PDA

View Full Version : Request for Quarterstaff Changes!



Perceval418
10-22-2007, 01:30 PM
I have a short and simple request.

Stormreach is filled with wizards and sorcerers who are dual wielding daggers, swords, scepters, clubs and maces. This is happening primarily because our favored and mostly class specific weapon, Quarterstaffs, cant provide for us the level of benefit that using two one handed weapons can.

I would like to see Quarterstaffs that can meet the needs and demands of the casters of stormreach!

In other words, i would like to see quarterstaffs that can match using two weapons. Say, a Greater Potency II Quarterstaff of Power III usable by a level 2 caster. Or like the two weapon setup i have on my 14 Sorc, a Superior Fire Lore Quarterstaff of Superior Potency V.

The reasoning behind this is that a Quarterstaff, being held by both our hands, is channeling twice the amount of energy as a single weapon in each of our hands so should be able to accomodate twice the casting benefit as any one handed weapon.

'Edit: Furthermore there are already benefits to wielding a two handed weapon as a fighter as an increase in DPS. There are benefits to wielding two weapons as a fighter with the TWF feat, and benefits to wielding 1 weapon with a shield. However there is no benefit or incentive to ever wield a quarterstaff with the current system as a caster.'

I could be wrong but this seems simple enough. And i for one would love to see my casters equipped with staffs rather than daggers and skull-clubs.

Quarterstaffs are out of style, i say, lets bring em back!

Thrudh
10-22-2007, 01:40 PM
/signed

Oran_Lathor
10-22-2007, 01:41 PM
Agreed, if it takes two slots, make it worth two slots. If Great-axes did the same damage as hand-axes you wouldn't see many great axe users. This is effectively the same thing.

ErgonomicCat
10-22-2007, 01:43 PM
/signed.

I'd say, in general, the two handed weapons should have effects equivalent to, or even slightly better than, two one-handed.

Personally, I'd go with slightly better. A 2-h weapon has both components fixed - if you want a Fire Lore of Power II on a Qstaff, you have to find *that* staff. And if you later decide you want cold, you can't just swap half, the way you can with two weapons.

DarkerOne
10-22-2007, 01:46 PM
/signed

Aeneas
10-22-2007, 01:47 PM
i feel this request. Make it happen. taking 2 off the actual weapon level from the start we be about perfect-o. For instance, up in the corner where it says +8, make the scepter be a +8 but the same stats on a quarterstaff only be a +6 weapon usable a few levels lower. Heck, even a -1 to required level for a weapon would make many of them more useful. Either that or apply the two handed str bonus idea to a 2 handed spell channeling weapon. Perhaps add a bonus = to your spell modifying stat (cha, int, wis) as an extra percentage to spell damage when using a QS.

As an aside, another finessable quarterstaff type weapon like shining crescents would be just fantastic.

Porkchop
10-22-2007, 01:53 PM
So would I be able to have a Superior Potency 6 Quarterstaff of Superior Fire Lore?

Dariun
10-22-2007, 01:55 PM
Agreed. Either that or let me me duct tape two scepters together!

Perceval418
10-22-2007, 02:09 PM
So would I be able to have a Superior Potency 6 Quarterstaff of Superior Fire Lore?

Well for one, my suggestion is covering only arcane mods. This might require creating an entirely new kind of staff, like an "arcane staff" class of weapons. Otherwise it would create another kind of problem to have a +2 level across the board on all two handed weapons.

Essentially yes, whatever you can equip in two hands would be theoretically possible with this kind of arcane quarterstaff. What i suggest is that when a Quarterstaff is created, its not +2 levels, but instead it has two checks for modifers equal to the level of the staff. So at level 4 you can get Superior Potency I daggers/clubs, or Wiz II dagger, clubs. A level 4 Arcane Quarterstaff could be a "+1 Superior Potency I Quarterstaff of Wizardry II" Or to take level 12 items, you could get a Greater Potency VI Quarterstaff of Spell Pen VII or a Superior Ice Lore of Superior Glacacion VII (Otzilukes ftw!).

This would by no means replace one handed modifers, but instead it would give casters back thier native weapon for those who could find the modifiers they need on a quarterstaff.

Ringos
10-22-2007, 02:35 PM
It's pretty rare that I see someone carrying a quarterstaff, and they SHOULD be the equip of choice for casters.

