riposte +10
- Fortification +219%
- Green Augment Slot
Are the old ML18 cannith quest items getting updated? It's only 8 items. Basically just increase the ability from +6 to +9 and add a slot. And few items are missing 4th enchantment. Use +4 insightful stat if out of ideas.
I understand the nostalgia to upgrade flavorful heroic items to legendary, but these items do not mesh well with existing end-game itemization. Because the Sharn melee sets include gloves, and the Sharn 3pc set bonus is much better than what this raid loot provides, these two items are not desired at all. And that's extremely disappointing when you consider it takes quite a bit of effort (and luck) to obtain raid loot compared the quest gear which is much easier to obtain.
Khyber: Ying-1, Kobeyashi, Nichevo-1 | 75 million Reaper XP
Fire Lore +32% is nice. That's the only interesting thing about this weapon. Legendary Wild Flame is better than this aside from the Fire Lore. If you want to make a raid loot weapon for fire casters, look at Wild Flame as the example to draw from - Fire Lore, Combustion, Insightful Combustion, and Evocation Focus.
Arcane Augmentation will matter for one and only one spell - Meteor Swarm. Yes, it's nice for Meteor Swarm, but the Max Caster Level is so much lower than the Caster Level that Arcane Augmentation really doesn't matter for most spells.
And Legendary Magma Surge Guard? That's nice, I guess. Extra sources of damage can be nice. But that's not something that an offensive caster is going to want to have working often because if you're getting hit often enough for it to matter then you're getting killed.
Please look at this weapon again with Legendary Wild Flame as the comparison item to make it a raid weapon that we'll want to chase.
No one in the world ever gets what they want
And that is beautiful
Everybody dies frustrated and sad
And that is beautiful
Crown of Bone Head Slot
Minor Artifact
Minimum Level: 29
Max Filigree Slots: 3
Eidolon Summons On Being Damaged: Animates a portion of the wearer's shadow to support them in battle. The shadow remains animate for 30 seconds and can be created once every 120 seconds. please no, anything but this. seriously, a blank spot is better. I (and others) have observed on countless occasions one of these shadows spawning in a raid and lag locking everything until it dies or goes away. I suspect that enemies have problems with the phasing in and out.
Augment Summoning
Will +18
Heightened Awareness +10
Blue Augment Slot
Green Augment Slot
Yellow Augment Slot
Legendary Fabricator's Bracers
Minimum Level: 29
Nearly Finished i like the use of existing crafting
Cannith Combat Infusion Your ranged and melee attacks have a chance to cause this item to inject a Cannith Combat Infusion into your bloodstream. For the next ten seconds, this will grant a +4 Alchemical bonus to Strength, Constitution, and Dexterity, as well as a 5% Alchemical bonus to your chance to doublestrike and a +2 Alchemical bonus to your Armor Class.can we get an upgraded version of this? even if its the same stats it would be nice to see something thats not on level 19 gear on a level 29. up the AC, doublestrike and add some melee power? maybe also make it more likely to proc? maybe something like it always procs, but with a 30 or 40 second cooldown?
Incite +193%
Balance +22
Blue Augment Slot
Green Augment Slot
Yellow Augment Slot
Set Bonus Fastidious Fabricator
2 Pieces Equipped: +3 Artifact bonus to Attack and Damage, and +25% Artifact bonus to Fortification. this feels underwhelming. maybe a +50% fort or add something else to it like melee power
Levik's True Bracers
Minimum Level: 29
Strength +21
Healing Amplification +88
Vitality +74
False Life +83
Green Augment Slot
Yellow Augment Slot
Set Bonus Legacy of Levikk
2 Pieces Equipped: +10% Artifact bonus to Armor Class and +100% Artifact bonus to Melee Threat Generation. i like where this is at, but wonder if there's an opportunity to splash in a little something different than what's out there on sharn sets. Maybe an artifact bonus to max dex bonus with armor and tower shields could be interesting? Or maybe a small boost when you use intimidate?
