Page 4 of 16 FirstFirst 1234567814 ... LastLast
Results 61 to 80 of 310

Thread: U47 Named Loot

  1. #61
    Community Member Redgob's Avatar
    Join Date
    Nov 2012
    Posts
    179

    Default

    Quote Originally Posted by Cocomajobo View Post
    Bracers
    Bracelet of Insanity
    Minimum Level: 29
    Feeds on Insanity
    What's "Feeds on Insanity"? There's no description on the item.

  2. #62
    Squirrel Enthusiast Lokeal_The_Flame's Avatar
    Join Date
    Nov 2010
    Posts
    1,857

    Default No Bastard Swords?

    Quote Originally Posted by Cocomajobo View Post
    Disclaimer
    Everything seen on the preview server, Lamannia, is not final and is subject to change or removal before live release.

    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

    Blightstaff Quarterstaff
    Minimum Level: 29
    Damage Dice: 5[1d6+6]
    Critical Profile: 20/x2

    • Spellcasting Implement +29
    • Enhancement Bonus +15
    • Blighted Lore Passive: Your Acid, Negative, Poison, and Evil spells gain +32% Equipment Bonus to their chance to Critical Hit.
    • Power of the Blight Passive: +219 Equipment bonus to Acid, Negative, Poison, and Evil Spell Power.
    • Spell Focus Mastery +7
    • Spell Penetration +9
    • 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.
    • Conjure Blighted Stone This weapon is invested with the power of the earth. Rarely, this power will come to the surface, attempting to turn enemies struck with Acid, Negative, Poison, or Evil spells to stone, as per the Flesh to Stone spell. A successful Fortitude save (DC 100) negates the effect.
    • Red Augment Slot
    • Purple Augment Slot
    • Orange Augment Slot

    Conqueror of Bone Great Club
    Minimum Level: 29
    Damage Dice: 7[1d10+3]
    Critical Profile: 19-20/x2

    • Enhancement Bonus +15
    • Impact V
    • 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
    • Red Augment Slot
    • Purple Augment Slot

    Handwraps of the Hound Handwraps
    Minimum Level: 29
    Damage Dice: 5[1d6+3]
    Critical Profile: 20/x2

    • Enhancement Bonus +15
    • Legendary Nightmares On hit, 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 Feat or a DC 100 Fortitude save versus the Death or be slain. Even if they make their save versus Death, they may still be feared.
    • Acid Vulnerability+???
    • Acid Blast 10 This weapon is covered in a strong and deadly acid, dealing 10d6 Acid damage on a successful hit, and an additional 10d6 Acid damage on a critical hit.
    • Legendary Acid Torrent 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 acid damage. A successful Reflex save (DC 100) reduces this by half.
    • Red Augment Slot

    Legendary Alchemical Battle Axe Battle Axe
    Minimum Level: 29
    Damage Dice: 5[1d8+3]
    Critical Profile: 20/x3

    • Spellcasting Implement +29
    • Enhancement Bonus +15
    • Ice Lore +32%
    • Glaciation +219
    • 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 Elemental Energy Harnessing a small amount of the power and potential of the raw elements, this item gives you a +!50 bonus to your maximum spell points. This stacks with all bonuses except Legendary Energy.
    • Red Augment Slot
    • Purple Augment Slot

    Legendary Alchemical Dagger Dagger
    Minimum Level: 29
    Damage Dice: 5[1d4+3]
    Critical Profile: 19-20/x2

    • Spellcasting Implement +29
    • Enhancement Bonus +15
    • Acid Lore +32%
    • Corrosion +219
    • 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.
    • Spell Penetration +9
    • Red Augment Slot
    • Orange Augment Slot

    Legendary Alchemical Dwarven Waraxe Dwarven War Axe
    Minimum Level: 29
    Damage Dice: 5[1d10+3]
    Critical Profile: 20/x3

    • Enhancement Bonus +15
    • Acid Blast 10 This weapon is covered in a strong and deadly acid, dealing 10d6 Acid damage on a successful hit, and an additional 10d6 Acid damage on a critical hit.
    • Legendary Stone Prison This weapon is invested with the power of the Earth. On an attack roll of 20 which is confirmed as a critical hit it will attempt to turn the target to stone, as the Flesh to Stone spell. A successful Fortitude save (DC 100) negates the effect.
    • Legendary Acid Torrent 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 acid damage. A successful Reflex save (DC 100) reduces this by half.
    • Utter Disintegration This weapon has a dark, insiduous power deep within. Occassionally, this power lashes out violently at enemies and attempts to disintegrate them. This disintegrate is incredibly powerful, and will utterly destroy weaker foes.
    • Red Augment Slot
    • Purple Augment Slot