Onubis
10-22-2007, 02:44 PM
/signed

but i also have another complaint about Qstaffs...
in pnp you can either use them as 2handed OR 2 weapon fighting, I'd like to see this also. Hell in my campaign right now, my firend is a half-orc rgr using a orc double axe and he gets to use it as both 2handed fighting and TWF at the same time. (str and 1/2 on first swing, just str on 2nd swing).

Braddock_Tharmwell
10-22-2007, 02:45 PM
It's pretty rare that I see someone carrying a quarterstaff, and they SHOULD be the equip of choice for casters.

/signed.

And I would mention that the Staff weapon fighting has some very cool animations as well. ;)

MysticTheurge
10-22-2007, 02:47 PM
This should only happen for caster-oriented enchantments on quarterstaffs.

And since the system already handles caster items separately, it should be fairly easy to do.

ErgonomicCat
10-22-2007, 02:57 PM
/signed

but i also have another complaint about Qstaffs...
in pnp you can either use them as 2handed OR 2 weapon fighting, I'd like to see this also. Hell in my campaign right now, my firend is a half-orc rgr using a orc double axe and he gets to use it as both 2handed fighting and TWF at the same time. (str and 1/2 on first swing, just str on 2nd swing).

That's a house rule, right?

Because double weapons can be used as either two weapons *or* a two-handed weapon, not both....

Quarterstaves do have the unique property of having glancing blows on the (iirc) 2nd and 3rd swing, not the first. So you can use them more safely to break hypnosis, etc....

Zarlorne
10-22-2007, 03:02 PM
/signed

Arcane castors being my favorite class, I do still cary a q-staff as my primary weapon of choice. I know I currently suffer a loss to do so, but it seems much more appropriate for a wizard to have a staff, more so than a dagger or club.

Onubis
10-22-2007, 03:10 PM
That's a house rule, right?

Because double weapons can be used as either two weapons *or* a two-handed weapon, not both....

Quarterstaves do have the unique property of having glancing blows on the (iirc) 2nd and 3rd swing, not the first. So you can use them more safely to break hypnosis, etc....

I think it's because its a orc double axe, not sure if this is a house rule or not.

MysticTheurge
10-22-2007, 03:13 PM
I think it's because its a orc double axe, not sure if this is a house rule or not.

It is.

Falco_Easts
10-22-2007, 05:21 PM
/Signed

Cowdenicus
10-22-2007, 05:24 PM
Hey my +1 ghost touch qstaff of disruption rocks for my cleric.

Kalanth
10-22-2007, 05:26 PM
I wana see more impressive quarterstaffs in raids and in named loot, like the Dreamspitter. Hey, my Rogue is a pure Quarterstaff character all because I wanted to show people that you can do good damage with them too. :)

Perceval418
10-30-2007, 10:21 AM
Anyone else think this is a good idea?

I realize with Skivver out there, most people ultimately will not want Quarterstaffs.

Or heres an alternative idea! This one is pretty awsome. Instead of having them revamp the loot system, you would just take two one handed items to a Arcane Staff specialist. They would merge your two items into a Quarterstaff for you (Either the Q_Staff graphic would be random, or you could choose and they would merge it for you). But it would only work with Arcane Modifers. Thus you could merge Skivver and your Greater Potency VI one hander, for a Fee of course.

Its just stupid in my opinion that the token weapon of a caster is basically useless in the game. Even the raid loot staffs all pretty much suck and nobody uses them.

Any response devs? How hard would this really be to implement? Are we talking a few changes or a massive re-vamp?

tihocan
10-30-2007, 11:51 AM
Or heres an alternative idea! This one is pretty awsome. Instead of having them revamp the loot system, you would just take two one handed items to a Arcane Staff specialist. They would merge your two items into a Quarterstaff for you (Either the Q_Staff graphic would be random, or you could choose and they would merge it for you). But it would only work with Arcane Modifers. Thus you could merge Skivver and your Greater Potency VI one hander, for a Fee of course.
I like it! :)

liamfrancais
10-30-2007, 11:56 AM
Agreed. Either that or let me me duct tape two scepters together!

LOL

liamfrancais
10-30-2007, 11:59 AM
I realize with Skivver out there, most people ultimately will not want Quarterstaffs.


Yea, anyone get enough tome pieces for this yet, not on rissa, I have only done pre raid twice but no one got one either time. Both times elite but that does not really matter does it.

liamfrancais
10-30-2007, 12:06 PM
Anyone else think this is a good idea?

I realize with Skivver out there, most people ultimately will not want Quarterstaffs.