Titan Control Matrix
Minor Artifact
Minimum Level: 29
Max Filigree Slots: 3
Nearly Finished
Kinetic Lore +34%
Insightful Impulse +115
Quality Magical Sheltering +14
Blue Augment Slot
Green Augment Slot
Yellow Augment Slot
Set Bonus Conduit of the Titans
2 Pieces Equipped: +3 Artifact bonus to Rune Arm DCs, +5% Artifact bonus to Electric Spell Critical Chance, and +20 Artifact bonus to Electric Spell Power. I'm completely underwhelmed by rune arms in general these days. Up the DC boost to 5, or as a stretch goal (or for future use) I'd love to see something that gives you a boost for using a rune arm - kind of like the moonrise bracers do for using a monk finisher
side note: items that give small bonuses for using abilities are fun and interesting and under used. social skills, monk finishers, rune arm use, switching alchemist reaction, using tactical feats - i think theres an opportunity to do some fun things that further encourage the use of these abilities
Legendary Magewright's Cloak
Minimum Level: 29
Nearly Finished
Mystical Diversion +34%
Enchantment Resistance +17 given other items, maybe too specific? how about just a bonus to will saves?
Perform +22 perform seems out of place on this item, especially with a bard cloak in the same set of items in the same slot. being a universal set bonus i think spellcraft makes more sense.
Green Augment Slot
Yellow Augment Slot
Set Bonus Masterful Magewright
2 Pieces Equipped: +3% Universal Spell Critical Chance, and +20 Universal Spell Power. i think this is ok, but again id like to see something contrasting with existing sets for a little sparkle. I think you'd raise some eyebrows if you replaced the whole set with the DC boost thing on the helm from Mark of Death...(ps. use that again somewhere plz...)
Virtouso's Cloak
Minimum Level: 29
Insightful Charisma +10
Exceptional Alluring Skills Bonus +11
Anthem Melody: La Victoria! Sing the anthem of your heart! Your Inspire Courage grants you and your allies +1 additional attack, damage, saves versus Fear, and +3 additional Universal Spell Power. feels like it needs more oomf. how about instead +5 melee/ranged/spell power and +1 dodge? in any case these numbers feel too low for a level 29 item. maybe a shorter duration, higher buff could be interesting here too - something to encourage me to sing more often.
Inspiring Echoes When a Bard wields this item, Anthem abilities that restore Bard songs over time restore them 40% faster (for example, an ability that restores a Song every 5 minutes would restore one song per 3 minutes instead). can this just be a faster version of anthem instead of keying off another item ability? i like the interaction idea, but im not sold on it being an anthem thing.
Blue Augment Slot
Green Augment Slot
Yellow Augment Slot
Legendary Alchemist's Crown
Minimum Level: 29
Nearly Finished
Devotion +219
Nullification +219
Wizardry +453
Green Augment Slot
Set Bonus Astute Alchemist
2 Pieces Equipped: Reduce the cost of your Empower Heal, Empower, Maximize, and Intensify Metamagics by 2. i like this set, good example of something different than exisiting sets and thus more interesting
Legendary Alchemist's Pendant
Minimum Level: 29
Nearly Finished
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. another opportunity for a better version of existing thing i can find on much lower level gear. What i'd like to see with this stuff is...
Legendary Elemental Energy Harnessing a small amount of the power and potential of the raw elements, this item gives you a +150 bonus to your maximum spell points. This stacks with all bonuses except Legendary Elemental Energy. ...this!!
Physical Sheltering+55
Green Augment Slot
Set Bonus Astute Alchemist
2 Pieces Equipped: Reduce the cost of your Empower Heal, Empower, Maximize, and Intensify Metamagics by 2.
True Omniscience
Minimum Level: 29
Heightened Awareness +10
Resistance +17
Riposte +10 oops on the duplicative bonuses. How about something like a + to max dex bonus with armor or maybe a +5 MRR cap?
