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  1. #61
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    Quote Originally Posted by Thar View Post
    The Prince's Sceptre Club
    Minimum Level: 5/29
    Damage Dice: [1d6]/[1d6+2]
    Critical Roll: 20/x2

    Spell Focus Mastery +2/+7
    Insightful Spell Focus Mastery +1/+4
    Spell Penetration +2/+9
    Insightful Spell Penetration +1/+5
    Red Augment Slot


    The Queen's Sceptre Club
    Minimum Level: 5/29
    Damage Dice: [1d6]/[1d6+2]
    Critical Roll: 20/x2

    Potency +33/+154
    Insightful Potency +16/+77
    Spellsight +7/+22
    Insightful Spellsight +3/+11
    Red Augment Slot

    still meh, basically ravenloft caster gear with a little more spell pen or potency. could have did something different?
    +1

    Could it be possible to have a force main weapon? The alchemical crafting from the updated raids brought a lot of options to the "elemental" spell damage. However, I feel the force and negative builds are lacking in main hand weapon options.

    Also, it might make builds more interesting if these weapons could drop with a random seasons bonus set

    Thanks for the work

  2. #62
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    Quote Originally Posted by Lynnabel View Post
    Fun fact, the current Striding 30 augment was changed to Swiftness 15 (movement speed 30, attack speed 15) so a speed augment does already exist. You may even already own one
    Words cannot express how delighted I am by this - attack speed has often been a pain to gearfit around, so this is just wonderful!

  3. #63
    Community Member Monkey_Archer's Avatar
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    Quote Originally Posted by A-O View Post
    Give me a rough draft of what you hope to get on say an Alchemist nuker, or a Sorc nuker, or a traditional melee dps (say barb or paladin). Or a tank. You don't have to make the item build, but give me something to work with. What will these items give that you don't have now?
    For 1-dimensional builds such as those I'm expecting 3 piece sharn + 4 piece feywild to be most optimal. Endgame tanks are stuck with LGS I believe, but pug raid tanks will see gains from winter set.
    Thelanis

  4. #64
    Community Member Duhboy's Avatar
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    Default Omg you're joking right?

    Quote Originally Posted by cocomajobo View Post
    epic set bonus: eminence of spring
    • 2 pieces equipped: +10% artifact bonus to missile deflection
    • 3 pieces equipped: +10% artifact bonus to damage versus the helpless
    • 4 pieces equipped: +3% legendary bonus to dodge cap
    • 5 pieces equipped: +3 artifact bonus to all ability scores
    • 6 pieces equipped: +3 sneak attack dice
    • 7 pieces equipped: +25 artifact bonus to melee and ranged power
    Quote Originally Posted by cocomajobo View Post
    epic set bonus: eminence of summer
    • 2 pieces equipped: +25 artifact bonus to magical resistance rating
    • 3 pieces equipped: -25% artifact bonus to threat generation
    • 4 pieces equipped: +5 artifact bonus to your tactical abilities
    • 5 pieces equipped: +3 artifact bonus to all ability scores
    • 6 pieces equipped: +25% artifact bonus to fortification bypass
    • 7 pieces equipped: +15% artifact bonus to doublestrike and doubleshot
    So the devs took the overwhelming feedback on how bad the summer and spring sets are and managed to make them WORSE. As it is right now no melee worth their salt is going to give up a 3 PIECE Sharn set for a 7 PIECE Feywild set based on the fact that the Sharn set gives you more for less gear required.