Or heres an alternative idea! This one is pretty awsome. Instead of having them revamp the loot system, you would just take two one handed items to a Arcane Staff specialist. They would merge your two items into a Quarterstaff for you (Either the Q_Staff graphic would be random, or you could choose and they would merge it for you). But it would only work with Arcane Modifers. Thus you could merge Skivver and your Greater Potency VI one hander, for a Fee of course.

Its just stupid in my opinion that the token weapon of a caster is basically useless in the game. Even the raid loot staffs all pretty much suck and nobody uses them.

Any response devs? How hard would this really be to implement? Are we talking a few changes or a massive re-vamp?

More to the point as to how hard something is to implement is staying "within the rules of D&D". If say you would replace your superior fire lore scepter and greater combustion scepter in one staff the level would be way to high (i believe) to be used in the game with current level restrictions even if RR. I guess you could make it a low hardness or something with RR but probably be a level 14 anyway.

oronisi
10-30-2007, 12:27 PM
/signed

I liked the idea of making a 'new' weapon to avoid changing current game mechanics. Make an Arcane Staff or rod. make it a 2h with the quarterstaff animation, but only 1d4 damage since it was never meant to be a melee weapon. Then either give it double the mods, or give it a -2 to the level req.

So you could get a superior potency VII arcane staff that uses two hands, or a superior potency V item and a superior X lore item in the other.

That would also open up the door for putting in some cool looking mage staves, that wouldn't fit in as melee weapon quarterstaves.

oronisi
10-30-2007, 12:30 PM
More to the point as to how hard something is to implement is staying "within the rules of D&D". If say you would replace your superior fire lore scepter and greater combustion scepter in one staff the level would be way to high (i believe) to be used in the game with current level restrictions even if RR. I guess you could make it a low hardness or something with RR but probably be a level 14 anyway.

They break the rules with named items in DDO, and DnD all the time. Those guidelines to level requirements are mostly for random loot. Like all things in DnD, there are exceptions to the rule. This exception I believe makes sense. Not necessarily the merging any two items you want like skiver + another item, but bringing back the quarterstaff.

Gratch
10-30-2007, 12:38 PM
One should note that three of the most interesting named arcane items in game are quarterstaves: The Dreamspitter, the Staff of Arcane Power, and the Staff of the Petitioner. Of course all 3 are from the 3 most recent raids. (Had to use "interesting" instead of "powerful" given the existence of Skivver).

I believe the devs know arcanes like to carry around big "Gandalfy" sticks. So they've made some that are slightly hard to get (I can't really say that about the Dreamspitter these days given Reaver's Fate is usually always in the LFM set during prime times). Though these don't really help lower level toons.

What Graal would say is that the quarterstaves are random loot generation just like every other item and to put in specifics to allow additive levels when arcane effects are added to quarterstaves is probably more time than the devs have... so instead they create a new bigger badder quarterstaff each raid release from Demon Queen on to appease the staff loving arcanes. Though with crafting coming...

Edit: As to Skivver... I've heard tome pieces fall about 1 in 6 runs on average... maybe less... so figure 48 to 50 preraid runs to get one on average. You'll remember the devs fully nerfed the drop rate on Risia spawning a petition to increase the drop rate.

Gum
10-30-2007, 01:04 PM
/Signed

Oh how I miss my quarterstaff. Seriously, quarterstaff's rock, and we need them back.

Mad_Bombardier
10-30-2007, 01:06 PM
I've said it before. I'd settle for the Gandalf-esque ability to hold a quarterstaff in offhand with no attacks (like a shield that offers no AC bonus). Then you could have whatever weapon/scepter in right hand to attack. You'd get staff spell affixes and mainhand weapon affixes, so Devs wouldn't have to code 4 affixes per staff.

oronisi
10-30-2007, 04:11 PM
I've said it before. I'd settle for the Gandalf-esque ability to hold a quarterstaff in offhand with no attacks (like a shield that offers no AC bonus). Then you could have whatever weapon/scepter in right hand to attack. You'd get staff spell affixes and mainhand weapon affixes, so Devs wouldn't have to code 4 affixes per staff.

That may be easier to implement than other suggestions. If it's easier, go for it devs! I wouldn't mind. Staff in one hand, wand or other item in the main. In fact, if they did this I might have to make a gandolf char with rapier and weapon finesse.

Issip
10-30-2007, 05:56 PM
I'd have to decline this one - merely because we have limited development resources, and I don't see much if any benefit to gameplay. I play mostly arcanes, and use quarterstaves a lot. I also dual wield a lot (usually i use quarterstaves for melee and dual wield for casting). So maybe if they did this I could find a quarterstaff that would replace two one-handed weapons, but all in all I'd rather have an extra dungeon, or ranged combat fixed, or maybe even fix the "realease spirit" button, or another new spell, or another new monster, etc..