    Legendary Alchemical Greataxe Great Axe
    Minimum 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

    Legendary Alchemical Great Crossbow Great Crossbow
    Minimum Level: 29
    Damage Dice: 5[2d8+3]
    Critical Profile: 18-20/x2

    • Enhancement Bonus +15
    • Acid Blast 10 This weapon is covered in a strong and deadly acid, dealing 10d6 Acid damage on a successful hit, and an additional 10d6 Acid damage on a critical hit.
    • Legendary Stone Prison This weapon is invested with the power of the Earth. On an attack roll of 20 which is confirmed as a critical hit it will attempt to turn the target to stone, as the Flesh to Stone spell. A successful Fortitude save (DC 100) negates the effect.
    • Legendary Acid Torrent 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 acid damage. A successful Reflex save (DC 100) reduces this by half.
    • Utter Disintegration This weapon has a dark, insiduous power deep within. Occassionally, this power lashes out violently at enemies and attempts to disintegrate them. This disintegrate is incredibly powerful, and will utterly destroy weaker foes.
    • Red Augment Slot
    • Purple Augment Slot

    Legendary Alchemical Greatsword Great Sword
    Minimum Level: 29
    Damage Dice: 5[2d6+6]
    Critical Profile: 19-20/x2

    • Enhancement Bonus +15
    • Flaming Blast 10 This weapon burns with deadly magical fire, dealing 10d6 Fire damage on a successful hit, and an additional 10d6 Fire damage on a critical hit.
    • Overwhelming Incineration This weapon stores the power of a raging inferno deep within. Occasionally, this destructive power comes to the surface, devastating enemies with overwhelming fire damage.
    • Legendary Fiery Detonation This weapon is imbued with a fiery wrath. On an attack roll of 20 which is confirmed as a critical hit this burning power will be released, dealing damage to the target and all enemies near it for 30d6 + 90 fire damage. A successful Fortitude save (DC 100) reduces this by half.
    • Seeker+21
    • Red Augment Slot
    • Purple Augment Slot

    Legendary Alchemical Handwraps Handwraps
    Minimum Level: 29
    Damage Dice: 5[1d6+3]
    Critical Profile: 20/x2

    • 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

    Legendary Alchemical Heavy Pick Heavy Pick
    Minimum Level: 29
    Damage Dice: 5[1d6+3]
    Critical Profile: 20/x4

    • Enhancement Bonus +15
    • Acid Blast 10 This weapon is covered in a strong and deadly acid, dealing 10d6 Acid damage on a successful hit, and an additional 10d6 Acid damage on a critical hit.
    • Legendary Stone Prison This weapon is invested with the power of the Earth. On an attack roll of 20 which is confirmed as a critical hit it will attempt to turn the target to stone, as the Flesh to Stone spell. A successful Fortitude save (DC 100) negates the effect.
    • Legendary Acid Torrent 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 acid damage. A successful Reflex save (DC 100) reduces this by half.
    • Utter Disintegration This weapon has a dark, insiduous power deep within. Occassionally, this power lashes out violently at enemies and attempts to disintegrate them. This disintegrate is incredibly powerful, and will utterly destroy weaker foes.
    • Red Augment Slot
    • Orange Augment Slot

    Legendary Alchemical Kama Kama
    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
    • Red Augment Slot
    • Purple Augment Slot

    Legendary Alchemical Khopesh Khopesh
    Minimum Level: 29
    Damage Dice: 5[1d8+3]
    Critical Profile: 19-20/x3

    • Enhancement Bonus +15
    • Shocking Blast 10 This weapon arcs with deadly electricity, dealing 10d6 Electric damage on a successful hit, and an additional 10d6 Electric damage on a critical hit.
    • 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
    • Red Augment Slot
    • Purple Augment Slot

    Legendary Alchemical Light Crossbow Light Crossbow
    Minimum Level: 29
    Damage Dice: 5[1d8+3]
    Critical Profile: 19-20/x2

