Legendary Acid Torrent damage could be reworked and scale with spellpower/spell crit? This could give some options to spellswords and/or henshin mystics if reworked (idk why they are restricted to fire theme). I don't know what build design SSG wants to encourage or not but as a player I REALLY enjoy this kind of thing.
Acid/earth always struck me as kind of defensive themed so it could also be interesting to see some kind of defensive benefit to this item. Something along the lines of small acid absorption or inherit acid resist would be reasonable? Or even purple augment instead of red even though I'm not sure what blue augment would ever be worth putting in.
Okay I pretty much only care about Longbows and have been lucky to gather the Endgame ones.
Void, the Endless Cold (raid) BDR 57.75 +15 5[1d8+3] Pierce, Evil, Magic Chilling 9 Cold Vulnerability
Chaosbow (raid) BDR 57.75 +15 5[1d8+3] Pierce, Evil, Chaotic, Magic Anarchic 9 Vulnerability Elasticity
Legendary Twisted Willow (quest)BDR 72.60 +15 7[1d8+2] Pierce, Magic Poisonous 9 Elasticity
Legendary Inferno Sniper (quest)BDR 52.75 +15 5[1d8+2] +15 Pierce, Aligned,, Magic Fiery 9 Fire Vulnerability
Legendary Alchemical Longbow (new) BDR ??.?? +15 5[1d8+6] Pierce, Magic Flaming Blast 10
I personally would rather see Fire Vulnerability or Conjure Fire Arrow in the same way as Void has for Cold. By having the Fire Vulnerability the Fire damage that the Longbow already has would be increased and others doing damage would benefit and a Longbow user would feel like they are doing a bit more damage but also helping others at the same time. And since I only use Longbows my wish is for all the different types of damage to have their own Endgame Longbow. We now have Chaotic, Cold, and Fire. Even though i never liked Inferno for some reason. Maybe change its type to something we don't already have, Lightning, Good, Acid . . . Also maybe a Alchemical bonus to Ranged Alacrity or Doubleshot
This is the only one I'd ever want on my tank, but I'd be pretty happy to have it.
Ooooo good point! I'd love to have a second clicky XD
Turning to gold for protection via the necklace strikes my fancy! Unless it's just repainted Stoneskin, at which point I'll be super sad.
As raid weapons these are kinda plain at the moment. Here's a few suggestions:
I would love to see +Alchemical stats on the weapons like the heroic weapons have, maybe have that part of the weapon be customizable?
Please remove the DC on the on vorpal aoe bursts or raise it to 120, lower the damage if you have to but having it always saved against all the time is no fun.
My favorite effect on the earth weapons is missing, I'd love to see legendary Earthgrab instead of flesh to stone. Earthgrab's frequent proc rate is part of what made earth weapons so much fun in heroics.
Instead of Seeker 21 on the fire weapons, how about Insightful Seeker 10?
Instead of Heightened Awareness +10, how about a Whirlwind guard and ward or a Wind through the Trees with no 12 second cooldown? Or even more fun, how Legendary Telekinetic but it also knocks targets back?
The caster Alchemical weapons should have dual elements like their heroic counterparts. Give the shortsword Resonance, the scepter Radiance, the Battleaxe Impulse, and the Dagger Nullification as examples.
Sarlona - Quentina, Chiptune, Keldoram, Galindrim
None of the duel slot filigrees seem all that appealing for any build I'd make any time soon, was kind of hoping for a filigree for melee threat reduction shared between shards of Mechanus and City's Beacon or at least a threat reduction filigree shared between Darkhallow and Inevitable Grave.
By the ways, your soulweaver/splendid cacophony filigree reads reverberation and not Splendid Cacophony....
Last edited by Lokeal_The_Flame; 06-23-2020 at 05:11 PM.
The alchemical weapons need some love. Right now base damage and crit damage are king in game due to most on hit stuff getting nerfed in reaper. Currently there is no vulnerability or good cc effects with everything having a 100 dc I do not see many of the vorpal effects being very useful.
They need something interesting to make them stand out. Maybe something depending on the element you are running they could put stacks on a target that then explode for an aoe knockdown, blindness, slow, or daze.
Or you could have a volatile reaction that happens when different alchemical elements vorpal the same target. This could be where you are able to stack debuffs to improve party dps: negative fortification, prr, mrr, armor class etc.