Elleron
10-30-2007, 06:09 PM
How many mages in the D&D manuals are walking around with 2 weapons?

They are all carrying a staff - and they all had to go on some quest to get this staff - bring back the q-staff that I can actually use - by the way, my heavy mace of spell penetration 7 is getting to heavy to carry......

salmag
10-30-2007, 06:31 PM
/signed

Perceval418
10-30-2007, 07:14 PM
What Graal would say is that the quarterstaves are random loot generation just like every other item and to put in specifics to allow additive levels when arcane effects are added to quarterstaves is probably more time than the devs have... so instead they create a new bigger badder quarterstaff each raid release from Demon Queen on to appease the staff loving arcanes. Though with crafting coming...


I disagree. I think the staffs are mostly useless and most casters sacrifice alot to hold something that doesnt give them the all around benefit that using two, one handed weapons currently gives most builds.

Abbot Raid:
Staff of the Petitioner (http://i153.photobucket.com/albums/s220/jgould2005/DDO/Items/StaffofthePetitioner.jpg) - +5 Quarterstaff, Powerstore*, Greater Enchantment Focus, Greater Necromancy Focus

Pros:

Powerstore: Essentially 150 or more extra SP as long as its equppied
Necromancy Focus is nice but Necro Bracers are easily aquired. High level CC is mostly Hold Monster/Stone to Flesh, neither of which are Enchantment School.Reaver Raid:
Dreamspitter (http://i153.photobucket.com/albums/s220/jgould2005/DDO/Items/Dreamspitter.jpg) - +5 Quarterstaff, Greater Evil Outsider Bane, Greater Enchantment Focus (+2 to DCs), Life Stealing*

Pros:

Life stealing is fun and works well on anything thats held.Demonqueen:
Staff of Arcane Power (http://img.photobucket.com/albums/v294/CJGMURPG/DDOitems/StaffofArcanePower.jpg) - +2 Quarterstaff, Good Luck +2, Arcane Power Spell Selection* (25 charges, 1 recharge per day), (Wizard, Sorcerer and Bard only, DC 26)

Pros:

+2 to All Skills
Arcane Spell selection could be fun, most its mostly useless.Cons to all of the Above:

Greater Bane on a Caster item is pretty much useless. What are you doing hitting things with all that power?
Almost all caster builds would lose at least 30% to thier DPS. Many lose the boost to Lore for critical damage and chance.
Powerstore is cool but with Skivver available your better off increasing your SP by another 100-200 (if you currently have a Magi Item) and keep your DPS and Lore Boosters handy.
To really reap the benefits of any of these items, you must already have aquired a dragon robe, as well as other items available from raids. Just one of these alone would detract heavily from the build of a casual to moderate player.
Enchantment focus is a joke considering the spell selection/choices that most casters have, and for good reason. Necromancy Focus sounds nice but really, with +1 Necromancy Bracers or a One Hander, your pretty much never going to fail your FoD rolls so why bother sacrificing anything for another +1 DC.The only staff i can see anyone using is the staff from the Abbot Raid, and even then only when they had aquired other raid items so they werent taking away from to many important things for a caster (DPS/Lore).

Perceval418
10-30-2007, 07:30 PM
How many mages in the D&D manuals are walking around with 2 weapons?

They are all carrying a staff - and they all had to go on some quest to get this staff - bring back the q-staff that I can actually use - by the way, my heavy mace of spell penetration 7 is getting to heavy to carry......

Yep, they could easily incorporate better staffs. They can just put named items in WW/STK/TR/Deleras/Threnal/Tempest/Pre-Raid/Raids or in the chests of named mobs. They dont even have to go so far as to allow a whole new weapons class or a revamp of how Q-Staffs are handled.

But they would have to be what people want/use.

I guess it sounds petty considering the bugs and issues people have with other aspects of the game. Im personally really into the cosmetics of a game, i like it to look good, feel good and i like to have my charecter fit well into the role they are designed for.

It would be equally absurd if the best fighter mods ONLY came on Quarterstaffs, thus taking away the sword/shield aspect of those fighters who wanted things like Disruption or Smiting. Imagine the outrage.

Or if the best ranged weapons were not bows but throwing axes, all the rangers would be complaining that they're charecters are rediculus and why dont bows do the DPS of a throwing axe, etc...