    • Enhancement Bonus +15
    • Flaming Blast 10 This weapon burns with deadly magical fire, dealing 10d6 Fire damage on a successful hit, and an additional 10d6 Fire damage on a critical hit.
    • Overwhelming Incineration This weapon stores the power of a raging inferno deep within. Occasionally, this destructive power comes to the surface, devastating enemies with overwhelming fire damage.
    • Legendary Fiery Detonation This weapon is imbued with a fiery wrath. On an attack roll of 20 which is confirmed as a critical hit this burning power will be released, dealing damage to the target and all enemies near it for 30d6 + 90 fire damage. A successful Fortitude save (DC 100) reduces this by half.
    • Seeker+21
    • Red Augment Slot
    • Orange Augment Slot

    Legendary Alchemical Longbow Long Bow
    Minimum Level: 29
    Damage Dice: 5[1d8+6]
    Critical Profile: 0/x3

    • Enhancement Bonus +15
    • Flaming Blast 10 This weapon burns with deadly magical fire, dealing 10d6 Fire damage on a successful hit, and an additional 10d6 Fire damage on a critical hit.
    • Overwhelming Incineration This weapon stores the power of a raging inferno deep within. Occasionally, this destructive power comes to the surface, devastating enemies with overwhelming fire damage.
    • Legendary Fiery Detonation This weapon is imbued with a fiery wrath. On an attack roll of 20 which is confirmed as a critical hit this burning power will be released, dealing damage to the target and all enemies near it for 30d6 + 90 fire damage. A successful Fortitude save (DC 100) reduces this by half.
    • Seeker+21
    • Red Augment Slot
    • Purple Augment Slot

    Legendary Alchemical Maul Maul
    Minimum Level: 29
    Damage Dice: 5[1d10+6]
    Critical Profile: 20/x3

    • Enhancement Bonus +15
    • Shocking Blast 10 This weapon arcs with deadly electricity, dealing 10d6 Electric damage on a successful hit, and an additional 10d6 Electric damage on a critical hit.
    • 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
    • Red Augment Slot
    • Purple Augment Slot

    Legendary Alchemical Rapier Rapier
    Minimum Level: 29
    Damage Dice: 5[1d6+3]
    Critical Profile: 18-20/x2

    • Enhancement Bonus +15
    • Flaming Blast 10 This weapon burns with deadly magical fire, dealing 10d6 Fire damage on a successful hit, and an additional 10d6 Fire damage on a critical hit.
    • Overwhelming Incineration This weapon stores the power of a raging inferno deep within. Occasionally, this destructive power comes to the surface, devastating enemies with overwhelming fire damage.
    • Legendary Fiery Detonation This weapon is imbued with a fiery wrath. On an attack roll of 20 which is confirmed as a critical hit this burning power will be released, dealing damage to the target and all enemies near it for 30d6 + 90 fire damage. A successful Fortitude save (DC 100) reduces this by half.
    • Seeker+21
    • Red Augment Slot
    • Purple Augment Slot

    Legendary Alchemical Repeating Heavy Crossbow Repeating Heavy Crossbow
    Minimum Level: 29
    Damage Dice: 5[1d10+3]
    Critical Profile: 19-20/x2

    • 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


    Legendary Alchemical Sceptre Club
    Minimum Level: 29
    Damage Dice: 5[1d6+3]
    Critical Profile: 20/x2

    • Spellcasting Implement +29
    • Enhancement Bonus +15
    • Fire Lore +32%
    • Combustion +219
    • 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.
    • Arcane Augmentation IX
    • Red Augment Slot
    • Orange Augment Slot

    Legendary Alchemical Shortsword Shortsword
    Minimum Level: 29
    Damage Dice: 5[1d6+3]
    Critical Profile: 19-20/x2

    • Spellcasting Implement +29
    • Enhancement Bonus +15
    • Lightning Lore +32%
    • Magnetism +219
    • 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.
    • Spell Focus Mastery +7
    • Red Augment Slot
    • Purple Augment Slot

    Legendary Alchemical Quarterstaff Quarterstaff
    Minimum Level: 29
    Damage Dice: 5[1d6+6]
    Critical Profile: 20/x2

    • Enhancement Bonus +15
    • Icy Blast 10d6
    • 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

    Legendary Alchemical Warhammer Warhammer
    Minimum Level: 29
    Damage Dice: 5[1d8+3]
    Critical Profile: 20/x3

    • Enhancement Bonus +15
    • Acid Blast 10d6
    • Legendary Stone Prison This weapon is invested with the power of the Earth. On an attack roll of 20 which is confirmed as a critical hit it will attempt to turn the target to stone, as the Flesh to Stone spell. A successful Fortitude save (DC 100) negates the effect.
    • Legendary Acid Torrent 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 acid damage. A successful Reflex save (DC 100) reduces this by half.
    • Utter Disintegration This weapon has a dark, insiduous power deep within. Occassionally, this power lashes out violently at enemies and attempts to disintegrate them. This disintegrate is incredibly powerful, and will utterly destroy weaker foes.
    • Red Augment Slot
    • Purple Augment Slot

    Known Issues
    • Blightstaff is missing it's effect "Conjure Blighted Stone"
    Why no Bastard Swords?