    Legendary Part of the Family set (3 pieces), you gain:

    +15% Artifact bonus to Doublestrike
    +25 Artifact bonus to Melee Power
    +15% Artifact bonus to damage vs the Helpless
    +10% Artifact bonus to Fortification Bypass


    Eminence of Spring set:
    2 pieces equipped: +10% artifact bonus to missile deflection
    3 pieces equipped: +10% artifact bonus to damage versus the helpless
    4 pieces equipped: +3% legendary bonus to dodge cap
    5 pieces equipped: +3 artifact bonus to all ability scores
    6 pieces equipped: +3 sneak attack dice
    7 pieces equipped: +25 artifact bonus to melee and ranged power

    So the only difference you'll gain with the Feywild set is SA Die, a feeble amount of dodge (really devs?), missile deflection, +3 to stats, & losing -5% damage to helpless enemies while sacrificing 7 pieces of gear for the spring set (which are terrible) in order to get which screams out to me as a trap when you can get, comparably speaking, the better qualities of a melee set with alot less gear slots taken all the while using the new augment system to fill in what I'm missing.

    I understand that the devs are trying to make these sets more "flexible" but there's a system, a revamped system that's going to do this. And that's the augment system. And yes I know that I could and most possibly will as previously stated use the Sharn set while using the set augments to "fill in the void" but I believe that a 7 PIECE set would make it less of an issue of "filling in the void" with augments. I strongly believe that the season sets should not be made more 'flexible' because you already have a system placed for that and the season sets & GEAR should correspond to the different play styles such as:

    Summer: Melee
    Spring: Ranged
    Autumn: Spellcaster
    Winter: Tank

    Cetus made a good point.
    I do not understand why melee related bonuses are interspersed between two sets, especially with things like melee power and additional helpless damage (helpless being a result of tactics), existing in the one of the two sets that happens to have nearly zero attractive items for an armored melee such as Kensei Fighters, Barbarians, or KotC Paladins. What, maybe crown of butterflies solely for the 10 mp I'd attempt equipping? That's it?

    Why does the caster season have a focused and tightened progression with all directly useful options, yet these melee trees are interspersed with things that I don't want? The same goes for the tanking season. The progression is amazing, and there's nothing extraneous there. They get it all, AC + PRR + HP + Stats + Threat + Elemental Absorption.

    I want a unified melee set.

    2 Pieces: +15% Fortification Bypass
    3 Pieces Equipped: +15% Artifact bonus to Doublestrike and Doubleshot
    4 Pieces Equipped: +25 Artifact bonus to Melee and Ranged Power
    5 Pieces Equipped: +4 Artifact bonus to all Ability Scores
    6 Pieces Equipped: +15% Artifact bonus to damage versus the Helpless
    7 Pieces Equipped: +20 Legendary Bonus to Critical Hit Damage (in line with the shroud themed effect)
    And have the gear that corresponds with each season. Then have it up for the player to decide if they want to dip into another season or not with the artifacts. By having different play style pieces of gear in each set doesn't make it more "flexible" but more confusion to the player and that is the wrong way to go.
    Shaox xKahn of Orien server

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  5. #65
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    Quote Originally Posted by Lynnabel View Post
    This makes more sense to me. So you want the upper tiers of the feywild sets to better match the sharn sets (wallwatch/Silent Avenger for spring, part of the family/crypt raider for summer) so that you won't feel the sting of losing sharn/ravenloft sets as badly.

    Maybe I should drop the +stats altogether from spring/summer? Actually, maybe I should drop them from spring/summer/winter, move them down in fall for a potential easier splash if you're really looking for that, and then fill in those gaps with more non-stacking stuff to better fill in those gaps?
    This is what I would suggest. now hear me out. If the 7 piece was changed to 30% Legendary hit points.

    Right now most tanks are running LGS 4 items at 30% LHPS +3 piece Sharn set which equals 7 items.

    I am currently wearing 5 piece LGS, I would consider wearing the following 7piece set and dropping a 5th green steel item and lose Ender set and 6% hitpoints to wear the following set bonus. I know you don't want to invalidate LGS, this would not do so. they aren't getting the 5 piece set bonus i.e. Ender set bonus that LGS offers.