Or what if suddenly the barbarians best weapon was a rapier! All those people trying to create buff, mean looking toons would be holding these toothpicks instead of two handed battle axes.

Thats the outrage that happened to casters when they implemented lore and focus items into the game.

adrinor
10-30-2007, 08:29 PM
/signed

MysticTheurge
10-30-2007, 08:47 PM
High level CC is mostly Hold Monster/Stone to Flesh, neither of which are Enchantment School.

Hold Monster is Enchantment. Flesh to Stone is Transmutation.

For what it's worth, I'd like to see more actual Staffs in the game.


Staffs

A staff is a long shaft of wood that stores several spells. Unlike wands, which can contain a wide variety of spells, each staff is of a certain kind and holds specific spells. A staff has 50 charges when created.
Physical Description

A typical staff is 4 feet to 7 feet long and 2 inches to 3 inches thick, weighing about 5 pounds. Most staffs are wood, but a rare few are bone, metal, or even glass. (These are extremely exotic.) Staffs often have a gem or some device at their tip or are shod in metal at one or both ends. Staffs are often decorated with carvings or runes. A typical staff is like a walking stick, quarterstaff, or cudgel. It has AC 7, 10 hit points, hardness 5, and a break DC of 24.

Activation

Staffs use the spell trigger activation method, so casting a spell from a staff is usually a standard action that doesn’t provoke attacks of opportunity. (If the spell being cast, however, has a longer casting time than 1 standard action, it takes that long to cast the spell from a staff.) To activate a staff, a character must hold it forth in at least one hand (or whatever passes for a hand, for nonhumanoid creatures).

Special Qualities

Roll d%. A 01-30 result indicates that something (a design, inscription, or the like) provides some clue to the staff’s function, and 31-100 indicates no special qualities.

Staff Descriptions

Staffs use the wielder’s ability score and relevant feats to set the DC for saves against their spells. Unlike with other sorts of magic items, the wielder can use his caster level when activating the power of a staff if it’s higher than the caster level of the staff.

This means that staffs are far more potent in the hands of a powerful spellcaster. Because they use the wielder’s ability score to set the save DC for the spell, spells from a staff are often harder to resist than ones from other magic items, which use the minimum ability score required to cast the spell. Not only are aspects of the spell dependant on caster level (range, duration, and so on) potentially higher, but spells from a staff are harder to dispel and have a better chance of overcoming a target’s spell resistance.

Furthermore, a staff can hold a spell of any level, unlike a wand, which is limited to spells of 4th level or lower. The minimum caster level of a staff is 8th. Standard staffs are described below.

A lot of the ones in the SRD are implementable using spells that already exist or could easily be added:


Abjuration

Usually carved from the heartwood of an ancient oak or other large tree, this staff allows use of the following spells:

* Shield (1 charge)
* Resist energy (1 charge)
* Dispel magic (1 charge)
* Lesser globe of invulnerability (2 charges)
* Dismissal (2 charges)

Charming

Made of twisting wood ornately shaped and carved, this staff allows use of the following spells:

* Charm person (1 charge)
* Charm monster (2 charges)

Conjuration

This staff is usually made of ash or walnut and bears ornate carvings of many different kinds of creatures. It allows use of the following spells:

* Stinking cloud (1 charge)
* Cloudkill (2 charges)
* Summon monster VI (3 charges)

Defense

The staff of defense is a simple-looking staff that throbs with power when held defensively. It allows use of the following spells:

* Shield (1 charge)
* Shield of faith (1 charge)
* Shield other (1 charge)
* Shield of law (3 charges)

Enchantment

Often made from applewood and topped with a clear crystal, this staff allows use of the following spells:

* Sleep (1 charge)
* Hideous laughter [i.e. Otto's Resistible Dance] (1 charge)
* Suggestion (1 charge)
* Crushing despair (2 charges)
* Mind fog (2 charges)
* Suggestion, mass (3 charges)

Evocation

Usually very smooth and carved from hickory, willow, or yew, this staff allows use of the following spells:

* Magic missile (1 charge)
* Shatter (1 charge)
* Fireball (1 charge)
* Ice storm (2 charges)
* Chain lightning (3 charges)

Fire

Crafted from bronzewood with brass bindings, this staff allows use of the following spells:

* Burning hands (1 charge)
* Fireball (1 charge)
* Wall of fire (2 charges)

Frost

Tipped on either end with a glistening diamond, this rune-covered staff allows use of the following spells:

* Ice storm (1 charge)
* Cone of cold (2 charge)