    I was specifically hoping for a bastard sword with similar attributes to this abomination killer:


    Slayer Of Abominations Bastard Sword
    Minimum Level: 28
    • Abomination Bane: This weapon is most effective against constructs, oozes, the undead, and aberrations and will deal an extra 9D10 damage against these foes
    • Legendary Affirmation: Attacks and offensive spells have a [10~33%] chance to grant 1,000 temporary hitpoints with 1 minute duration. Cooldown is also one minute.
    • Ultra Morphic: This weapon transmutes into a form that is able to bypass any alignment, metal, or weapon type Damage Reduction (Chaotic, Good, Evil, Lawful, silver, adamantine, byeshk, cold iron, slash, pierce, bludgeon etc.)
    • Identity Crisis: Enemies hit by this weapon are plagued by visions of their past and future selves, significantly slowing their movement.
    • Purple Augment Slot
    • Red Augment Slot

  3. #63
    Nerino & Daniele's Souls Malex's Avatar
    Join Date
    Aug 2015
    Posts
    214

    Default

    Legendary Alchemical Longbow Long Bow
    Minimum Level: 29
    Damage Dice: 5[1d8+6]
    Critical Profile: 0/x3
    Enhancement Bonus +15
    Flaming Blast 10 This weapon burns with deadly magical fire, dealing 10d6 Fire damage on a successful hit, and an additional 10d6 Fire damage on a critical hit.
    Overwhelming Incineration This weapon stores the power of a raging inferno deep within. Occasionally, this destructive power comes to the surface, devastating enemies with overwhelming fire damage.
    Legendary Fiery Detonation This weapon is imbued with a fiery wrath. On an attack roll of 20 which is confirmed as a critical hit this burning power will be released, dealing damage to the target and all enemies near it for 30d6 + 90 fire damage. A successful Fortitude save (DC 100) reduces this by half.
    Seeker+21
    Red Augment Slot
    Purple Augment Slot
    The thing I dont like about this is that we have, at the same level, the Legendary Inferno Sniper.
    I'm not comparing the damage numbers (quite difficult considering one applies vulnerability), but rather the type of additional damage: for both is fire. That makes harder for ranger to have something to use against fire creatures, or worse iron golems. Maybe have this be a cold or acid bow actually?

  4. #64
    Community Member Yamani's Avatar
    Join Date
    Sep 2010
    Posts
    1,491

    Default

    Quote Originally Posted by Cocomajobo View Post

    Legendary Alchemical Longbow Long Bow
    Minimum Level: 29
    Damage Dice: 5[1d8+6]
    Critical Profile: 0/x3

    • Enhancement Bonus +15
    • Flaming Blast 10 This weapon burns with deadly magical fire, dealing 10d6 Fire damage on a successful hit, and an additional 10d6 Fire damage on a critical hit.
    • Overwhelming Incineration This weapon stores the power of a raging inferno deep within. Occasionally, this destructive power comes to the surface, devastating enemies with overwhelming fire damage.
    • Legendary Fiery Detonation This weapon is imbued with a fiery wrath. On an attack roll of 20 which is confirmed as a critical hit this burning power will be released, dealing damage to the target and all enemies near it for 30d6 + 90 fire damage. A successful Fortitude save (DC 100) reduces this by half.
    • Seeker+21
    • Red Augment Slot
    • Purple Augment Slot
    Since you want "actionable" feedback.
    1: Overwhelming Incineration: Has 100% proc rate, should leave that as is! Bows damage is low enough as is.
    2: Legendary Fiery Detonation: Does this conflict with freezing gales? Get rid of the DC they only happen on vorpals anyways.(Could just change this to keen for +2w)
    3: Seeker 21: Change to Elasticity.
    4: Since this is a 2hander, like staff's put 3 augment slots on it! (Should do so for all 2 handers)
    Last edited by Yamani; 06-23-2020 at 01:30 PM.
    Quote Originally Posted by Cordovan View Post
    Added even later: Ignore this add, I am the dumb.