Fortification +219%
Green Augment Slot
Levik's True Champion Tower Shield
Minimum Level: 29
Damage Dice: 5[1d12]
Critical Profile: 20/x2
Shield Bonus: +23 could this shield maybe have a slightly higher max dex bonus? tower shields in general are lagging behind large shields because of the difference in max dex and thus max dodge.
Enhancement Bonus +15
Healers Bounty This shield has a small percentage chance to cast a Heal spell on you when you take damage. legendary version needed...higher percentage or more healing/higher caster level. also, this ability is much less effective because of reapers and self healing penalties.
Legendary Cacophonic Guard This item stores resonant power of pure sound within it. When the wearer is successfully attacked in melee, this power occassionally comes to the surface, dealing an overwhelming amount of Sonic damage to the attacker yay legendary version, booo guard but...
Physical Sheltering +55
Mithral
Purple Augment Slot
Green Augment Slot
Set Bonus Legacy of Levikk
2 Pieces Equipped: +10% Artifact bonus to Armor Class and +100% Artifact bonus to Melee Threat Generation. ...i was here earlier looking for a lil sparkle, what about a boost when a guard effect goes off. Like maybe +1 prr, mrr, and or AC stacking up to 10 each time one of your guards procs?
Toben's Hammer Rune Arm
[I]Minimum Level: 29
Type of Blast: Electrical Storm
Maximum Charge Tier: V
Insightful Intelligence +10
Transform Kinetic Energy Each time you are hit in melee combat there is a chance that the energy of the blow will be converted into Spell Points. legendary version...oh..wait...maybe not this one...
Rune Arm Charge Rate +30%
Stormreaver's Thunderclap This item crackles with power, flickers of lightning emanating from it. On a Melee strike of a Natural 20 that is confirmed as a critical hit, this item will strike your foe with a tremendous burst of lightning. A DC 100 Reflex save will prevent half of this damage. maybe a little limited on the melee part given that artificers are also a very ranged based class
Rune Arm Imbue: Electrical VI
Green Augment Slot
Set Bonus Conduit of the Titans
2 Pieces Equipped: +3 Artifact bonus to Rune Arm DCs, +5% Artifact bonus to Electric Spell Critical Chance, and +20 Artifact bonus to Electric Spell Power.
some of those suggestions are probably outside the scope of what you can do, but potential ideas for the future.
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The "Alchemical" weapons looks to be vary underwhelming as a whole. The lack of customization aside, I am peeved by the lack of secondary element on caster alchemical weapons.
Suggestion: Give alchemical legendary weapons a special augment system akin to LGS.
simply remove the Crown of the Bone Head from the game. it's a bit out of place in CR 27 quest anyway.
I appreciate the idea of this item a lot, but it's really bad for an already non-existent play-style. We'd need a lot of mechanical/design changes for summons to be just okay but in the mean time, this item could be granted a lot more power without hurting anyone and still not be even part way close to decent while compared to alternatives lol.
Do multiple instances of Eidolon Summons stack? aka can you have 2 shadows at once?
In either case, could this be a legendary version of a shadow with legendary stats? -- Or make it a caster/ranged shadow?
The on damage condition is already a bit silly in terms of design and is outdated -- Why not make the shadow full-time summon? Or maybe a clicky summon? Why does a shadow come from bone? Maybe make it summon a skeleton mage/archer instead?
If NOTHING ELSE at least swap Augment Summoning out for Improved Augment Summoning. Normal aug summoning is a prerequisite for improve aug summoning. Maybe you could argue that it's not for dedicated summon builds but then what's even the point of the item? The shadow is really weak, inconsistent, can't tank, can't dps, can't buff you, can't heal you, can't even grab aggro. I can't stress enough just how terrible summons are.
Maybe add a legendary version of augmented summoning? But also it would be annoying that this item would be the only way to obtain that. -- it could use a unique bonus for summons.
Maybe some kind of flavor like "enhances the bones of your summons, granting drastically improved physical stats".
I could understand their might be some utility to use this item for charming but it's an artifact and artifacts are NOT swap friendly (your limited to 1 artifact equip which prevents swapping even if it's the same item slot). But it's super niche and other playstyles do it better and faster anyway. -- besides we already have items if you wanted to do that.