Healing

This white ash staff, with inlaid silver runes, allows use of the following spells:

* Lesser restoration (1 charge)
* Cure serious wounds (1 charge)
* Remove blindness/deafness (2 charges)
* Remove disease (3 charges)

Illusion

This staff is made from ebony or other dark wood and carved into an intricately twisted, fluted, or spiral shape. It allows use of the following spells:

* Mirror image (1 charge)
* Rainbow pattern (2 charges)

Illumination

This staff is usually sheathed in silver and decorated with sunbursts. It allows use of the following spells:

* Daylight (2 charges)
* Sunburst (3 charges)

Life

Made of thick oak shod in gold, this staff allows use of the following spells:

* Heal (1 charge)
* Resurrection (5 charges)

Necromancy

This staff is made from ebony or other dark wood and carved with the images of bones and skulls. It allows use of the following spells:

* Cause fear (1 charge)
* Ghoul touch (1 charge)
* Halt undead (1 charge)
* Enervation (2 charges)
* Waves of fatigue (2 charges)
* Circle of death (3 charges)

Passage

This potent item allows use of the following spells:

* Dimension door (1 charge)
* Greater teleport (2 charges)

Power

The staff of power is a very potent magic item, with offensive and defensive abilities. It is usually topped with a glistening gem, its shaft straight and smooth. It has the following powers:

* Magic missile (1 charge)
* Ray of enfeeblement (heightened to 5th level) (1 charge)
* Lightning bolt (heightened to 5th level) (1 charge)
* Fireball (heightened to 5th level) (1 charge)
* Cone of cold (2 charges)
* Hold monster (2 charges)
* Globe of invulnerability (2 charges)

The wielder of a staff of power gains a +2 luck bonus to AC and saving throws. The staff is also a +2 quarterstaff, and its wielder may use it to smite opponents. If 1 charge is expended (as a free action), the staff causes double damage (×3 on a critical hit) for 1 round.

Transmutation

This staff is generally carved from or decorated with petrified wood and allows use of the following spells:

* Expeditious retreat (1 charge)
* Blink (1 charge)
* Baleful polymorph (2 charges)
* Disintegrate (3 charges)

Woodlands

Appearing to have grown naturally into its shape, this oak, ash, or yew staff allows use of the following spells:

* Charm animal (1 charge)
* Barkskin (2 charges)
* Summon nature’s ally VI (3 charges)

Invalid_86
10-30-2007, 09:22 PM
I am with Mystic- he's right on the money.

Perhaps the problem can also be lessened by having rods work like metamagic rods- they work for three spells per day, that's it. After that it's a pretty club until you rest again.

Spookydodger
10-31-2007, 09:48 AM
I have long thought this.

It's along the line of increasing other less/never used items. Who wears hide armor except for those who want to look different or happen to find something AMAZING on them?

Dropping the minimum level would be the easies thing to do. Hide-armor - 5 to minimum level, for instance, allowing people to wearing some snazzy hide armor and not hating themselves in the morning.

As for quarterstaves, I would like to see it generate the primary trait and then generate something that relates to the first, as if generating a second weapon. Keep the level the same as the original weapon.

Pass 1: Quarterstaff with evocation and transmutation focus.
Pass 2: adds superior fire lore and power 7.

Not the best combo, mind you, but at least it would be something you might consider.

Best combo for that might look like:

Evocation Focus, Transmutation Focus
Superior Combustion 4, Superior Fire Lore

It would be nice if some of these items made sense, but you know the reason they are so random is to keep the benefit down considering the amount of loot being pulled everywhere.

Somewhere there's a lot of overworked artificers out there.

sirgog
10-31-2007, 10:03 AM
Support this idea.

Also, more staves that are clickies of spells (to come closer to D&D staves which allow casting of high level spells) would be a nice addition.


Example named loot (ML 14):

Razzact's Icicle: Greater Glaciation 7, Superior Ice Lore, Oitluke's Freezing Sphere 3/rest


Example raid loot (ML 14):

Dominator: Greater potency 7, greater arcane lore, enchantment focus, symbol of persuasion (DC 25, not 19 as normal for items) 3/rest.

Veilpiercer: Superior Devotion 6, Superior Nullification 6, greater healing lore, greater void lore, resurrection 1/rest

Perceval418
11-01-2007, 02:59 PM
Hold Monster is Enchantment. Flesh to Stone is Transmutation.

I guess i dont notice because even without enchantment focus or items i virtually never fail hold monster -shrug-.