    Epic Set Bonus: Eminence of Winter

    • 2 Pieces Equipped: +25 Artifact bonus to Physical Resistance Rating
    • 3 Pieces Equipped: +100% Artifact bonus to Threat Generation
    • 4 Pieces Equipped: +10% Artifact bonus to Armor Class
    • 5 Pieces Equipped: +3 Artifact bonus to all Ability Scores
    • 6 Pieces Equipped: +10 Artifact bonus to Healing, Repair, and Negative Amplification
    • 7 Pieces Equipped: +30% Legendary bonus to Maximum Hitpoints




    Roving Guns - Sarlona
    Cashery

  6. #66
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    Quote Originally Posted by Lynnabel View Post
    I don't think putting sharn tier stuff at 3/4 is a good idea. I like that the slightly tweaked paradigm of 5/6/7 being sharn stuff means it's almost impossible to get 2 feywild sets together at that tier for those values, which is how it is now due to armor restrictions.

    I like 4pcs being anchored to LGS stuff. if 5/6/7 are sharn-tier, that means you can potentially either go:

    3 pc sharn, 4 pc feywild = 7
    7 pc feywild = 7

    So in summary:

    2/3 = new stuff
    4 = lgs set bonus stuff
    5/6/7 = sharn stuff

    2 should be more unique bonus like, Spring: missile deflection, Summer: artifact attack and damage, Fall: Amplification, Winter: artifact fortification
    3 - Some Sharn bonus: Spring: Range power: Summer: Melee power, Fall: Spell power + spell crit chance, Winter: PRR + Mrr
    4 - low tier LGS bonus. Spring: Dodge cap, Summer: Artifact tactics, Fall: 20% sp, Winter Legendary 20% hp,
    5 - 3 ability score
    6 - Rest of Sharn set bonus (range, melee, caster, tank)
    7 - stacking or higher tier LGS bonus, legendary +10% hp for Winter, 15% critical damage Spring Summer and Fall

  7. #67
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    Quote Originally Posted by Monkey_Archer View Post
    For 1-dimensional builds such as those I'm expecting 3 piece sharn + 4 piece feywild to be most optimal. Endgame tanks are stuck with LGS I believe, but pug raid tanks will see gains from winter set.
    Could you post such a setup for say a sorc nuker? I am having a hard time seeing which 4 pieces of feywild gear you would use that would be better than what is currently used by sorc nukers (3 Sharn, 4 LGS etc). So I am very curious to hear what you are seeing.
    Member of Spellswords on Ghallanda

  8. #68
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    Quote Originally Posted by IBCrabin View Post
    2 should be more unique bonus like, Spring: missile deflection, Summer: artifact attack and damage, Fall: Amplification, Winter: artifact fortification
    3 - Some Sharn bonus: Spring: Range power: Summer: Melee power, Fall: Spell power + spell crit chance, Winter: PRR + Mrr
    4 - low tier LGS bonus. Spring: Dodge cap, Summer: Artifact tactics, Fall: 20% sp, Winter Legendary 20% hp,
    5 - 3 ability score
    6 - Rest of Sharn set bonus (range, melee, caster, tank)
    7 - stacking or higher tier LGS bonus, legendary +10% hp for Winter, 15% critical damage Spring Summer and Fall
    if 3 is a sharn bonus then it won't work with Sharn. So people will be discouraged from mixing sharn sharn + feywild because they'll be penalized for it.
    100% radical, enthusiasm enthusiast.

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  9. #69
    Community Member Bunker's Avatar
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    Quote Originally Posted by Cocomajobo View Post
    [INDENT]

    The Galvanizer Raid Light Crossbow
    Minimum Level: 29
    Damage Dice: [1d8+3]
    Critical Roll: 17-20/x2

    • Legendary Lightning Attacks and offensive spells have a chance to create Lightning traps.
    • Shocking Blast 10d6
    • Ranged Alacrity 25%
    • Keen V
    • Red Augment Slot
    • Purple Augment Slot
    Ranged Alacrity. There have been more than a few ranged weapons with this and maybe I don't get it. What is the benefit to having this on a weapon. And if it is that good, how is it that no melee weapon has ever had Melee Alacrity?