  5. #65
    Community Member
    Join Date
    Feb 2014
    Posts
    280

    Default

    Quote Originally Posted by Malex View Post
    The thing I dont like about this is that we have, at the same level, the Legendary Inferno Sniper.
    I'm not comparing the damage numbers (quite difficult considering one applies vulnerability), but rather the type of additional damage: for both is fire. That makes harder for ranger to have something to use against fire creatures, or worse iron golems. Maybe have this be a cold or acid bow actually?
    There is a cold bow already, its called Void the endless cold.

  6. #66
    Community Member
    Join Date
    Aug 2014
    Posts
    124

    Default

    Quote Originally Posted by Lynnabel View Post
    Sharn Tier - 4. These are meant to be equally as competitive as Sharn Raid Loot.
    The raid weapons at least are not. Non-scaling damage procs need to be pretty big to keep up with raid-wide damage boosting debuff procs from Sharn raids. These feel like a tier in between Ravenloft and Sharn. Maybe the proc chance numbers are much higher than I'm assuming?

    All the DC 100 effect procs look unuseful; I don't think saves even begin to land until DC 110ish in Sharn quests. I'd imagine they're amazing for playing on Normal/Hard, but then, if you've already farmed out raid gear, I don't think normal/hard questing is what you're optimizing for.

  7. #67
    Senior Member
    Join Date
    Sep 2011
    Posts
    0

    Default

    Quote Originally Posted by Lynnabel View Post
    That's the kind of attitude I was hoping to see!

    As a note, this update's loot started out as about as 1:1 to its heroic versions as I could make it. I went into this preview expecting players to want more than just that, so if you want to chime in with concrete suggestions please feel encouraged to do so.
    Here is a concrete suggestion for an item that I think would be interesting. Change any of the large shields presented or make a new one as you please.

    Large Shield:
    Nearly Finished: May add +4 alchemical any stat
    Almost Done: May add LGS Affirmation, Ash, Ooze or Dust effect.
    Resistance +17
    Light Absorption 30%

    Having these raids updated without alchemical stats just seems completely wrong.
    Having to continue to have LGS be the only source for some of the most powerful effects is getting old.
    Member of Spellswords on Ghallanda

  8. #68
    Community Member Yamani's Avatar
    Join Date
    Sep 2010
    Posts
    1,491

    Default

    Quote Originally Posted by Noircere View Post
    The raid weapons at least are not. Non-scaling damage procs need to be pretty big to keep up with raid-wide damage boosting debuff procs from Sharn raids. These feel like a tier in between Ravenloft and Sharn. Maybe the proc chance numbers are much higher than I'm assuming?

    All the DC 100 effect procs look unuseful; I don't think saves even begin to land until DC 110ish in Sharn quests. I'd imagine they're amazing for playing on Normal/Hard, but then, if you've already farmed out raid gear, I don't think normal/hard questing is what you're optimizing for.
    When testing the bow the damage for overwhelming incineration looked to be 800-1100 damage per hit so I'm assuming 12d100. The proc rate was 100%.
    Quote Originally Posted by Cordovan View Post
    Added even later: Ignore this add, I am the dumb.

  9. #69
    Community Member
    Join Date
    May 2013
    Posts
    477

    Arrow

    The Fang of Xyzzy
    Minor Artifact
    Minimum Level: 29
    Max Filigree Slots: 3
    Natural Armor Bonus +22
    Thorny Crown of Madness This legendary artifact resonates with cruel and delightful madness. Strikes with your melee weapons have a chance to confuse your target, allowing them to harm and be harmed by friend and foe alike. Furthermore, hits with your melee weapons against Confused targets deal an additional 10d6 Chaos damage.
    Hound's Blood This artifact, while equipped, grants you some of the innate protections of a Thaarak. You are warded against Charms, Poison, and Petrification.
    Hound's Bones +31% Enhancement bonus to Chaos absorption
    I like this design, it looks flavorful. Not quite powerful with only the confusing as real ability.
    The natural armor and the immunities I wouldn't even include in a planner, and chaos absorption really isn't that great. And besides, the regular value for absorption is 53 now isn't it?