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
My suggested change was pretty early in the thread so it might have been missed.
Wish it had Keen V on it instead of Ghostbane, though.
In the alternative, could you change it to a Bastard Sword instead of a Longsword? Yes, I know Divine Vengeance is a Longsword but this sword is "Angelic Vengeance" so I don't see any particular need for it to be the same kind of sword.
EDIT: Please keep the idea of the sword getting better in the hands of a Pally. It worked well with Divine Vengeance and Divinity. It can work well here, too.
Thank you.
I would love to see the Tharne's Goggles be something notable. For old times sake.
Yet I understand this design. It's what tharne's goggles do. Deception, True seeing, some spot and some concenience in not having to swap to search. It's just that deception was so rare back then (and to be honest, the spot/search was quite high for the level, unlike this).
So I think the key to solving this little puzzle lies within the set bonus and in making tharne's bracers make up for the mediocre goggles.
I think the set should give Improved Ghostly (the 15% one) instead of just ghost touch, to signal it's legendaryness.
In addition, give the bracers Insightful Deception, to go along with the regular deception on the goggles (instead of protection).
Not sure if that's enough, but better than the current state of those items.
I know that, but you are knowingly adding to the pile of cool gauntlets that will never be used by the vast majority of its target playerbase.
From a player's perspective, these items don't exist in a vacuum. We have to look at what what we are getting from the Fabricator set bonus
+3 Artifact bonus to Attack and Damage and +25% Artifact bonus to Fortification
and compare that to what we lose from not having the Legendary Part of the Family set, which is 15% doublestrike, 25 melee power, 15% helpless damage and 10% fortification bypass.
We have to jump through hoops to get 2 raid items and then our reward is to then lose 15% doublestrike, 25 melee power, 15% helpless damage and 10% fortification bypass. Do that seem like a fair trade for +3 damage?
If you want people to seriously consider using this set, it needs a buff to something along the following:
+6 damage, +20 Melee Power, and then something additional like +1 Critical Multiplier on 19-20.
As for the Legendary Alchemical Weapons, if you want to leave them in their current state, they need corresponding elemental vulnerability as well as save debuff added to their existing effects as well as Alchemically Well Rounded +2. They would look something like this.
Legendary Alchemical Light Mace Light Mace
Minimum Level: 29
Damage Dice: 5[1d6+3]
Critical Profile: 20/x2
- Enhancement Bonus +15
- Shocking Blast 10d6
- 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.
- Legendary Electric Storm On an attack roll of 20 which is confirmed as a critical hit this power will be released, dealing damage to the target and all enemies near it for 30d6 + 90 electric damage. A successful Reflex save (DC 100) reduces this by half.
- Heightened Awareness +10
- Electric Vulnerability
- -1 Reflex save on hit, stacks up to 15 times
- Alchemically Well Rounded +2
- Red Augment Slot
- Purple Augment Slot
Though I would much prefer if they were redesigned from the ground up, something along the lines of the following:
Legendary Alchemical Light Mace Light Mace
Minimum Level: 29
Damage Dice: 5[1d6+3]
Critical Profile: 20/x2
- Enhancement Bonus +15
- Soul Tear
- Blunt Trauma
- Impact V
- Enhanced Bloodrage
- Red Augment Slot
- Purple Augment Slot
The main reason though that there has been so much backlash over these weapons is that none of them have any of the best effects. Fetters of Unreality, Soul Tear, Mind Tear and Constricting Nightmares. Those are the big 4 right there. If you want to make people happy, redo the 4 elemental setups as being designed around those 4 effects. Put Impact on Blunt weapons, put Keen on Slashing/Piercing. Sprinkle in other desired effects such as Sovereign Vorpal, Blunt Trauma, Identity Crisis, Legendary Paralysis, Enhanced Bloodrage, Legendary Radiance, Legendary Affirmation, etc.
Fire
Soul Tear
Impact V
Blunt Trauma
Fire Blast 10
Ice
Mind Tear
Keen V
Identity Crisis
Ice Blast 10
Electric
Fetters of Unreality
Impact V
Sovereign Vorpal
Electric Blast 10
Acid
Constricting Nightmares
Keen V
Legendary Paralysis
Acid Blast 10
I understand that you initial goal was to keep the gear themed similarly to the heroic versions, but all that is doing is causing a lot of player frustration. The players want to be excited about this next Update. We love your game and we just want it to be the best DDO possible.