Page 5 - and unless I missed it not a single person has mentioned a single item that strikes their fancy.
I have a feeling thats a new record. Mind, I already did post two suggestions for items I would actually farm for, so I am not just complaining here.
Lots and lots of changes are definitely needed if these raids are to be run often.
One think though. Did anyone check if the "nearly finished" adds alchemical stat bonusses? That would make a few items worth using I am sure.
Member of Spellswords on Ghallanda
All of these weapons look like steaming hot pieces of ****.
My tank's currently running Knight of the Shadows, so I could fit this at the cost of only -6 Intimidate so I'm super excited! Otherwise, it's exclusive with Guardian at the Gates. Is this intended? Or who is this item aimed at?
Is this "gold shielding" a reskinned Stoneskin? If it is, please consider buffing it a lot (like DR 100/- for 3000 HP?) or otherwise change it to something noteworthy; adding DR 10/Adamantine up to 300 HP is frankly a joke to an endgame character (if you can survive 30 hits to get full value, you have enough HP that 300 is nothing). Personally I'd much prefer a Radiant Forcefield-style effect, giving a percentage damage reduction, but I'm open to suggestions. The cosmetic effect is neat though! I hope it shows through Mirror Shield's cosmetic effect
Is it intended that the Incite is >3x that of comparable items? Compare L Plateshard Belt, which has +59% Incite, or Citadel's Gaze (from THTH, an equivalent-tier raid) which has +64% Incite. I don't mind it being better, it's just like a LOT better.
Also there's currently a typo on occasionally![]()
Shouldn't the Finesse have some scaling? +2 Enhancement bonus is neat at ML6, but pretty minor at ML27 especially given Globe. Maybe +5 enhancement Dex for the Epic version?Blade of the Clouds
Minimum Level: 6/27
FinesseThis weapon has a Small air elemental bound to it. The wielder can use a finesse weapon as if they had the Weapon Finesse feat. In addition, the weapon grants a +2 enhancement bonus to the wielder's Dexterity score.
Is it possible to buff this enough towards a niche that it's worth using as a swap item? Blunt Trauma is a step in the right direction, but that basically makes it equal to a Maul 10% of the time. Currently I'd be super disappointed to pull this, except maybe for cosmetic value. It's from a higher-tier raid than Tremor is, but isn't even in the same league (before factoring Tremor's huge strength when run with Silvanus). It's heavily flavored towards beating bones, but there's no reason for anyone to swap to this instead of Tremor if they need blunt/undead beating etc.Conqueror of Bone
Damage Dice: 7[1d10+3]
Critical Profile: 19-20/x2[/I]
- Bonesplitter This weapon is powerful enough to shatter the bones of those it strikes. On an attack roll of 20 which is confirmed as a critical hit, the weapon breaks multiple bones in the target's body, causing significant impairment. Creatures with skeletons take 40d6 damage and will have their movement and attacks slowed by 25% and their attack damage reduced by 25% when their bones are shattered.
- Blunt Trauma This weapon is incredibly dense and delivers especially powerful blows. When rolling a 19 or 20 on a melee attack, your critical multiplier is increased by +1.
- Fracturing 10d8
Any numerical buff that would be large enough to bring this weapon to viability might make it the next Duality lol. Bonesplitter (currently averaging 140/vorpal) would need to be buffed to ~18d100 (avg 909) to average the same as Fracturing's damage. Currently Sovereign Vorpal's damage proc is >twice as much damage, ignoring the instakill.
Perhaps it could get a 2s knockdown on-Vorpal (like Balanced Attacks or GXBow)? Would give it a niche as a "cc" option, while not being a huge DPS buff.
Single-swap solutions seem to be better off with LGS, you can make ML26 +22/+11 in like two LN runs. +22/+11/+6 for a few more.
Exceptional skills help a ton when you're trying to max a skill check, but don't matter much otherwise...
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