    The Heart of Suulomades
    Minor Artifact
    Minimum Level: 29
    Max Filigree Slots: 3
    Quality Constitution +5
    Insightful Resistance +8
    Devil's Blood This artifact, while equipped, grants you some of the innate protections of a Horned Devil. You are warded against Curses, Poison, and Fear.
    Devil's Bones +31% Enhancement bonus to Chaos absorption
    What's with the chaos absorption? Chaos isn't a significant damage type. Have you been playing too much Path of Exile or something?
    Suulomades is a Lawful Evil outsider. Devil bones would give Lawful absorption, if anything. But where chaos is certainly characteristic of Xoriat, law certainly isn't the first thing I'd think of with devils. please changes this to anything else. Maybe dr/good+silver, i don't know.

    Quori-Infused Core
    Minor Artifact
    Minimum Level: 29
    Max Filigree Slots: 3
    Quori Mind Shield There are some benefits to being... connected. You are immune to Confusion and Domination effects, and gain a +31% Enhancement bonus to Chaos absorption.
    Constitution +22
    Insightful Magical Sheltering +29
    Eversight You benefit from the spell True Seeing and are Immune to Blindness
    Really, quit it with your chaos absorption...

  10. #70
    Community Member Hobgoblin's Avatar
    Join Date
    Sep 2007
    Posts
    1,319

    Default

    Quote Originally Posted by Cocomajobo View Post
    Disclaimer
    Everything seen on the preview server, Lamannia, is not final and is subject to change or removal before live release.

    Armors
    Transcendent Vestments Clothing
    Minimum Level: 29
    Armor Bonus: +15

    • Enhancement Bonus +15
    • Wisdom +21
    • Banishing Weapons
    • Smiting Weapons
    • Healing Amplification +88
    • Green Augment Slot

    this is competing with sharn armor sets - and its not attractive enough to make me want to switch. maybe add displacement on it? yes i know that would seem op, but it kinda has to be to pull people away from sets

  11. #71
    Community Member HastyPudding's Avatar
    Join Date
    Oct 2009
    Posts
    3,181

    Default

    Quote Originally Posted by Hobgoblin View Post
    this is competing with sharn armor sets - and its not attractive enough to make me want to switch. maybe add displacement on it? yes i know that would seem op, but it kinda has to be to pull people away from sets
    They kind of dug themselves into a hole with the sets being all tied to armor. It's going to be very difficult to dig themselves out of it, now that we're all entrenched with our favorite sets.
    Primary Home: Argonnessen
    Archarias, Guild Leader of Britches & Hosen
    "Elder brains are a lot like bouncy castles. They just sit there, but if you jump up and down on them, things get interesting real quick." ~FlimsyFirewood

  12. #72
    Systems Designer
    Lynnabel's Avatar
    Join Date
    Jul 2016
    Posts
    0

    Default

    Quote Originally Posted by Rull View Post
    I like this design, it looks flavorful. Not quite powerful with only the confusing as real ability.
    The natural armor and the immunities I wouldn't even include in a planner, and chaos absorption really isn't that great. And besides, the regular value for absorption is 53 now isn't it?



    What's with the chaos absorption? Chaos isn't a significant damage type. Have you been playing too much Path of Exile or something?
    Suulomades is a Lawful Evil outsider. Devil bones would give Lawful absorption, if anything. But where chaos is certainly characteristic of Xoriat, law certainly isn't the first thing I'd think of with devils. please changes this to anything else. Maybe dr/good+silver, i don't know.



    Really, quit it with your chaos absorption...
    At least one of these should be Evil absorption for THTH, I'll swap it around.
    100% radical, enthusiasm enthusiast.

    "Have you tried preproccing feat directory?"

  13. #73
    Senior Member
    Join Date
    Sep 2011
    Posts
    0

    Default

    Quote Originally Posted by Cocomajobo View Post
    Disclaimer
    Everything seen on the preview server, Lamannia, is not final and is subject to change or removal before live release.

    Helms
    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.
    A bit on the boring side to be honest with many, many items with those effects already. Lets spice it up some:
    - Nearly finished: May add +4 alchemical bonus to any stat.
    - Spell Saves +17 (too few items with that effect in game)
    - Profane Spell Focus II (there is only one item with that effect in the game currently!)
    - Magical Efficiency 10%

    This I would farm for!
    Member of Spellswords on Ghallanda

  14. #74
    Community Member Quikster's Avatar
    Join Date
    Apr 2008
    Posts
    4,968

    Default

    Quote Originally Posted by Cetus View Post
    So, there seems to be nothing that my THF greataxe wielding melee will want from this entire list of items. The alchemical procs are worthless with a DC of 100 against the current endgame. There's also no customizable component to any of this.