I would like to point out that there are 2 Quarterstaves (Blightstaff and Legendary Alchemical), 2 Handwraps (Handwraps of the Hound and Legendary Alchemical), while some weapon types have 0. Please consider working 1 of each weapon type into the loot, just like the original House C raids had. Or at least add a Light Mace.![]()
Stratis on Khyber
Solo/duo raids and solo R10s. Come see what a bard can do.
https://www.youtube.com/channel/UCq7...2ixwFkkmzBAvQw
Hey Lynn,
Any plans to make Toben's Hammer work on ranged? The description states ANY vorpal strike that is confirmed. I tested melee and it worked fine, got the 1k elec and 1k sonic. About 5 minutes of shooting it in the face, and not a single proc at all.
edit: I'm asking because Toven's Hammer with Lightning Strike weapons procs on both melee and ranged, and for this rune arm which is a successor to it, I feel that it would only be fair to have it work on both as well.
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Last edited by Ultramaetche1; 06-23-2020 at 06:30 PM.
Angelic Vengeance Long Sword
Minimum Level: 29
Damage Dice: 5[1d8+3]
Critical Profile: 19-20/x2
Enhancement Bonus +15
Holy 10d6
Axiomatic 10d6
Cold Iron
Ghostbane 10d10
Red Augment Slot
Orange Augment Slot
Please consider changing this weapon to:
Holy 10d6 to Eternal Holy Burst like the effect on Echo of Ravenkind... that would let me consider using a different trinket....
Cold Iron to Fetters
Axiomatic, how about the effect whelm has where it bumps up crit multi +1 on a 19-20.
Ghostbane 10d10... most of us have this effect with our gear... Just go Keen 5 here and call it a day...![]()
Please also consider creating sets that can be worn with our Sharn sets that most of us are using. We are mostly locked into Hands, Necklace, Armor slots. Making melee style sets that fit into other slots would be useful, tyvm.![]()
Ok here we go,
Can we make tharnes googles at least thematically something for rogues?
Add assasinate bonuses to it?
Quality assasinate,
assassinate
Insightfull assasinate?
It is really hard to actually slot all those bonuses, at least a qol fix for melee assassins and bird users.
Also change bonus to also have stacking assasinate on it as well?
No you can't, these exactly match what you can CC at level 27, also +10 is what you can craft and find on random loot (if your lucky) at level 21.
I do agree that they are not very enticing, but that is an issue with the way they handle loot in general at below ~ML 28, not this particular item.
The problem is that the scaling from 27 to 28 makes it unlikely that anyone will *use* these items. It's not worth playing loot jenga to upset your existing build for 1 level when Slavers gear (which also isn't raid loot) or Ravenloft raid loot is so much better at lvl 28- Especially for a +2 boost to stats over lvl 21 gear. As it is, I run lvl 21 gear from Borderlands, supplement/replace with slavers gear at 28, and then add Sharn sets at 29. 26 and 27 are a little painful as you out level your gear, but these stat boosting items don't do much to fix that.
Last edited by Jandric; 06-23-2020 at 07:01 PM.
Can Legendary Nightmare Guard be replaced with something that doesn't required being hit? How about something similar to the Legendary Stealer of Souls ability, adding +1 profane melee and range power when you you consume a soul. That is more generally useful, doesn't require being hit, and is thematically in line with the item. You could even call the ability Legendary Stealer of Dreams.
Transform Kinetic Energy is another ability that requires being hit. How about Energy Siphon or Legendary Elemental Energy?
Stormreaver's Thunderclap limits the Rune Arm to melee Artificers, which I believe is a shame. How about 5% quality doublestrike and doubleshot? Armor Piercing would be another option and is sorta in line with the exceptional fortification bonus on the heroic version.
Last edited by ChadB123; 06-23-2020 at 07:01 PM.
Signed. I think there was an opportunity in the Sharn raids to be able to add set bonuses to the raid items in a similar fashion to the way that Purple Dragon Knight favor could add it to armor in MotU, but that wouldn't fit flavor wise in a different expansion. Perhaps schism crafting could be used?
Last edited by Jandric; 06-23-2020 at 07:26 PM.