Congrats Sharzade!
Since that weapon isn't exactly "ideal" I assume you took one for the team.
In the interest of science.
Much thanks, Sharzade.
/death counter
You have died 67 times.
I think he means you wouldn't really use it in quests...
And I agree.
There are currently no good aligned mobs that are affected by frost, and also barely any good enemies either. Definately wouldn't waste 24 large ingredients for that weapon.
Great job Sharzade, appreciate your work greatly.
ARGONNESSON
Ascent
Originally Posted by Handee
Last edited by Zaodon; 03-13-2008 at 11:49 AM.
Does the Salt II effect have a debuff like the dot from Magma II? I am guessing it would be an AC debuff.
Im forming the opinion that super-shards have a minor use on weapons -- better than without. Weapons attack faster than once a second so it shouldn't take too long to get a special effect. Super-shards that make "guard" effects on accessories are almost-useless given the low percentage chance and the relative low frequency of incoming attacks. Maybe a tank-type character that plans on getting hit a lot (?) would appreciate a guard effect. My casters might only get hit a couple dozen times during an adventure, so the "guards" do not seem very attractive. This is just an assumption, on the "low percentages" as I don't have a super-shard item yet.
For people that think an extra 8 large materials and large cell is not a big deal -- they might as well craft the "guard" effect. For me, a person that PUGs and often loses at part 4 or skips it, it would take me many months or a year to craft enough super-shards. I have 3 characters that probably want 2 green steel items each. I may skip super-sharding and hope that Module 7 brings deconstruct-crafting options such that I can pull a supreme shard out of a green steel item and then add a super-shard to it.
Last edited by winsom; 03-13-2008 at 01:03 PM.
All four of the negative quasi-elementals will have that problem, inherent in their recipe.
To get Salt, Ash, Dust, or Vacuum, you've got to take Negative as tier 1 or tier 2, and that means harshly nerfing the weapon. Unless you want it for PvP (which is silly, and where even there it's inferior), the negative weapon effects are plain worse than the positive or elemental options.
"Traps don't do damage. They ask you to do damage to yourself." -Andy Menard
Release your inner dwarf. Then get him some ale!
maybe, we have to remember this form time to time...the game is not finnished yet... what I mean we have no idea what lies around the next mod, maybe more quests w/ good algined foes....maybe evil pc will be able to us down the road as well...you never know so what might seem to be of little value now might not be later.....
I remember pulling a cursespewing of shattlemantle weapon a couple of months ago.....someone in party said "vendor trash", I think of that every time i use it in the vale and it's quest's
In Game- Hsc, Malcis, ESD, Narsfilth, Nashnarlar, Axeslar, Darksilence, Nullnvoid, Norvex, Takanobu, Warzerk, Harshnarlar, Antibio, Zintarnarlar, Zorest, Axenroses and Intherear Originally Posted by kaidendager "I find a larger flaw with gathering data from dissatisfied customers and forcing proposed changes on a satisfied player base"
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It is unclear what these weapons will be exactly. The mineral affect provides a transmuter which is a great addition to the weapon and what if these weapons have a similar affect. Ash looks like it will probably have enervation imagine dual wielding enervation weapons. If enervation happens 1% of the time not much to get excited about but if its like the transmuter quality on mineral where it is there all the time. The vacuum guard has trap the soul, but what if the weapon is a vorpal instead of a trap the soul effect - this seems very plausible because you can't really have a vorpal guard can you?
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