    The loot itself is also rather lackluster for a DPS character. Nothing is consolidated, and being pidgeon-holed into a "part of the family set" - with nothing to compete with it - renders all new necklaces, armors, and gloves essentially useless for a melee DPS.

    To me, this is problematic.
    Agreed. I would have preferred a reasonable (aka short grind) to slot the set bonus in any three sharn items rather than be forced to take the slots/bonuses given.
    Sarlona's FORMER #1 Piker!!
    QuiknDirty~Quikster~Quikkilla Missquik~
    Member of Roving Guns

  15. #75
    Community Member clagor's Avatar
    Join Date
    Aug 2010
    Posts
    75

    Default Missing customizable legendary version of the alchemical weapons

    As a Ranger I am missing a Scimitar as a weapon.

    The Long Sword and Long Bow is something we already have as a similar version.

    I was hoping for a legendary version of the customizable Alchemical Weapons of all types.
    Argonessen - Guild: "Married with Children" / Clagor Dan - Elf - Tempest (18 Ranger / 1 Barbarian / 1 Rogue) / Glagor Dan - Drow - Pale Master (18 Wizard / 2 Rogue)

  16. #76
    Community Member Dragavon's Avatar
    Join Date
    Sep 2006
    Posts
    2,879

    Default

    Quote Originally Posted by Cocomajobo View Post
    Helms
    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.
    • Augment Summoning
    • Will +18
    • Heightened Awareness +10
    • Blue Augment Slot
    • Green Augment Slot
    • Yellow Augment Slot

    Necklaces

    Please get rid of the eidolon summons on this item. In my experience it often creates lag, and can also bug out some quests. It should be removed from the game completely.

  17. #77
    Community Member
    Join Date
    Apr 2006
    Posts
    1,714

    Default

    Unimpressed by items once again.

  18. #78
    Community Member
    Join Date
    Jun 2006
    Posts
    9,633

    Default

    Quote Originally Posted by Cocomajobo View Post
    Explorer's Hat Head Slot
    Minimum Level: 6/27
    • True Seeing
    • Spot +8/+19
    • Search +8/+19
    • Dodge +4%/+12%
    • Green Augment Slot

    Fanged Necklace Neck Slot
    Minimum Level: 6/27
    • Druidic Survival Mastery While in Wild Shape, you receive a Primal bonus to damage equal to half the number of Wilderness Lore feats you have.
    • Strength +4/+12
    • Speed +16%/+30%
    • Seeker +4/+12
    • Green Augment Slot

    Weapons
    Blade of the Clouds Short Sword
    Minimum Level: 6/27
    Damage Dice: [1d6]/5[1d6]
    Critical Profile: 19-20/x2

    • Enhancement Bonus +4/+15
    • Favored Weapon This weapon has a divine attunement and gains bonuses as if it were a Favored Weapon regardless of your Deity.
    • 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.
    • Cloudburst On Vorpal, this weapon triggers a Cloudburst, striking its target with lightning and dealing sonic damage to surrounding enemies through a powerful thunderclap.
    • Electrifying 2d6/6d6
    • Red Augment Slot
    - I think Dodge as an affix for endgame items needs to be re-evaluated...its pretty much a junk stat in mid-high Epics because everyone can already easily reach their Dodge cap, which is usually MDB. Can I suggest some items with Dodge in Heroic be changed to Dodge Cap or an untyped MDB bonus for their Epic version? That's what we really need to boost our Dodge values.

    - I know items arent designed with just the current meta in mind...but come on, an item specifically for Druid melee that directly conflicts with the melee set? Why couldnt this be a bracer so you can equip it alongside FR Sigil?

    - Along the same lines...Finesse on an endgame weapon? If you're DEX based then you have a solution for DEX-to-hit already by L27. This really needs to be re-imagined as an Epic-worthy weapon. Is there at least an Epic Cloudburst, or is it just the Heroic version still? This honestly feels like a S/S/S-era Epic weapon. I also dont see how getting a free Favored: Shortsword is useful in any way...its not an inherently useful weapon type, if you're using it you're a Swashbuckler and you probably dont care if its Favored.

    I'd suggest, keeping with the theme, give it the Titan Thunderstroke over Cloudburst and maybe instead of Finesse it adds an additional 0.5 DEX as insightful dmg and tactics, effectively a DEX Trance baked in since there is no actual DEX Trance. IDK if items can scale off your stat like that, or if it can be coded as a buff effect or a clicky (expire on unequip) or what.