    Is this a wasted spot on ranged weapons?
    Mothergoose - Kardinal - Bunks

  10. #70
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    Quote Originally Posted by Lynnabel View Post
    I wanted to avoid spring + summer having a ranged/melee telegraph in their set bonuses but it's possible I could try something like this:

    Spring:

    2: missile deflection
    3: helplessness dmg (wallwatch doesn't have this)
    4: dodge cap (lgs bonus)
    5: sneak dice (wallwatch + silent avenger)
    6: doubleshot (wallwatch + silent avenger)
    7: ranged power (wallwatch + silent avenger)
    Missile Deflection might as well not exist as a mechanic when the values available in game are so low: 5% from Beacon of Magic set, 10% from Wood Elf (temporarily), 3% from Deadly Rain or Spines of the Manticore.

    Dodge Cap increases as a set bonus is meh. Ranged toons are by definition light armor. Going from 25% Dodge to 28% Dodge cap isn't exciting or very useful. I would rather see an MRR cap increase if spring is going to be ranged focused.
    Khyber: Ying-1, Kobeyashi, Nichevo-1 | 75 million Reaper XP

  11. #71
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    Quote Originally Posted by Bunker View Post
    Ranged Alacrity. There have been more than a few ranged weapons with this and maybe I don't get it. What is the benefit to having this on a weapon. And if it is that good, how is it that no melee weapon has ever had Melee Alacrity?

    Is this a wasted spot on ranged weapons?
    Striding 30 just changed to 15% attack speed, so you don't need to waste one of the four precious weapon effects with Melee Alacrity.

    25% Ranged Alacrity is only wasted because anything above 21% has no benefit and Blinding Speed offers 22% ranged alacrity. To make 25% Ranged Alacrity relevant (aside from saving you a feat), there would have to be underlying changes to the ranged system. We might see something like that with bow changes, but no one is holding their breath for those. That was originally slated for feywild release, but it's obviously not happening.
    Khyber: Ying-1, Kobeyashi, Nichevo-1 | 75 million Reaper XP

  12. #72
    Community Member Monkey_Archer's Avatar
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    Quote Originally Posted by mikarddo View Post
    Could you post such a setup for say a sorc nuker? I am having a hard time seeing which 4 pieces of feywild gear you would use that would be better than what is currently used by sorc nukers (3 Sharn, 4 LGS etc). So I am very curious to hear what you are seeing.
    Better being subjective and sorcs not being my thing, Ill probably just concede that 4 LGS is better (in the 1-dimensional context). I was thinking more of melee/tank builds. For sorc, 1 LGS + 4 piece winter seems like an interesting alternative, even if you give up some crit damage.
    Thelanis

  13. #73
    Hatchery Founder Ganak's Avatar
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    Quote Originally Posted by Cocomajobo View Post

    Valorius, the Flameblade Raid Scimitar
    Minimum Level: 29
    Damage Dice: 5[1d6+3]
    Critical Roll: 18-20/x2

    • Flameblade This blade is made of pure fire and is surprisingly light to the touch. It bypasses the Incorporeal chances of Ethereal monsters innately.
    • Fiery 10d6
    • 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 Blinding Embers This weapon sheds tiny embers that can impair a creature's sight. If you roll a 20 when attacking and confirm the critical hit, the target will become blinded by a burst of fiery sparks.
    • Red Augment Slot
    • Purple Augment Slot

    This almost looks like it should be the druid flameblade spell?


    Curious on Legendary Blinding Embers...how is it different in a legendary way from the regular Blinding Embers?

    Why does it not do additional damage and blind the target on a successful critical hit like the old radiance proc? And work as a AOE on a crit with a chance to blind all around it?



    For the Flameblade effect, is it more than just ghost touch? Any bypass benefits?



    This looks like a ghost touch weapon doing fire damage every hit with a 5% on hit chance to blind trash and a 2% chance to do a lot of fire damage...
    The Nak Abides - Argo - Ascent
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  14. #74
    Founder lostgunman's Avatar
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    I was trying to test out the new throwing daggers, but all I get when I try to get them from the dojo is: Inventory Error Cannot Split

  15. #75
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    The spring, summer and autumn sets each have 12 non-raid named items. The winter set has 13 non-raid named items. If you added one more item to the spring, summer and autumn sets, that would give each set 13 named non-raid items... with 13 quests in the expansion. It may just be my OCD kicking in, but having an equal number of items per quest seems aesthetically pleasing. This would probably require moving the two pet items out to wilderness rare chests, but that doesn't seem like a dealbreaker.

  16. #76
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    Quote Originally Posted by Carpone View Post
    Striding 30 just changed to 15% attack speed, so you don't need to waste one of the four precious weapon effects with Melee Alacrity.

    25% Ranged Alacrity is only wasted because anything above 21% has no benefit and Blinding Speed offers 22% ranged alacrity. To make 25% Ranged Alacrity relevant (aside from saving you a feat), there would have to be underlying changes to the ranged system. We might see something like that with bow changes, but no one is holding their breath for those. That was originally slated for feywild release, but it's obviously not happening.
    I wonder if it shows up when you equip the augment? I just bought a 30% striding augment from the DDO store and 15% attack speed doesn't show up in the description. unfortunately, I cant test it cause I am only lev 7 at the moment. Have you run any tests or do you see the same thing?

    Nico

  17. #77
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    I'm still wondering why the feybane weapons are crystal. Cold Iron would be more appropriate because that is what bypasses the DR of fey creatures. Am I missing something that would make crystal relevant here?

  18. #78
    Hatchery Founder Ganak's Avatar
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    Thanks for making the changes to the redundant vanilla dex on Thorn Boots and Rockslide Ring.
    The Nak Abides - Argo - Ascent
    Ganak Goblinjuicer ~ Xanak the Irregular

  19. #79
    Community Member Yamani's Avatar
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    Quote Originally Posted by Lynnabel View Post
    I wanted to avoid spring + summer having a ranged/melee telegraph in their set bonuses but it's possible I could try something like this:

    Spring:

    2: missile deflection
    3: helplessness dmg (wallwatch doesn't have this)
    4: dodge cap (lgs bonus)
    5: sneak dice (wallwatch + silent avenger)
    6: doubleshot (wallwatch + silent avenger)
    7: ranged power (wallwatch + silent avenger)

    Summer:

    2: mrr
    3: threat decrease
    4: tactics (not really LGS but dire charge is OP so I'm confident)
    5: fort bypass (part of the family + silent avenger)
    6: doublestrike (part of the family + silent avenger)
    7: melee power (part of the family + crypt raider)



    I'm kind of okay with the second half of this - ideally this isn't an expansion that causes everyone to trash their current gear wholesale. The first part we can try to tweak to get closer to a better result, though.
    Please, yes do these 2 sets over the other ones.
    Quote Originally Posted by Cordovan View Post
    Added even later: Ignore this add, I am the dumb.

  20. #80
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    Default Incremental set bonuses

    How about several partial bonuses that get bigger as you go up? Maybe something like...

    Epic Set Bonus: Eminence of Winter
    2 Pieces Equipped: +10 Artifact bonus to Physical Resistance Rating, +5 Artifact bonus to Healing, Repair, and Negative Amplification
    3 Pieces Equipped: +10% Legendary bonus to Maximum Hitpoints, +2 Artifact bonus to all Ability Scores
    4 Pieces Equipped: +50% Artifact bonus to Threat Generation, +5% Artifact bonus to Armor Class
    5 Pieces Equipped: +20% Legendary bonus to Maximum Hitpoints, +4 Artifact bonus to all Ability Scores
    6 Pieces Equipped: +25 Artifact bonus to Physical Resistance Rating, +15 Artifact bonus to Healing, Repair, and Negative Amplification
    7 Pieces Equipped: +100% Artifact bonus to Threat Generation, +15% Artifact bonus to Armor Class


    That way you get smaller bonuses as you go up that will mesh better with sharn/ravenloft/lgs sets, or you can go all in to get the bigger bonuses.

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