    Quote Originally Posted by Cocomajobo View Post
    Blightstaff Quarterstaff
    Minimum Level: 29
    Damage Dice: 5[1d6+6]
    Critical Profile: 20/x2

    • Spellcasting Implement +29
    • Enhancement Bonus +15
    • Blighted Lore Passive: Your Acid, Negative, Poison, and Evil spells gain +32% Equipment Bonus to their chance to Critical Hit.
    • Power of the Blight Passive: +219 Equipment bonus to Acid, Negative, Poison, and Evil Spell Power.
    • Spell Focus Mastery +7
    • Spell Penetration +9
    • 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.
    • Conjure Blighted Stone This weapon is invested with the power of the earth. Rarely, this power will come to the surface, attempting to turn enemies struck with Acid, Negative, Poison, or Evil spells to stone, as per the Flesh to Stone spell. A successful Fortitude save (DC 100) negates the effect.
    • Red Augment Slot
    • Purple Augment Slot
    • Orange Augment Slot
    Aww haha just when Carceri Warlock thought the one good thing they had going for them was Wave...bonus SP/crit and a baked-in CC effect...now literally every lock with Utterdark (so...every lock) now has bonus SP/Crit, and GOO locks get it to their Acid too. And a baked-in CC to boot. Abyss too but...no one's going to play Abyss :P

    But interesting for PMs....will every tick of DA/LDA have a chance to proc F2S?

  19. #79
    Community Member
    Join Date
    Sep 2009
    Posts
    168

    Default

    Quote Originally Posted by Cocomajobo View Post
    Disclaimer
    Everything seen on the preview server, Lamannia, is not final and is subject to change or removal before live release.


    Blightstaff Quarterstaff
    Minimum Level: 29
    Damage Dice: 5[1d6+6]
    Critical Profile: 20/x2

    • Spellcasting Implement +29
    • Enhancement Bonus +15
    • Blighted Lore Passive: Your Acid, Negative, Poison, and Evil spells gain +32% Equipment Bonus to their chance to Critical Hit.
    • Power of the Blight Passive: +219 Equipment bonus to Acid, Negative, Poison, and Evil Spell Power.
    • Spell Focus Mastery +7
    • Spell Penetration +9
    • 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.
    • Conjure Blighted Stone This weapon is invested with the power of the earth. Rarely, this power will come to the surface, attempting to turn enemies struck with Acid, Negative, Poison, or Evil spells to stone, as per the Flesh to Stone spell. A successful Fortitude save (DC 100) negates the effect.
    • Red Augment Slot
    • Purple Augment Slot
    • Orange Augment Slot
    I like the concept, would love a true caster quarterstaff like the one in KT (Staff of Irian) but problem is...it's 2 handed and you can find WAY more only carrying Nightmother's sceptre (+7 spell focus AND insightful +4 ; spell +8 only BUT also insightful +4) not even including the bonuses from the orb on the other hand...

    Atleast make this staff +8 or +9 spell focus mastery and give it insightful spell pen +4 AND spell focus mastery +4 then we'd truely have, with small changes, a raid worthy quarterstaff.

    And last, would be cherry on top if you switched standard spellpower/lore for insightful ones but that is not mandatory to make the staff sought after if you already add what I suggested above.

    Ps: do the turn to stone effect works on constructs and such...? If so there's real potential to help casters with what they struggle the most with....
    Last edited by PublicEnemy; 06-23-2020 at 02:20 PM.

  20. #80
    Community Member
    Join Date
    Apr 2011
    Posts
    65

    Default

    Quote Originally Posted by Cocomajobo View Post

    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.
    • Augment Summoning
    • Will +18
    • Heightened Awareness +10
    • Blue Augment Slot
    • Green Augment Slot
    • Yellow Augment Slot
    If I was going to use this, considering the limit of one artifact at a time, I would probably be building for it a bit, which would include taking Augment Summoning and Improved Augment Summoning, since the later requires the former and items won't help with that.

    A unique bonus for summons would be good to replace that with, maybe some kind of negative damage on hit for summons would be thematic, or evil damage so it's useful against more things. A scaling Augment Summoning effect that stacks with the feats would also be interesting and allow it to be used on future items easier.
    Last edited by pawpaw2000; 06-23-2020 at 04:40 PM.

Page 4 of 16 FirstFirst 1234567814 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload