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View Full Version : Some new items - and hit and miss



patang01
08-09-2013, 11:56 PM
Nothing seems to have changed with the first set of named gear. The longsword is still a worthless +1 that can come with useless things like axiomatic. Same with the morningstar. These are just not worth it. Either Turbine decided that they didn't have time to change them or figured they were adding so many new items - but they still remains for most part useless. Unless you pull the gloves that comes with +5 illusion and 11 Int (EE). And the boots remain passable. Oddly enough with a +8 ability.

But when it comes to the new stuff some of it is okay, most of the other stuff is not.

Maul, Impact, Sundering and Dazing 9 - +4. Yeah - damage wise it's just a better chance to stun then Ratkiller but not much more damage.

Hand wraps, +7, Shock and shrieking 8, impact. Okay, but it's missing something that makes it stand out.

Frostbite (scimitar) is actually interesting +7, Cold 8 and Frostbite. It's a stacking vulnerability that stacks up to 20 and provide 1% more damage per stack. It doesn't say elemental specific like cold so it seems to be all type of damage. It also comes with a red and a purple augment. The stacking ability also slows down none bosses on a vorpal hit. Now this is actually a good item. It's unique and might fit into a nice 2 weapon fighting setup. And with 2 augment slots it feels like you can customize it to your needs.

Elemental Fury (short sword) falls really short (no pun intended). It's a +5 shortsword with 4 elements damage 5 - meaning 5-20 fire, acid, cold and shock.

Again - that's an EE short sword, +5 - no augment. Honestly - this is not even niche enough to be worth giving anything up for. To me this feels like it's the Heroic Elite version, not EE - but it's ML 28.

The nether Orb (EE) provides a +8 resist in everything including elements when blocking, it comes with a red augment slot (wish it was purple), A random +5 focus (not bad if you get a good one) and Spell Lore 9 (so 10% crit on all spells). This is again a good orb. It can single-handedly replace 2-3 items.

Edit: The nether orb also comes with energy siphon, a 60 temp SP proc on hit that can only proc once a minute.
Honestly - I wish they skipped the temp Sp procs but this might actually be semi useful. Ontop of spell lore and +5 focus this is just an added bonus. And I wish all of the named items would follow Frostbite and the Nether Orb. Functionally not overpowered, but specialized.

So far - some of the items are worth investing some time grinding, the original named stuff remains meh, and some of the new won't rival items you have now.

I can't for the life of me understand why they kept the original named stuff as is. It was our lamenting that caused them to add more named item so you'd think that also would inspire them to spiff them up.

patang01
08-10-2013, 12:02 AM
Consuming Darkness - ring. Seeker 12, Combat Mastery +5, green augment slot.

I don't know - if it had +6 or +7 Combat Mastery it would tickle me to change the rings I use - but the Eveningstar Challenge cloak provides +6, level 20 spare hands +5 and level 21 Drow ring +5 with other added features.

It's okay but I don't see that many who will change their rings unless they happen to have slot open. The Seeker is simply not enticing enough.

patang01
08-10-2013, 12:17 AM
The Maul as I see it needs some kind of proc. Or more augments.

The short sword seems to be the HE version - if that really is the EE version it needs some serious work. More elemental damage - make a proc called elemental surge where it stacks so many times and each time it procs (vorpal?) it increase the elemental damage dice. And of course 1-2 augments.

Redo or remove the old named stuff except the boots. They're just that bad. The gloves are okay.

The handwraps need 2 augments and something like a random tactical feat. Like Vertigo +15. It would make it desired. Sure, it would only add shock and sonic damage, but it would have a real serious tactical advantage. And maybe say 10% more damage on helpless targets.

Grizzt14
08-10-2013, 12:21 AM
Anyone have screenshots of these items to look at? Would be much appreciated.

patang01
08-10-2013, 12:33 AM
For anyone that can upload pictures - frostbite is one cool looking scimmi.

Wizza
08-10-2013, 02:23 AM
Oh my god. Such a horrendous list of Named Items. Those melee items..lol

An Orb without Spellpower?

I really hope we can find Spell focus DC on items. Looks like Twilight is still best in slot.

Cetus
08-10-2013, 02:24 AM
Yepp....more terrible gear.

I won't even bother elaborating right now, its just bad.

WiseFreelancer
08-10-2013, 06:44 AM
Just ran the Storm Horns quests to see what the end rewards are like, and was pleasantly surprised. Now the gear isn't stellar, but for auto-granted end rewards some of it looks better than the Wheloon loot.

Examples:

Sage's Skullcap
Helmet
Fortification 110%
Radiance Lore 19%
Radiance 132
Yellow Slot

Guardian's Ring
Ring
Sheltering 24
Strength 8
Yellow Slot

Kind of makes up for the disappointment that none of the new items have spellpower on them.

JOTMON
08-10-2013, 08:52 AM
It is sad when the random drop items are more exciting than any of the named items.

These current endgame items really need to have something uniquely desirable and 2 or 3 augment slots that come with new unique augments from this zone area.
These augments could then be used on the item or removed and traded to others who may have use for them.

The focal point will be the unique effect then augmented to personal flavor.

The permahaste boots are close... but just miss the mark for the level they are supposed to represent.

None of these items clearly replace any level 20 epic items or greensteels which makes them mostly insignificant.

Add some augments or crafting options to convert greensteel tiers to augments and you would have something desirable.

the higher the level I get the more I expect to be able to fit more effects on less gear.

I should be seeing items that make me want to throw greensteels away and never look back instead of looking at stuff and seeing how I can work it around my greensteels.

Hendrik
08-10-2013, 09:09 AM
Anyone have screenshots of these items to look at? Would be much appreciated.

I only have 8 of 12;

http://i211.photobucket.com/albums/bb1/twiafu/ring_zps3a30be88.jpg (http://s211.photobucket.com/user/twiafu/media/ring_zps3a30be88.jpg.html)

http://i211.photobucket.com/albums/bb1/twiafu/scimmy_zps0caf547c.jpg (http://s211.photobucket.com/user/twiafu/media/scimmy_zps0caf547c.jpg.html)

http://i211.photobucket.com/albums/bb1/twiafu/wraps_zpsb9aae619.jpg (http://s211.photobucket.com/user/twiafu/media/wraps_zpsb9aae619.jpg.html)

http://i211.photobucket.com/albums/bb1/twiafu/shuriken_zpsde28f80c.jpg (http://s211.photobucket.com/user/twiafu/media/shuriken_zpsde28f80c.jpg.html)

http://i211.photobucket.com/albums/bb1/twiafu/helm_zps017590d1.jpg (http://s211.photobucket.com/user/twiafu/media/helm_zps017590d1.jpg.html)

http://i211.photobucket.com/albums/bb1/twiafu/repeater_zpsd49367c6.jpg (http://s211.photobucket.com/user/twiafu/media/repeater_zpsd49367c6.jpg.html)

http://i211.photobucket.com/albums/bb1/twiafu/maul_zps11677db4.jpg (http://s211.photobucket.com/user/twiafu/media/maul_zps11677db4.jpg.html)

http://i211.photobucket.com/albums/bb1/twiafu/goggles_zpsd43095a2.jpg (http://s211.photobucket.com/user/twiafu/media/goggles_zpsd43095a2.jpg.html)



And for good measure;

http://i211.photobucket.com/albums/bb1/twiafu/nopants-1_zps9d2d880b.jpg (http://s211.photobucket.com/user/twiafu/media/nopants-1_zps9d2d880b.jpg.html)

Hendrik
08-10-2013, 09:11 AM
Oh my god. Such a horrendous list of Named Items. Those melee items..lol

An Orb without Spellpower?

I really hope we can find Spell focus DC on items. Looks like Twilight is still best in slot.

I have seen +5 to DC items.

Not hard to find if your playing on Llama.

patang01
08-10-2013, 10:25 AM
I only have 8 of 12;

http://i211.photobucket.com/albums/bb1/twiafu/ring_zps3a30be88.jpg (http://s211.photobucket.com/user/twiafu/media/ring_zps3a30be88.jpg.html)

http://i211.photobucket.com/albums/bb1/twiafu/scimmy_zps0caf547c.jpg (http://s211.photobucket.com/user/twiafu/media/scimmy_zps0caf547c.jpg.html)

http://i211.photobucket.com/albums/bb1/twiafu/wraps_zpsb9aae619.jpg (http://s211.photobucket.com/user/twiafu/media/wraps_zpsb9aae619.jpg.html)

http://i211.photobucket.com/albums/bb1/twiafu/shuriken_zpsde28f80c.jpg (http://s211.photobucket.com/user/twiafu/media/shuriken_zpsde28f80c.jpg.html)

http://i211.photobucket.com/albums/bb1/twiafu/helm_zps017590d1.jpg (http://s211.photobucket.com/user/twiafu/media/helm_zps017590d1.jpg.html)

http://i211.photobucket.com/albums/bb1/twiafu/repeater_zpsd49367c6.jpg (http://s211.photobucket.com/user/twiafu/media/repeater_zpsd49367c6.jpg.html)

http://i211.photobucket.com/albums/bb1/twiafu/maul_zps11677db4.jpg (http://s211.photobucket.com/user/twiafu/media/maul_zps11677db4.jpg.html)

http://i211.photobucket.com/albums/bb1/twiafu/goggles_zpsd43095a2.jpg (http://s211.photobucket.com/user/twiafu/media/goggles_zpsd43095a2.jpg.html)



And for good measure;

http://i211.photobucket.com/albums/bb1/twiafu/nopants-1_zps9d2d880b.jpg (http://s211.photobucket.com/user/twiafu/media/nopants-1_zps9d2d880b.jpg.html)

I saw a similar random pull Shuriken - sure it had one less thing but if you can get something similar from random stuff then I'm not entirely sure someone would like to waste time running a tough quest on elite just for that.

The hood is not worth giving up a Dragon helm for. It has stuff - but not you're most likely going to have it in your inventory for the clicky and nothing else.

The crossbow is useless - sure - its 3 diff poisons - but you're once again wasting 1 feature on keen - when most people already use improved critical. And doubleshoot? I bet most ranged already pick the Epic feat anyways. Why would I pick this over Needle? And no augment slot?

Goggles - Max wiz is okay - most people already have an ethereal item, accuracy? I see oodles of accuracy items.

The sad part is that these are BoEq - when most of these should be temporary swaps and seldom used.

These are not bad, but since there's no raid we're left with an assortment of items that won't replace what you got right now. Or at least be worth a swap in - like those cloaks.

Qhualor
08-10-2013, 10:41 AM
That's the way it always is. There's always a bunch of meh or no thank you items and a handful of really good or must get items. I honestly won't be missing out on any of it.

Wizza
08-10-2013, 10:47 AM
I have seen +5 to DC items.

Not hard to find if your playing on Llama.

What kind of items? I meant non-weapons/armors.

Hendrik
08-10-2013, 10:54 AM
I saw a similar random pull Shuriken - sure it had one less thing but if you can get something similar from random stuff then I'm not entirely sure someone would like to waste time running a tough quest on elite just for that.

The hood is not worth giving up a Dragon helm for. It has stuff - but not you're most likely going to have it in your inventory for the clicky and nothing else.

The crossbow is useless - sure - its 3 diff poisons - but you're once again wasting 1 feature on keen - when most people already use improved critical. And doubleshoot? I bet most ranged already pick the Epic feat anyways. Why would I pick this over Needle? And no augment slot?

Goggles - Max wiz is okay - most people already have an ethereal item, accuracy? I see oodles of accuracy items.

The sad part is that these are BoEq - when most of these should be temporary swaps and seldom used.

These are not bad, but since there's no raid we're left with an assortment of items that won't replace what you got right now. Or at least be worth a swap in - like those cloaks.


One man's junk is another man's treasure and usefulness is in the eye's of the owner. Far be it from me to declare what someone else may find useful or fit into a slot. I can only judge what works for me.

Personally, I run EE content for the challenge, not the loot - that part is a byproduct for me. And yes, I want to get that Shuriken at some point.

Not everyone in DDO is wearing EE Dragon Helms, we have to remember that not everyone all is using the same items. These are just more choices we have in the loot we care to use.

On my Arty, I do plan to get the Repeater. A general guideline, feat and items stack. Until I can personally test, 14% Doubleshot sounds fun. Won't replace my Needle, but sounds like it could be a fun toy.

We all just have to remember, because some of this we personally may not use, some might. Let's not come down on them because they can or will find use in something we may not.

Not only that, isn't this +Mels first time at loot creation? Let's give the man some time to get his creation groove on. Personally, I think he has started off pretty well. Let's use this first time at creation to give him some feedback for his next go at it - it can only get better with our help.

Hendrik
08-10-2013, 10:57 AM
What kind of items? I meant non-weapons/armors.

Personally seen Staves so far.

Last night, Necro Focus V, +5 DC to Necro spells.

Far as other items, cannot think of any off top of my head but that in no way means that they are not out there.

Hard to keep track of all the new loot and what one has seen or not seen and I have been using the re-roll feature to see more. You can only imagine all the stuff flying by...

Cetus
08-10-2013, 11:09 AM
Melange, back to the drawing board.

Seriously...this is horrendous for level 28 epic loot. My level 21 dunrobar ring unfortunately isn't going anywhere.

Carpone
08-10-2013, 11:20 AM
Is it too late to get a refund? These items are suboptimal and unexciting.

+5 Combat Mastery on an ML28 EE item is underpowered. If it was +7, it would be a desirable ring. C'mon Turbine, you can do better! When you add ML28 versions of the ES challenge items, the Cloak of the Bear will have +7 Combat Mastery. Choices are good.

WiseFreelancer
08-10-2013, 11:23 AM
What kind of items? I meant non-weapons/armors.

Storm Horns end-rewards include a cloak with Enchantment V and Transmutation IV (or might be the other way round) and a pair of boots with Conjuration V. Unfortunately the items are otherwise pretty useless so I doubt they'll be used. No Necro V on named items that I've seen so far.

patang01
08-10-2013, 11:25 AM
One man's junk is another man's treasure and usefulness is in the eye's of the owner. Far be it from me to declare what someone else may find useful or fit into a slot. I can only judge what works for me.

Personally, I run EE content for the challenge, not the loot - that part is a byproduct for me. And yes, I want to get that Shuriken at some point.

Not everyone in DDO is wearing EE Dragon Helms, we have to remember that not everyone all is using the same items. These are just more choices we have in the loot we care to use.

On my Arty, I do plan to get the Repeater. A general guideline, feat and items stack. Until I can personally test, 14% Doubleshot sounds fun. Won't replace my Needle, but sounds like it could be a fun toy.

We all just have to remember, because some of this we personally may not use, some might. Let's not come down on them because they can or will find use in something we may not.

Not only that, isn't this +Mels first time at loot creation? Let's give the man some time to get his creation groove on. Personally, I think he has started off pretty well. Let's use this first time at creation to give him some feedback for his next go at it - it can only get better with our help.

It's an EXPANSION pack. A pack even VIPs have to buy in order to play. This is just not the philosophical pack that is left gather dust in the arsenal of quests. These are raidless end quests.

I'm willing to give Melange a break - but Bound to Character on Equip items are a monumental waste of shelf space if they're never used. And if they're not at least half useful they can't be sold. That's the nature of the beast.

In regards to the hood. Dragon helms are one - but this also competes will all helmets before it - like Epic helmets from the old Epic system. Like Greensteel. The great irony of more levels and thus more power is that it gets easier to complete one of the most versatile raids in this game with finite but great options for gears.

Not all of these needs to be great.

But like First blood - B-Sword - +8, Bloodletter VII (5-90 slashing), Doublestrike 15%, Keen III (no augment).

This is a okay B-sword but it competes (for B-sword users) against Nightmare. So at best people might use it as off hand. Doublestrike IS nice, but Keen is redundant. Bloodletter is alright. +8 is good. It's a balance between adding good features that is worth equip it for, and not overpowered in the other stuff. This one I could imagine using for a sword and board build. BUT it will always compete against what came before it.

Glorious Dawn (ring). Deathblock 6 (18% neg energy absorb), Acid Guard 8 (8-32 acid damage when hit) and green augment.

We have two ring slots. Would you give up one when there's the necklace out of GH that even absorbs spells, the cloak out of GH plus all the other things in this game with deathblock, energy absorb and spell absorb.

I'm not saying that the item(s) have to be unique. But if you get a ML 27-28 item then it should feel like it replaces something in your inventory and not a temporary swap-in in case of X quest.

In regards to the X-bow.

Sure - flavor and all that. But across all the crossbows in this game today the bar should be on par with needle or at least a compelling reason to use instead of needle. Like it has that one extra that makes it worth to swap away from the MOTU bows or needle. If it doesn't then why would anyone run it on EE to get what we see?

The scimmi and B-sword have those little extra things that make them interesting. The Xbow adds stat damage and redundant keen feature. And that competes with dust epic items like doublecross bow, silver bow and then the slavers and needle. All which will be even easier to get with 3 more levels under your belt. And are far more compelling and useful.

Items don't need to be overpowered and great - but they need to fill a useful gap. If it just appeals to a horder mentality and without a useful niche it won't get much use.

That's not melanges of feather of suns fault. It's to fail to look at say 20+ quest items and see - what kind of interesting niche can I create now?

As of now I can't find one single toon that would use those rings. None that will use the hood other for the clicky, some that might use the googles for the stat, some that might use the scimmi and the bsword, but nothing else and I got about 10 or so level 25 toons. So a lot of toons with lots of gear slots.

And when you create a Maul that's a barely better ratkiller, won't replace a level 20 Fury or even the one out of Sub-t, then I think the Devs need to figure out how it fails to compel use.

Just my 2 cents. Note - it's good that you find so much use out of these items. That's a win win for you. I personally just don't want good quests and great wilderness to become another back no one squints at in the future. Whether we like it or not items are a big reason why we grind some content.

patang01
08-10-2013, 11:30 AM
Storm Horns end-rewards include a cloak with Enchantment V and Transmutation IV (or might be the other way round) and a pair of boots with Conjuration V. Unfortunately the items are otherwise pretty useless so I doubt they'll be used. No Necro V on named items that I've seen so far.

The nether orb, Spell lore 10%, random +5 focus, a SP proc etc. See picture above. It is definately something I can consider giving up my Acid orb for. Especially since it comes with a red augment slot. +5 Evocation here I come.

Gwyxxx
08-10-2013, 11:48 AM
Someone can tell me what's the base damage of Elemental Fury?
My rogue would know it...
Thanks.

Wizza
08-10-2013, 11:53 AM
Personally seen Staves so far.

Last night, Necro Focus V, +5 DC to Necro spells.

Far as other items, cannot think of any off top of my head but that in no way means that they are not out there.

Hard to keep track of all the new loot and what one has seen or not seen and I have been using the re-roll feature to see more. You can only imagine all the stuff flying by...

As far as I know, Staves are weapons.


Storm Horns end-rewards include a cloak with Enchantment V and Transmutation IV (or might be the other way round) and a pair of boots with Conjuration V. Unfortunately the items are otherwise pretty useless so I doubt they'll be used. No Necro V on named items that I've seen so far.

Named items are pretty useless in this state. That's why I'd like if Evocation, Enchantment, Necromancy V can be found on Random generated Necklaces/Helms/Trinkets/Cloaks/Gloves/Boots/Bracers/Rings.

Hendrik
08-10-2013, 12:05 PM
It's an EXPANSION pack. A pack even VIPs have to buy in order to play. This is just not the philosophical pack that is left gather dust in the arsenal of quests. These are raidless end quests.

I'm willing to give Melange a break - but Bound to Character on Equip items are a monumental waste of shelf space if they're never used. And if they're not at least half useful they can't be sold. That's the nature of the beast.

In regards to the hood. Dragon helms are one - but this also competes will all helmets before it - like Epic helmets from the old Epic system. Like Greensteel. The great irony of more levels and thus more power is that it gets easier to complete one of the most versatile raids in this game with finite but great options for gears.

Not all of these needs to be great.

But like First blood - B-Sword - +8, Bloodletter VII (5-90 slashing), Doublestrike 15%, Keen III (no augment).

This is a okay B-sword but it competes (for B-sword users) against Nightmare. So at best people might use it as off hand. Doublestrike IS nice, but Keen is redundant. Bloodletter is alright. +8 is good. It's a balance between adding good features that is worth equip it for, and not overpowered in the other stuff. This one I could imagine using for a sword and board build. BUT it will always compete against what came before it.

Glorious Dawn (ring). Deathblock 6 (18% neg energy absorb), Acid Guard 8 (8-32 acid damage when hit) and green augment.

We have two ring slots. Would you give up one when there's the necklace out of GH that even absorbs spells, the cloak out of GH plus all the other things in this game with deathblock, energy absorb and spell absorb.

I'm not saying that the item(s) have to be unique. But if you get a ML 27-28 item then it should feel like it replaces something in your inventory and not a temporary swap-in in case of X quest.

In regards to the X-bow.

Sure - flavor and all that. But across all the crossbows in this game today the bar should be on par with needle or at least a compelling reason to use instead of needle. Like it has that one extra that makes it worth to swap away from the MOTU bows or needle. If it doesn't then why would anyone run it on EE to get what we see?

The scimmi and B-sword have those little extra things that make them interesting. The Xbow adds stat damage and redundant keen feature. And that competes with dust epic items like doublecross bow, silver bow and then the slavers and needle. All which will be even easier to get with 3 more levels under your belt. And are far more compelling and useful.

Items don't need to be overpowered and great - but they need to fill a useful gap. If it just appeals to a horder mentality and without a useful niche it won't get much use.

That's not melanges of feather of suns fault. It's to fail to look at say 20+ quest items and see - what kind of interesting niche can I create now?

As of now I can't find one single toon that would use those rings. None that will use the hood other for the clicky, some that might use the googles for the stat, some that might use the scimmi and the bsword, but nothing else and I got about 10 or so level 25 toons. So a lot of toons with lots of gear slots.

And when you create a Maul that's a barely better ratkiller, won't replace a level 20 Fury or even the one out of Sub-t, then I think the Devs need to figure out how it fails to compel use.

Just my 2 cents. Note - it's good that you find so much use out of these items. That's a win win for you. I personally just don't want good quests and great wilderness to become another back no one squints at in the future. Whether we like it or not items are a big reason why we grind some content.

Excellent feedback!!!

This is what we, and +Mel, will need to improve his skills at loot creation and what we want to see from it.

I am also very sure if +Mel had more time then the scant week or so to make these, they could and would have been better.

It's hard to keep the Monty Haul Campaign going when we have been spoiled with such great loot over the years.

Carpone
08-10-2013, 12:45 PM
The AH is fully stocked right now, so I'm taking the opportunity to identify the various permutations available on the new items.

Goatskin Boots (Feet):
Speed XV (constant)
Green Aug slot (constant)
Colorless Aug slot (constant)
Permutations: <STR|DEX|CON> +8, Armor +10, <Fire|Cold|Electric|Acid|Sonic> Resist +40, 115% Fortification

Gloves of the Master Illusionist (Hand)
INT +11 (constant)
Illusion Focus +5 (constant)
Yellow Aug slot (constant)
Permutations: None

Prismastic Cloak, Blue (Back)
Cold Absorption 30% (constant)
Green Aug slot (constant)
Permutations: +10 Resistance, Natural Armor +10, +10 Competence to-hit, Bluff +20, Concentration +20, Diplomacy +20, Intimidate +20, Spot +20, Search +20, Haggle +20, Spellcraft +20, Heal +20, Listen +20, Wizardry X.

There are blue (cold), red (fire), grey (sonic), green (acid) and violet (electric) variations of the cloak.

Consuming Darkness (Ring)
Seeker XII (constant)
Combat Mastery +5 (constant)
Green Aug slot (constant)
Permutations: None

Glorious Dawn (Ring)
Deathblock VI (Deathblock + 18% neg energy absorb) (constant)
Green Aug slot (constant)
Acid Guard VIII (constant)
Permutations: None

Prisoner's Manacles (Wrist)
Incite +30% (constant)
Reinforced Fists (constant)
Green Aug (constant)
Colorless Aug (constant)
Permutations: +45 <specific> resistance, +9 <STR|CON|DEX>, 120% Fortification, Armor +11

Shadowsight (Goggles)
WIS +11 (constant)
Accuracy X (constant)
Green Aug (constant)
Ethereal (constant)
Permutations: None

Stolen Necklace (Neck)
CHA +10 (constant)
Yellow Aug (constant)
Permutations: Accuracy IX, Resistance +9, Wizardry IX, Bluff +19, Intimidate +19, Search +19, Spot +19, Natural Armor +9, Haggle +19, Listen +19, Spellcraft +19

Shade's Hood (Head)
Resistance +9 (constant)
Green Aug (constant)
Yellow Aug (constant)
Permutations: +45 <specific> Reistance

Nether Orb (offhand)
Reg Aug (constant)
Spell Lore X (constant)
Energy Siphon XII (constant)
Permutations: +5 <Transmutation|Conjuration|Enhancement|Necromancy|E vocation> Focus,

Skullduggery Kit (Waist)
Exceptional INT skill +6 (constant)
Exceptional DEX skill +6 (constant)
Green Aug (constant)
Permutations: Seeker X, Tumble +20, Protection +10, Hide +20, Open Lock +20, Move Silently +20, Repair +20, Swim +20, Disable Device +20, Speed X, Dodge +10%, Hit Points +50

Thunder and Lightning (no permutations)

Some ML28 random loot gen that was kinda interesting:
Ring -- Deadly X: +10 Competence melee and ranged damage; Haggle (maybe any skill?) +21.

Bracer -- 130% Fortification; Perform (any skill?) +20

Bracer -- +50 resist (one element); Seeker XI: +11 seeker.

Goggles -- Wisdom +10, Resistance +11

Goggles -- Wisdom +11, Search (any skill?) +20

Wizza
08-10-2013, 12:51 PM
Lol. I just..


Any and all random effects that are in U19 are following your former example - a small number related mutations that may have different value to different players. They are tradable and sellable until equipped.

I can just lol at this.

Every single item has a chance to drop with EVERY SINGLE SKILL +20.

This is TERRIBLE IN CAPS.

A small number RELATED MUTATIONS?

I..have no words.

Terrible. Just horribad. Awful.

@to whoever liked Random Named loot: this is partially your fault. Good luck grinding these **** items with Haggle +20 on them.

EDIT: Carpone, did you see any Random gen loot with +5 <School focus> DC?

Kadderly
08-10-2013, 01:30 PM
I am trying hard to be positive, I was very enthusiastic about these "salvage" items and they are a serious let down. My big issue is monk wraps...

Thunder and lightning is a waste of space for an additional 0.5[W] from impact II and elemental damage that every other mob I meet may or may not be completely immune to... I lose the untyped damage, neg leveling and dc stunning boosts from grave wraps... what we need are weapons designed to fill a need not effects labeled on a dartboard and a bunch of darts...

We just had stunning/shatter/vertigo changed to debuff resists to increase use and the class that gets their own special version of stun doesn't even get it. Most classes have the option of using what is available. Monks do not, we have to use what allows us to be centered and in the case of stunning fist... no weapons... so we need wraps with dazing. Our class granted abilities Just received tactical DC boost from sundering items.

Da_Most_Shady
08-10-2013, 01:39 PM
Monks do not, we have to use what allows us to be centered and in the case of stunning fist... no weapons... so we need wraps with dazing. Our class granted abilities Just received tactical DC boost from sundering items.

That is not necessarily true anymore. With ep pass you can use weapons other than wraps.

Da_Most_Shady
08-10-2013, 01:40 PM
double post

Drwaz99
08-10-2013, 01:40 PM
This is what we, and +Mel, will need to improve his skills at loot creation and what we want to see from it.

I am also very sure if +Mel had more time then the scant week or so to make these, they could and would have been better.



I'm glad there's still one person who believes that they actually listen to us when there's overwhelming evidence to the contrary. Because if they did, these items would have been massively different. There was so much good feedback from the first iteration of items that was just ignored.

Almost everyone asked for better items, nobody asked for more. What we got was more and and marginally (and that's a HUGE maybe) better. That should show you how much they listen.

Hendrik
08-10-2013, 01:46 PM
As far as I know, Staves are weapons.



Named items are pretty useless in this state. That's why I'd like if Evocation, Enchantment, Necromancy V can be found on Random generated Necklaces/Helms/Trinkets/Cloaks/Gloves/Boots/Bracers/Rings.

Yes, I am well aware that some are weapons as well as some are casting implements. I am just trying to be factual in what I have seen or not.

patang01
08-10-2013, 01:59 PM
Goatskin Boots (Feet):
Speed XV (constant)
Green Aug slot (constant)
Colorless Aug slot (constant)
Permutations: <STR|DEX|CON> +8, Armor +10, <Fire|Cold|Electric|Acid|Sonic> Resist +40, 115% Fortification

I can use this - the speed XV means you compete with the EE GH Collar. So now we have 2 items that compete - which means ability for different slots. 2 Augments, excellent. Especially now when we can find skill augments. The random stuff...too many. It makes finding and grinding for the ideal boots hard. Like Fort boots. I wish it was slimmed down a little - ability should be +3 Insightful choices only or Fort. There are so many items out there with elemental resists.

Gloves of the Master Illusionist (Hand)
INT +11 (constant)
Illusion Focus +5 (constant)
Yellow Aug slot (constant)
Permutations: None

Not very useful. Int 11 is terrific but I think a little too much, Wish it was a Int 9 or +3 insightful Int. But it is niche for sure - if anyone can find the use for the focus

Prismastic Cloak, Blue (Back)
Cold Absorption 30% (constant)
Green Aug slot (constant)
Permutations: +10 Resistance, Natural Armor +10, +10 Competence to-hit, Bluff +20, Concentration +20, Diplomacy +20, Intimidate +20, Spot +20, Search +20, Haggle +20, Spellcraft +20, Heal +20, Listen +20, Wizardry X.

There are blue (cold), red (fire), grey (sonic), green (acid) and violet (electric) variations of the cloak.

Way to many random permutations. Get rid off the skills - there are other items with those skills already. And with skill augments this creates way to many useless permutations. The absorb is good. Maybe make it 35 instead since you can craft low level 33% already. (if they still stack good, if not then this is bad). But the limitation of permutations allows for unique niche cloaks. As of now you'll find tons of cloaks for pittance on the Ah that no one would like. Make it, natural armor, resistance, intimidate, spellcraft and Wiz X only. That allows for enough versatility to be interesting for many different classes.

Consuming Darkness (Ring)
Seeker XII (constant)
Combat Mastery +5 (constant)
Green Aug slot (constant)
Permutations: None

I just can't recommend this. It should be combat mastery 6 or 7. That would make this a serious niche item. Since future tactical skill augments are going to be red, this can't even be combined with say Stunning (now daze) skill augments for a nice combo. As such this will compete with the cloak, the drow ring and challenge spare hands - all which will be easier to get then this.

Glorious Dawn (Ring)
Deathblock VI (Deathblock + 18% neg energy absorb) (constant)
Green Aug slot (constant)
Acid Guard VIII (constant)
Permutations: None

I don't find a use for it. Maybe as a swap in but I'm sure I can find other items that fill all these. This need 2 great augment slots to be okay and some other features to be unique.

Prisoner's Manacles (Wrist)
Incite +30% (constant)
Reinforced Fists (constant)
Green Aug (constant)
Colorless Aug (constant)
Permutations: +45 <specific> resistance, +9 <STR|CON|DEX>, 120% Fortification, Armor +11

The fort permutation would be okay but the item is fundamentally flawed. Another item with reinforced fist competing with many other items with it. 2 Augments is good, seems to be a few less permutations but it's still too many. I only have one Monk toon but I just don't think will fit it or any future build. The permutations are strong for sure, but the item itself is weak.

Shadowsight (Goggles)
WIS +11 (constant)
Accuracy X (constant)
Green Aug (constant)
Ethereal (constant)
Permutations: None

Okay if only for the wis part. Lots of items and random loot with accuracy. Ethereal - lots of items already. I suggest making it a Wiz or Char permutation and add 3 displacement clickies. It would be the third item with displacement on it (if you coun't a greensteel) and it would be unique enough to consider in some circumstances. Ethereal and accuracy are going to be wasted on a Wiz item that will most likely only be primarily used by Divine classes.

Stolen Necklace (Neck)
CHA +10 (constant)
Yellow Aug (constant)
Permutations: Accuracy IX, Resistance +9, Wizardry IX, Bluff +19, Intimidate +19, Search +19, Spot +19, Natural Armor +9, Haggle +19, Listen +19, Spellcraft +19
Too many permutations. Char 10 is good, but with only 1 augment and so many permutations, many of which you can find better on the cloaks that you can get easier - well - lets just say that you can find random loot necklaces with +11 char. Combined with a cloak with absorb and a better permutation this will have to compete with so many different better necklaces.

Shade's Hood (Head)
Resistance +9 (constant)
Green Aug (constant)
Yellow Aug (constant)
Permutations: +45 <specific> Reistance
This is a clicky item. And I can almost guarantee that it will only be there, in which case most will settle for the lowest epic item with the clicky.

Nether Orb (offhand)
Reg Aug (constant)
Spell Lore X (constant)
Energy Siphon XII (constant)
Permutations: +5 <Transmutation|Conjuration|Enhancement|Necromancy|E vocation> Focus,
Great item. This will give the Wiz orb a run for the money. I wish the augment was a purple or orange instead but at least it's red. So we can boost it with spell power. Unique.

Skullduggery Kit (Waist)
Exceptional INT skill +6 (constant)
Exceptional DEX skill +6 (constant)
Green Aug (constant)
Permutations: Seeker X, Tumble +20, Protection +10, Hide +20, Open Lock +20, Move Silently +20, Repair +20, Swim +20, Disable Device +20, Speed X, Dodge +10%, Hit Points +50
Probably okay for rogues but way too many permutations. Some of which are useless for a rogue (repair, Swim?) and can be found on other items. It's better to minimize permutations so you find a few different options but all fills a niche.

Thunder and Lightning (no permutations)
As mentioned earlier, this one is alright but no one is going to replace their better wraps with this.

Personally I don't need tons of new items. What we should instead be looking for are unique named items. Named items should feel like they were made with a purpose. Maybe it's a single use or a average jack of all trades use.

But they should all feel like they had 'something' about them that people want, or at least specific classes. It's never wrong to be class specific as long as you have a good reason to use it. Many choices are good, but there should still be something that sets them apart.

Too me it feels like we have a few good items out of this expansion pack, but there's just something missing. Maybe a raid that can upgrade items - add an augment, add something that makes them better. If you look at Motu you had some items that seemed okay (like the planar stones with a stat ability) but through a upgrade path got better (combined with a relic weapon you added more things to it). And in order to be able to make the planar set you needed to unlock favor.

This was (sorta) added to GH - with the diff tiers of raid items. Or you can upgrade dragon armor. There's always a forward goal to make something better.

What do we have in this expansion pack? Lots of items - most fluff and a few quests. 2 Wilderness. But we don't have the one thing we really can look forward to - the upgrade. The unlock. The future goal. I mean even this expansion pack really helps people playing MOTU - with more PDK favor we now have a much greater chance to unlock top favor so we can finally get all those sets upgraded and planar sets done.

And that's not a compelling reason to run this expansion pack in the longhaul.

Please turbine - do not create future expansion packs without something that makes them unique. I won't be fooled like this again. You have not given me a good reason to run these quests over and over above and beyond getting favor and XP.

Please - think vale. Think Upgrade. Take the best features you have in this game and combine them. Give us a future expansion with the same durability, versatility as Vale. When people make their own stuff, we always work for a future goal, a future dream and we get exactly what we want. And that is why it's still running and that is why people still make greensteel stuff.

Systern
08-10-2013, 02:40 PM
...
The crossbow is useless - sure - its 3 diff poisons - but you're once again wasting 1 feature on keen - when most people already use improved critical. And doubleshoot? I bet most ranged already pick the Epic feat anyways. Why would I pick this over Needle? And no augment slot?

...

reread the descriptions on Keen III and Impact II, they add +1/+.5[w] (respectively) now as well.

moo_cow
08-10-2013, 02:45 PM
I don't mean to be that rude guy but these items are complete garbage. I honestly was excited that they were coming out with a new two hander, but come on.

- That maul is a good 30+ damage a swing behind the esos, and that's with pulverizer. I doubt anyone is even gonna use it to stun. It's just that bad
- The wraps are ok but I kinda feel like the should have stunning on them, since stunning is the best part of a monk and possibly an improved weapon dice increase.
- The rings combat mastery is a few too low
- A shadow walk clicky?
- And also stop making + to hit on items when its completely useless
- the cross bow? ***?

IronClan
08-10-2013, 02:46 PM
People still run shroud because the loot is over powered for its ml, and even at 28 people will still slot the sp item and hp item. Thats how OP they were. Make Alchemical similarly powerful and people would still be running it. As it stands its barely run anymore same with other crafting that uses similar mechanisms. Its not thr degree of certainty that keeps people wanting stuff, its the degree of OP ;p

Bridge_Dweller
08-10-2013, 03:48 PM
The loot's okay. A few good items, nothing making me drool and looks like I'll be keeping most of my stuff.

Can't say much or it is really worth hunting.

Grosbeak07
08-10-2013, 03:53 PM
I wouldn't compare this to anything out of Caught in the Web, this isn't raid loot. CITW itesm should be superior to anything out of this pack. Its not much of a level creep.

Compare it to Epic Gianthold. In general the Epic Gianthold stuff is better, but not by all that much. There are now more choice for gear and that is a good thing. Personally, I hate wearing the same thing as many players because its "ideal", so yeah... no "must have" items in my opinion, but then again, I think that about most gear.

CoasterHops
08-10-2013, 03:58 PM
Just a few thoughts on some of the items:

The Thunder and Lightning Wraps :
-Add Lightning Strike as it is Thematic.
-Remove Impact and replace with Additional Base damage die as Per Adamantine Knuckles. More than 0.5 too btw.
-Add Shatter 14.... quivering palm DC will now be boosted by this.

Consuming Darkness:
-Definitely up the Combat Mastery to +7.

The Trapsmiths Xbow:
-The poison should only effect one stat and not have a chance at 3 different as it doesn't become a plausible stat reducer because of this, if it is all 3 on a crit then so be it, also maybe the base threat range should be increased by 1. This would allow it to occur more often, I don't mean Keen on the item but the actual base threat range....

The Maul:
-First up increase its base threat range, this would go a long way to making it viable.
-Change its 4(1d10) to maybe 3(2d8), this way it benefits more from thing like Deadly weapons and other effects that up the die increase.

The Bastard Sword:
-Add a Red Slot.
-Add greater good or something similar so it deals a little more damage and also bypasses the most common DR being good.

The Scimitar
-Add 1 to the base threat range, simple fix or make it a *3 crit.
-Make the 1d6 base damage 1d8 instead, if you do one of the above ad this then it will be a much nicer item.

The Shades Hood
-Thematically the shadow walk may seem the way to go but its way off the mark. Would be better if it was some sort of perma lesser displacement or an incorporeal proc on hit chance, if its an EE item how about a 25% chance for 5 seconds of 25% Incorparal, which can actually stack with itself up to 4 times for 100% incorporal which no longer stacks and runs out once the timer ends. With the time actually stacking too.
-Improved deception......

The Shuriken
-With the change to poison procs from shruriken only occurring on crits, increase the base threat range. (this is from Ninja Spy)

Glorious Dawn
-Add radiance guard , fits the name thematically and actually has some use.

Remove all the skill +20 chances from the variable loot, its not required, keep the list small and useful. (Maybe keep Disable 20 chance on the skullduggery kit)

Basically for named weapons at these sort of levels need to look at useful effects + doing something with the base weapon itself. Things like increased base threat range, crit multipliers or vastly improved die damage is what people are looking for from end game weapons.

patang01
08-10-2013, 03:59 PM
reread the descriptions on Keen III and Impact II, they add +1/+.5[w] (respectively) now as well.

You're right. But honestly - I rather have something unique about them. Anytime you fight something that doesn't take stat damage this crossbow will be useless.

Drwaz99
08-10-2013, 04:32 PM
Compare it to Epic Gianthold. In general the Epic Gianthold stuff is better, but not by all that much.

That's one of my main issues with the new stuff. EGH is generally better and 3-4 levels lower.

Systern
08-10-2013, 04:54 PM
http://i211.photobucket.com/albums/bb1/twiafu/repeater_zpsd49367c6.jpg (http://s211.photobucket.com/user/twiafu/media/repeater_zpsd49367c6.jpg.html)


Base comparison to Needle vs this repeater:



Needle: Trapsmith
2.5[1d12] = 16.25 avg +7/8 3[1d10] = 16.5 + 0 (+6 if Pure Artificer)
Speed Modifiers: 20% alacrity (*1.14) 9% doubleshot (~4.5% since repeaters are less affected than bows)
Spellcasting Implement = 21/24 0
Additonal Effects:
Hemm/Phlebot +2/3d8 Stat damage


An Artificer's conjured bolts take care of the weapon not having a +enhancement on it, but they lose the spell casting implement.
Rogue Mechanics won't care about the Spellcasting Implement, but won't be able to get better than +3 bolts from House D.

My biggest quibble with this repeater is that it's the 5th named epic repeater. Epic Silver Slinger is niche and purpose built. Needle is pure damage. These three, Epic Doublecross, Slaver's Hand crossbow, and Trapsmith's all share a poison/stat damage theme. Stat damage is completely trivialized by Epic Ward in difficulties above Epic Normal.

So, basically, this new crossbow will clear up slayers the best, but Needle, even un-upgraded is still a better all-arounder (which maybe raid loot should be).

oradafu
08-10-2013, 04:56 PM
That's one of my main issues with the new stuff. EGH is generally better and 3-4 levels lower.

And unless you're new to the game, it was unlikely that you paid for GH when it was upgraded. But an Expansion that involves real money to access, the loot is junk.

Before someone jumps all over the "do you want us to pay for Epicifying old packs?", that's not what I'm suggesting. I'm suggesting that at least the same amount of time and effort (if not more) that was put into Epic GH would have been placed into an Expansion that so far is only justified as an Expansion by all the stuff that will be available if no one had paid for the Expansion from the get-go.

FlaviusMaximus
08-10-2013, 11:29 PM
To address the 12 newest items, since that is what this thread is about;

The tactics ring seems pretty decent. I would actually love to see it come in different flavors like the dun'robar rings. A vertigo version, stun version, and sunder version would add a lot of appeal, in my opinion.

The scimitar seems appealing for boss fights.

I would consider changing the save dropping abilities on the maul to trigger more than once every few seconds if the idea is for a melee caster, such as a Morninglord Elf, to swing the maul around a bit before casting spells on enemies with weakened saves. If a player has to swing too long to reduce the saves then there may reach a point when the spells aren't worth casting anymore.

I'm glad to see that the CITW weapons are not being replaced by the new gear. They are powerful and shouldn't be rendered obsolete a scant year later.

The average 40 elemental damage from the monk wraps, plus the red slot potentially adding more elemental damage make them interesting. Yes, stunning would have to come from elsewhere, but an extra 40+ damage per hit is nothing to scoff at.

On that note, if you guys start making tactical rubies for red slots, you are going to make a lot of sales in the store.

LightBear
08-11-2013, 03:09 AM
The named items from update 19 are still better then the normal generated items at those level.
Normal generated items will either have a prefix, a suffix or when you're lucky (http://www.youtube.com/watch?v=h5EofwRzit0) have both of them.
At least the named items from this update will have at least that one thing extra on it and possibly two or more, right?

Overall I would say:
- Drop the +20 skill permutation on all of these items, they're just so so.
Except for spellcraft I guess as that's nowhere to be found unless "Old" named items have this updated to them.
- The plusses to armor on jewelery and clothing is a lost nowadays.
Most, if not all, named dresses and named outfits have this themselves.
If it would add a shield bonus or if it would add an always stacking PRR you would have had a winner.

Goatskin Boots (Feet):
Speed XV (constant)
Green Aug slot (constant)
Colorless Aug slot (constant)
Permutations: <STR|DEX|CON> +8, Armor +10, <Fire|Cold|Electric|Acid|Sonic> Resist +40, 115% Fortification

- 10 permutations? I guess it will tailor a lot of builds.
The new must have boots have arrived, it's just a question of getting the right pair.
I guess a lot of females will want a pair in every color. ;)

Gloves of the Master Illusionist (Hand)
INT +11 (constant)
Illusion Focus +5 (constant)
Yellow Aug slot (constant)
Permutations: None

- 0 permutations? Was really hoping to see some permutations to the schools and the stat (limited to int, cha and wis) here or see some matching new spells being released with this.
Looks at the Nether Orb, looks at these gloves, looks at the Nether Orb again.
***! These will be found cheap on AH real fast.

Prismastic Cloak, Blue (Back)
Cold Absorption 30% (constant)
Green Aug slot (constant)
Permutations: +10 Resistance, Natural Armor +10, +10 Competence to-hit, Bluff +20, Concentration +20, Diplomacy +20, Intimidate +20, Spot +20, Search +20, Haggle +20, Spellcraft +20, Heal +20, Listen +20, Wizardry X.

There are blue (cold), red (fire), grey (sonic), green (acid) and violet (electric) variations of the cloak.

- The Absorption is way to low, aren't there level 9 items that surpass this by 3%?
Should be around 50% at this level.
The Permutations are not that good to be wearing one of these cloaks all the time.
The colors are all wrong on these cloaks. It should be white (cold), red (fire), purple (sonic), green (acid) and blue (electric). Not sure about sonic, but electric and cold are off what we are used to.

Consuming Darkness (Ring)
Seeker XII (constant)
Combat Mastery +5 (constant)
Green Aug slot (constant)
Permutations: None

- Nice item, it misses a roll of 20 effect or even better a 5% chance of proccing effect.
There isn't anything consuming or dark about this ring.

Glorious Dawn (Ring)
Deathblock VI (Deathblock + 18% neg energy absorb) (constant)
Green Aug slot (constant)
Acid Guard VIII (constant)
Permutations: None

- Acid Guard VIII should be a permutation as it would then be in pair with the cloaks.
18% neg energy absorption is way to low for this level, it should be 36%.
Must have Radiance guard X as a constant.

Prisoner's Manacles (Wrist)
Incite +30% (constant)
Reinforced Fists (constant)
Green Aug (constant)
Colorless Aug (constant)
Permutations: +45 <specific> resistance, +9 <STR|CON|DEX>, 120% Fortification, Armor +11

- Yet another item that has Reinforced Fists, for the monks it would be nice if they would stack for a change.

Shadowsight (Goggles)
WIS +11 (constant)
Accuracy X (constant)
Green Aug (constant)
Ethereal (constant)
Permutations: None

- Nice goggles, +11 at wis is nothing to be sniffed at.
The other affixes are a nice bonus on them, I am missing the permutations.
Tho I can't name the permutations I would like to see here.

Stolen Necklace (Neck)
CHA +10 (constant)
Yellow Aug (constant)
Permutations: Accuracy IX, Resistance +9, Wizardry IX, Bluff +19, Intimidate +19, Search +19, Spot +19, Natural Armor +9, Haggle +19, Listen +19, Spellcraft +19

- Something tells me there's a +1 better item of this out there as well.
If not... shame on you,
if so... welcome to the grind.

Shade's Hood (Head)
Resistance +9 (constant)
Green Aug (constant)
Yellow Aug (constant)
Permutations: +45 <specific> Resistance

- Nice but nothing special, should have a curse to spellcraft on it as we all know Shade's mathigian skills. ;) And it should then have Alien mind.

Nether Orb (offhand)
Reg Aug (constant)
Spell Lore X (constant)
Energy Siphon XII (constant)
Permutations: +5 <Transmutation|Conjuration|Enhancement|Necromancy| Evocation> Focus,

- This item makes the gloves of the master Illusionist obsolete by a huge leap.
This is the new to have off hand item for any spell caster, wish this was the gloves and not an orb.

Skullduggery Kit (Waist)
Exceptional INT skill +6 (constant)
Exceptional DEX skill +6 (constant)
Green Aug (constant)
Permutations: Seeker X, Tumble +20, Protection +10, Hide +20, Open Lock +20, Move Silently +20, Repair +20, Swim +20, Disable Device +20, Speed X, Dodge +10%, Hit Points +50

- Missing Exceptional CHA skill +6 (constant).
Drop the skill plus on this item, the other permutations are very nice.

Still thinking about the weapons, will post it as soon as I have written it down.

Urjak
08-11-2013, 04:36 AM
My opinion on the items so far:

The Shades Hood:
Nice, but somehow lacking in overall power ... after all it has to compete with eGH dragon helmets ... imo it should at least have ghostly as well ... or even ghostly + blurry/lesser displacement ... that would make it much more desirable and would fit the theme.

Shadowsight Goggles:
Wisdom +11 is very cool ... but ethereal and accuracy are more or less useless ... change accuracy X to deadly X and add Greater Incorporal Bane ... would both fit the theme and make it much more desirable

Glorious Dawn:
Probably the worst item so far :( ... at the very least give it something like a deathward clicky with high caster level (CL27, 3/day) ... then I could finally bank my Fleshrender Goggles^^

Trapsmiths Crossbow:
*Sigh* why has it to be always poison damage? ... it is a trapsmiths weapon ... so imo a fun idea to upgrade this item would be a low proc chance to spawn high level random traps (those that high level rogue mechanics can craft) ... would imo be a fun addition!

The Morning Star:
Well, I was so totally looking forward to this ... finally an epic shuriken ... but this is a total disappointment :/ ... eveningstar challenge shuriken are by far and wide better ... personally I was hoping for a shuriken that would be better vs. bosses, as the spelltouched shuriken are very good vs. trash but weak vs. bosses who resist most of the additional damage ... upgrade the damage profile to 2[1d4]+8, 19-20/x3 or 2[1d4]+8, 18-20/x2 and it will be at least somewhat desireable ... add metalline into the mix (additionally ofc) and lots of people will grind for it ...

First Blood:
Doublestrike 15% is cool ... but given that the overall damage is kinda lacking ... expand the base crit range by one and add a red slot ...

Prison Break:
At least from its icon it looks like it should deal piercing and slashing damage ... apart from that ... such a cruesome weapon might do with limb chopper and hemorrhaging as an addition ;)

Prisoners Manacles:
Upgrade the attribute bonuses to at least +10 and remove the armor bonus +11 from the random effects list ...

Stolen Necklace:
If you decide to make an epic elite necklace with such few effects and only a yellow slot ... those effects should really be awesome => increase the charisma bonus by 1 (=> EN: 9, EH: 10, EE: 11) and change the random effects list to: natural armor bonus +10, protection +10, resistance +10, wizardry IX, spellcraft +19 ... maybe also repair +19, perform +19 and heal +19 ... but the other ones are just garbage for potential wearers of this item (fvs, bards and sorcerers)

Fell Shiv:
Well greater vorpal is cool and the list of random effects is cool as well ... yet it is still lacking compared to other weapons ... consider increasing its base die size and enhancement bonus => 3[1d6]+7 would make this item a lot more attractive ... give its broad design ... maybe even a higher crit multiplier (19-20/x3) ...

Skullduggery Belt:
This one looks like it is intended to be swapped in for disabling hard EE traps and opening hard EE locks ... thus I would suggest: change the random effect to be randomly two of the following: search +20, disable device +20, open lock +20 or if you want to be really nice ... change it to be randomly either: search + disable device + open lock +20 or move silently + hide + tumble +20 ... (then there would be two possible drops: one trapper belt and one belt for sneaking ... both only situationally useful ... but at least in those situation this would be the best item ...)

Frostbite Blade:
Looks interesting as is ... maybe increase the enhancement bonus to +8 ... but no biggy if not ..

Prismatic Cloak:
To make this one really worthwhile a lot has to change :/ ... first give it a resistance to the element it absorbs as well (+40/+45/+50 for en/eh/ee seems fitting) ... add resistance +11 and change the random effects list to: deadly X, natural armor bonus X, wizardry X, concentration +20, heal +20, spellcraft +20

Magistrates Scepter:
IMO very weak atm ... themetically fitting: add true seeing (after all the magistrate must see throw all disguises), spot +20 (and notice them), protection from chaos (would be really bad if he gets mind controlled) and finally upgrade axiomatic V to axiomatic X ... plus maybe a clicky: circle of protection from chaos, CL: 28, 3/day ...

Masters Riposte:
Well this one is clearly meant as a defensive weapon ... yet to tank a boss you still need to do enough damage to hold aggro ... consider adding incite 40% ...

Shield of Morning:
hmmm ... maybe add another slot?

Gloves of the Master Illusionist:
Int +11 is awesome ... but illusion is a kinda weak school and only a yellow slot ... consider adding spell focus V to a random 2nd school ... and on epic elite upgrade the yellow to a green slot ... or add a colorless one

Goatskin Boots:
Considering that this one drops from the final and hardest quest of the new ones ... it should really be awesome ... speed XV is a good start ... maybe add primal bonus to armor class +3 and balance +20 ... oh and please change the random effects list so that only elemental resists are possible ... noone needs armor bonus +10 on these boots!

Thunder and Lightning:
Not bad! ... if they just were flametouched iron threaded and had stunning +10 ...

Elemental Fury:
Actually a really cool short sword ... in my test vs. dojo-kobolds it did more dps than celestia^^ (though ofc in actual quests many if not most mobs and especially bosses are immune or at least resistant to part of elemental furys dps ...) ... thus imo a cool twist would be: elemental resistance breaking: your attacks ignore the first 20 points of energy resistance your target has ... oh and why does an epic elite weapon only have an +5 enhancement bonus? it should be at least +7

Giant's Fist:
First: the enhancement bonus of +4 is a bad joke ... this has to go way up to at least +7 ... then increase the die size to 4[1d12] or 4[2d6] ... and finally add bonebreaking (VI or higher)

Nether Orb:
Looks good to me!

Consuming Darkness:
Consider increasing the combat mastery by one and adding a second augment slot ...

All in all nice work ... but as you can see there is still a lot to do ... hope some changes can make it into the release ... after all this "expansion" was quite expensive :/

Wizza
08-11-2013, 04:43 AM
People, release is next Monday. This is the final version of the items. Put your souls at peace, this is what Shadowfell Conspiracy will look like on live. And if they do change them (ah, this made me laugh), they will nowhere look like your suggestions. Give it a rest.

On top of this, to make these items worthwile they would have to re-work them from the start. It's not happening, now or never.

And to the people that so far screamed "yessss randoooom yuuuhu" that now suggests how to change them: you are giving the rest of the community a well and long laugh. I applaud your hypocrisy.

CoasterHops
08-11-2013, 04:59 AM
People, release is next Monday. This is the final version of the items. Put your souls at peace, this is what Shadowfell Conspiracy will look like on live. And if they do change them (ah, this made me laugh), they will nowhere look like your suggestions. Give it a rest.

On top of this, to make these items worthwile they would have to re-work them from the start. It's not happening, now or never.

And to the people that so far screamed "yessss randoooom yuuuhu" that now suggests how to change them: you are giving the rest of the community a well and long laugh. I applaud your hypocrisy.

Where is the hypocrisy in suggesting changes to items?

That's not hypocrisy..... it's trying to improve whats there, twelve of these new items have been created and only two have variable (not random) effects yet you continue to spout on about random effects being the problem, seriously I think you need to get over it already.

PS. You haven't proven your math in the other thread yet, you know the one where you told me to learn math.....

Wizza
08-11-2013, 05:04 AM
Where is the hypocrisy in suggesting changes to items?

That's not hypocrisy..... it's trying to improve whats there, twelve of these new items have been created and only two have variable (not random) effects yet you continue to spout on about random effects being the problem, seriously I think you need to get over it already.

PS. You haven't proven your math in the other thread yet, you know the one where you told me to learn math.....

Yes, yes. Hypocrisy at its best. :rolleyes: You are asking them to change what you liked so far is hypocrisy. Asking them to REMOVE SOME OF THE RANDOM EFFECTS that you loved so far is hypocrisy. Screaming "I luvz them" before even seeing the whole list of effects is hypocrisy. Assuming that you would have only "2 or 3" effects in list and then asking them to change them after seeing them is hypocrisy.

Sorry. You are giving me a good one thou. You loved them until...they sucked so much for you after seeing them? How do you call that? To me, that's hypocrisy at its best.

CoasterHops
08-11-2013, 05:12 AM
Yes, yes. Hypocrisy at its best. :rolleyes: You are asking them to change what you liked so far is hypocrisy. Asking them to REMOVE SOME OF THE RANDOM EFFECTS that you loved so far is hypocrisy. Screaming "I luvz them" before even seeing the whole list of effects is hypocrisy. Assuming that you would have only "2 or 3" effects in list and then asking them to change them after seeing them is hypocrisy.

Sorry. You are giving me a good one thou. You loved them until...they sucked so much for you after seeing them? How do you call that? To me, that's hypocrisy at its best.

Nope I have always advocated a small number of useful variable effects, so there is no hypocrisy your reading is becoming like your math flawed.

Where have I stated that I no longer want variable effects or that a large number of variable effects is good? You are blinded by your crusade, you need to step back a bit I believe.

Wizza
08-11-2013, 05:16 AM
Nope I have always advocated a small number of useful variable effects, so there is no hypocrisy your reading is becoming like your math flawed.

Where have I stated that I no longer want variable effects or that a large number of variable effects is good? You are blinded by your crusade, you need to step back a bit I believe.

Blinded? Not really.

It's you and the ones like you who are blind. I've stated from the first day that there wouldn't be a small number of useful effects but they were much more like ES challenges. And I was right.

You are the one stating that you loved them no matter what.

Make up your mind would you. You are not making any sense.

CoasterHops
08-11-2013, 05:29 AM
Blinded? Not really.

It's you and the ones like you who are blind. I've stated from the first day that there wouldn't be a small number of useful effects but they were much more like ES challenges. And I was right.

You are the one stating that you loved them no matter what.

Make up your mind would you. You are not making any sense.

No I have always stated that I liked a small number of useful variable effects, I still wonder why you are spouting on about random effects though when only two of the twelve newly posted items have *variable* effects. Your crusade is over, we get what we get. Theres just as many items without variable effects so you won, you got what you wanted.

Wizza
08-11-2013, 05:41 AM
No I have always stated that I liked a small number of useful variable effects, I still wonder why you are spouting on about random effects though when only two of the twelve newly posted items have *variable* effects. Your crusade is over, we get what we get. Theres just as many items without variable effects so you won, you got what you wanted.

You are forgetting the old trash Named items

10 old items (the ones in the thread started by Squeak) have all one or even 2 random effects.

22 items total (IIRC, I haven't counted the cloaks as 5 items but just one) and 12 of them are Random. More than 50% of them.

I didn't bother to double check numbers but of these 22 items, there are 2 that are worth something for a few people:

Nether's Orb
Goatskin boots


Not a static single NAMED ITEM with Cha +11. No Evocation +5, no Necro, ench +5 (the most wanteds spell schools). No deadly XI (the MOST USEFUL EFFECT for every kind of melee/ranged/unarmed player). I also can't recall a static STR +11 item, a DEX +11.

Now, leaving aside the Randomness that sucks, these items make no sense in every point of view.

CoasterHops
08-11-2013, 05:50 AM
You are forgetting the old trash Named items

10 old items (the ones in the thread started by Squeak) have all one or even 2 random effects.

22 items total (IIRC, I haven't counted the cloaks as 5 items but just one) and 12 of them are Random. More than 50% of them.

I didn't bother to double check numbers but of these 22 items, there are 2 that are worth something for a few people:

Nether's Orb
Goatskin boots


Not a static single NAMED ITEM with Cha +11. No Evocation +5, no Necro, ench +5 (the most wanteds spell schools). No deadly XI (the MOST USEFUL EFFECT for every kind of melee/ranged/unarmed player). I also can't recall a static STR +11 item, a DEX +11.

Now, leaving aside the Randomness that sucks, these items make no sense in every point of view.

Lol well now we can actually agree on something, many of the items are underwhelming and I don't really believe it's to do with variable effects.
Strangely enough the items that you have actually stated are worth something both have variable effects, in the case of the Nether Orb this is the sort of variable effect I was always advocating for.

Now those stupid skills +20 variables are shocking, it's not the sort of thing I would advocate as a variable effect, but it looks like we are getting what we are getting.
Theres some semi decent stuff but all and all nothing that makes you sit up and go "WOW".

Wizza
08-11-2013, 05:56 AM
Lol well now we can actually agree on something, many of the items are underwhelming and I don't really believe it's to do with variable effects.
Strangely enough the items that you have actually stated are worth something both have variable effects, in the case of the Nether Orb this is the sort of variable effect I was always advocating for.

Now those stupid skills +20 variables are shocking, it's not the sort of thing I would advocate as a variable effect, but it looks like we are getting what we are getting.
Theres some semi decent stuff but all and all nothing that makes you sit up and go "WOW".

There are 2 items that would benefit from Random effects like GH helms:

Gloves of the Illusionist.

Make it:

Int/Cha/Wis +11 AND Enchantment/Necro/Evo +5

Goatskin boots

Speed XV
Deadly XI
STR/DEX/WIS +11
No slot

And there you go, 2 items that will now be useful.

Sorry but the items are not decent. When noone wants to use any of them but 2, that means the rest of the items are vendor trash.

CoasterHops
08-11-2013, 06:09 AM
There are 2 items that would benefit from Random effects like GH helms:

Gloves of the Illusionist.

Make it:

Int/Cha/Wis +11 AND Enchantment/Necro/Evo +5

Goatskin boots

Speed XV
Deadly XI
STR/DEX/WIS +11
No slot

And there you go, 2 items that will now be useful.

Sorry but the items are not decent. When noone wants to use any of them but 2, that means the rest of the items are vendor trash.

I think items that look decent are:
-The Scimmy
-The Bastard Sword
-The Seeker 12, Combat Mastery 5 Ring, of course it could have been awesome if it was buffed just a little to CBM 7.
-The Nether Orb
-The Goatskin Boots
-The Elemental Fury SS, could pump out some nice damage on mobs that have no elemental immunity.

So to me that's a few, not a heap but a few..

Wizza
08-11-2013, 06:16 AM
I think items that look decent are:
-The Scimmy
-The Bastard Sword
-The Seeker 12, Combat Mastery 5 Ring, of course it could have been awesome if it was buffed just a little to CBM 7.
-The Nether Orb
-The Goatskin Boots
-The Elemental Fury SS, could pump out some nice damage on mobs that have no elemental immunity.

So to me that's a few, not a heap but a few..

Scimitar is the only one that could be decent.

- Ring? Dun'robar is vastly superior. Seeker 12 can be found somewhere else. So: not unique, not a slot consolidator. It's nothing.
- Bastard sword is useless. Doublestrike 15% does not make up for this trash item
- Elemental Fury is WAAAY behind DPS. Another vendor item.

Ghwyn
08-11-2013, 08:59 AM
Seems like the devs are listening to what I often read about. One thing is power creep and another is making current gear obsolete. The new gear seems fix those two issues, but now all I read about is stuff not being OP enough to be worth getting. I really hope the devs keep doing their thing and realize that almost all forum complainers are useless.

Wizza
08-11-2013, 09:09 AM
Seems like the devs are listening to what I often read about. One thing is power creep and another is making current gear obsolete. The new gear seems fix those two issues, but now all I read about is stuff not being OP enough to be worth getting. I really hope the devs keep doing their thing and realize that almost all forum complainers are useless.

Not sure who you are talking about.

But, this fix power creep? +11 Stat, +5 DC, +10 dmg per hit? Yeah, sure :rolleyes:

Btw, I never complained about Power creep ;) I like striving for the best gear so I welcome any good gear.

Gwyxxx
08-11-2013, 09:23 AM
Seems like the devs are listening to what I often read about. One thing is power creep and another is making current gear obsolete. The new gear seems fix those two issues, but now all I read about is stuff not being OP enough to be worth getting. I really hope the devs keep doing their thing and realize that almost all forum complainers are useless.

When random items are stronger than named, something is wrong.
If the best in U19 was a +9 stat in random loot, then a +10 charisma necklace were wonderful.
+10 charisma namede with +11 random loot is useless
Is so difficult to understand?

patang01
08-11-2013, 11:35 AM
Blinded? Not really.

It's you and the ones like you who are blind. I've stated from the first day that there wouldn't be a small number of useful effects but they were much more like ES challenges. And I was right.

You are the one stating that you loved them no matter what.

Make up your mind would you. You are not making any sense.

Guys, I didn't start this thread to pit players with a grudge against each others - it was me telling Turbine to rethink their loot. Especially since this is an expansion pack. And if this is the quality we can expect from other money grabs in the future I'm sure most players will hesitate before the invest any money in it. The haphazard release of 12 new items kind of indicate that this was poorly conceived in the first place.

patang01
08-11-2013, 11:37 AM
No Evocation +5, no Necro, ench +5 (the most wanteds spell schools)

Nether Orb

patang01
08-11-2013, 11:45 AM
Seems like the devs are listening to what I often read about. One thing is power creep and another is making current gear obsolete. The new gear seems fix those two issues, but now all I read about is stuff not being OP enough to be worth getting. I really hope the devs keep doing their thing and realize that almost all forum complainers are useless.

That's absolutely and categorically false. I've yet to read anyone that want any of these items OP, in fact some including myself think that adding 3 ability points more in stats is too much. But worse - look at the gloves in heroic Elite. +8 - that's way of base for a ML 19 item. That should be removed right away.

I think the argument for most and especially from me is that a lot of these items are less desired (for being ML 28) then items before them. And what's the point of making so many of these items if few are going to use them?

I don't need 20+ items. I'd settle for 1 new item per quest it they were unique and well done and desired. Something that would give what you use right now a serious run for your money. And they don't have to be 'much better'. They just need to fit a niche for whatever class you want it for. This is not about making gear obsolete - this is about either complementing it or replacing an older piece that you're still holding onto.

But more then anything I personally want some form of longevity to this. A upgrade path - a something you keep grinding towards in order to 'make it your own'. Because right now if you do all the quests and get the few gear you want, this pack offers nothing else compelling.

You can't say the same about MOTU and GH. That speaks well for MOTU because of how big it is and how much it offers, and in lesser degree GH, because of how they implemented okay gear and a desire to grind away to what you want and upgrade what you have.

There is nothing like that in this expansion. What you see is what you get. No upgrade, no better tier, no adjustment, nothing. No sets, no combinations, no escalation. Every single gear piece is a dead end.

Wizza
08-11-2013, 11:58 AM
Nether Orb

I said static.

I was expecting a weapon strong like Twilight. That orb is basically a +5 DC weapon, nothing else.

10% Lore is not enough for me to wear it. Red slot meh, it's on every weapon.

EllisDee37
08-11-2013, 01:44 PM
Is it wrong that I'm happy I don't have to worry about any of these named items and can just work on finding a few lootgen items to bolster my gearsets?

Gwyxxx
08-11-2013, 01:54 PM
Is it wrong that I'm happy I don't have to worry about any of these named items and can just work on finding a few lootgen items to bolster my gearsets?

That's not wrong.
But the fact is that the situation that makes you rightly happy is an error in itself.

FlaviusMaximus
08-11-2013, 02:15 PM
Is it wrong that I'm happy I don't have to worry about any of these named items and can just work on finding a few lootgen items to bolster my gearsets?

I personally think this is completely acceptable. I'm not really concerned with whether the loot is random lootgen, is named, or comes from a raid, an upgrade is an upgrade, and I would much rather have to change a couple gear slots in an update than change my whole gear set up.

Melange
08-12-2013, 10:10 AM
Glorious Dawn (Ring)
Deathblock VI (Deathblock + 18% neg energy absorb) (constant)
Green Aug slot (constant)
Acid Guard VIII (constant)
Permutations: None

- Acid Guard VIII should be a permutation as it would then be in pair with the cloaks.
18% neg energy absorption is way to low for this level, it should be 36%.
Must have Radiance guard X as a constant.


Quick note:
The Glorious Dawn ring is actually doing Solar Guard. Apparently there is a typo in the mutation name for VIII only. All of the rest are named correctly. All of them, VIII included, are described correctly and doing the correct effect. So you should be doing Light damage, not acid.

We'll get the name fixed in patch (it isn't critical enough for a hotfix).

patang01
08-12-2013, 12:50 PM
Quick note:
The Glorious Dawn ring is actually doing Solar Guard. Apparently there is a typo in the mutation name for VIII only. All of the rest are named correctly. All of them, VIII included, are described correctly and doing the correct effect. So you should be doing Light damage, not acid.

We'll get the name fixed in patch (it isn't critical enough for a hotfix).

So it's intended for some of the weapons to not have an augment slot and to have less then 7 in enhancement?
Generally the no augment slot was meant for items that were really powerful (like redfed, which in retrospect and with the change of damage and to hit stacks is subpar in every single way). I realize that MOTU item philosophy is different but it seems to be back in EGH. But there's nothing overpowering or especially appealing to the items in this pack that doesn't have it.

I'm trying to understand the philosophy here since it feels a little arbitrary.

umbathri
08-13-2013, 12:53 AM
I hate reading too many forum posts so I don’t know if it’s already been mentioned but one feedback I would give about the keen items, everyone keeps calling them useless since any melee char would take the feat and they don’t stack, but they could. This new system of keen adding .5w and 1w like vorpal is good and the feat could be a +1 level to the keen of an item; making it stack in a small way. So you could put Keen 3 only on the end game items and a player with the improved critical feat would then be bumping the lesser keen items up by one. Whether keen 3 would be the max is then up to the devs.

EllisDee37
08-13-2013, 05:43 AM
I hate reading too many forum posts so I don’t know if it’s already been mentioned but one feedback I would give about the keen items, everyone keeps calling them useless since any melee char would take the feat and they don’t stack, but they could. This new system of keen adding .5w and 1w like vorpal is good and the feat could be a +1 level to the keen of an item; making it stack in a small way. So you could put Keen 3 only on the end game items and a player with the improved critical feat would then be bumping the lesser keen items up by one. Whether keen 3 would be the max is then up to the devs.Great idea!

/signed

(So like Carnifex could get 1.5[W] @ level 8-9 if you take Improved Critical?)

TPICKRELL
08-13-2013, 10:35 AM
http://i211.photobucket.com/albums/bb1/twiafu/helm_zps017590d1.jpg (http://s211.photobucket.com/user/twiafu/media/helm_zps017590d1.jpg.html)







Was the Power +200 pre-slotted in the green slot? If so that needs to be moved to the yellow slot.

Drwaz99
08-13-2013, 10:38 AM
Was the Power +200 pre-slotted in the green slot? If so that needs to be moved to the yellow slot.

I agree, and while they are at it - make it Power +225 or +250...it's min lvl 27 for petes sake!

Andilor
08-14-2013, 04:35 PM
Was the Power +200 pre-slotted in the green slot? If so that needs to be moved to the yellow slot.

If augments came pre-slotted in the logical slot, they wouldn't sell very many jeweler's kits now would they.

Seems there are a lot of masked cash grabs in the next update.

A: Getting to a quest.
...1: Make getting to a quest a maze of buildings and mobs.
...2: Place an NPC that will gladly transport you for shards.

B: Random loot.
...1: Make most of the high level loot random, and create sub par named loot.
...2: Add a Reroll Loot button to chests for shards.

The nice thing was being able to test the Reroll button on every chest on Lamm. Guess what, rerolled random vendor trash became random vendor trash that cost shards.

They already destroyed the game economy with the shard exchange, now they make most loot random and many BtCoE. I can't wait to see ML:27 random loot on the shard exchange for 600 shards.

13 shards = $1

Just to be clear, I get upset about this stuff because I love this game. I have lived through the slow evolution to what the game is now, and while some things are fun and new on the surface, it feels like the core is rotting beneath our feet.

SiliconShadow
08-15-2013, 04:34 AM
For anyone that can upload pictures - frostbite is one cool looking scimmi.

LMAO COOL omg I can't stop laughing Frostbite cool LMAO Seriously I'm wetting myself in laughter

rabrams99
08-15-2013, 12:49 PM
1. So can one get +9 or +10 or +11 on a random gen loot?

2. Can it be on the same type that those stats are on now? I.E. health +X is found on a belt, neck, etc? or is it some specific type only?

thanks

Carpone
08-16-2013, 10:22 AM
The AH is fully stocked right now, so I'm taking the opportunity to identify the various permutations available on the new items.

Goatskin Boots (Feet):
Speed XV (constant)
Green Aug slot (constant)
Colorless Aug slot (constant)
Permutations: <STR|DEX|CON> +8, Armor +10, <Fire|Cold|Electric|Acid|Sonic> Resist +40, 115% Fortification
Solid item, though I think 115% Fortification permutation is anemic. At the very least it should be 120% like the Prisoner's Manacles.


Prismastic Cloak, Blue (Back)
Cold Absorption 30% (constant)
Green Aug slot (constant)
Permutations: +10 Resistance, Natural Armor +10, +10 Competence to-hit, Bluff +20, Concentration +20, Diplomacy +20, Intimidate +20, Spot +20, Search +20, Haggle +20, Spellcraft +20, Heal +20, Listen +20, Wizardry X.

There are blue (cold), red (fire), grey (sonic), green (acid) and violet (electric) variations of the cloak.
Cold Absorption as the primary draw makes it too niche of an item. At the very least these cloaks should also include spell crit bonuses for a specific element. For example, allow the blue cloak to absorb 30% cold damage, and provide +18% spell crit for cold spells.


Consuming Darkness (Ring)
Seeker XII (constant)
Combat Mastery +5 (constant)
Green Aug slot (constant)
Permutations: None
+5 Combat Mastery is a disappointment on an ML28 item. It should be +7.


Glorious Dawn (Ring)
Deathblock VI (Deathblock + 18% neg energy absorb) (constant)
Green Aug slot (constant)
Acid Guard VIII (constant)
Permutations: None
Damage Guards (even if it's supposed to be Light damage) are pathetic mechanics. Mobs with thousands of hitpoints dealing melee damage for 200+ makes a 40 point damage guard rather anemic.


Prisoner's Manacles (Wrist)
Incite +30% (constant)
Reinforced Fists (constant)
Green Aug (constant)
Colorless Aug (constant)
Permutations: +45 <specific> resistance, +9 <STR|CON|DEX>, 120% Fortification, Armor +11
Change the Incite to Healing Amp and you've got a winner. Not very exciting as is. The game doesn't need/want Incite gear when nothing demands being tanked.


Shadowsight (Goggles)
WIS +11 (constant)
Accuracy X (constant)
Green Aug (constant)
Ethereal (constant)
Permutations: None
Unless there's a randomly generated item with Deadly you can work into your gearset, this isn't going to replace EE Dream Visor. None of the named items have the Deadly attribute.


Stolen Necklace (Neck)
CHA +10 (constant)
Yellow Aug (constant)
Permutations: Accuracy IX, Resistance +9, Wizardry IX, Bluff +19, Intimidate +19, Search +19, Spot +19, Natural Armor +9, Haggle +19, Listen +19, Spellcraft +19
Paladins might go for the Resistance version, and Sorcerers for the Spellcraft version. I was really surprised not to see a Perform variation for Bards.


Shade's Hood (Head)
Resistance +9 (constant)
Green Aug (constant)
Yellow Aug (constant)
Permutations: +45 <specific> Resistance
There is nothing compelling about this item to consider replacing EE Dragon Helms. It needs better permutations like Deadly to make that happen.


Gloves of the Master Illusionist (Hand)
INT +11 (constant)
Illusion Focus +5 (constant)
Yellow Aug slot (constant)
Permutations: None

Nether Orb (offhand)
Reg Aug (constant)
Spell Lore X (constant)
Energy Siphon XII (constant)
Permutations: +5 <Transmutation|Conjuration|Enhancement|Necromancy|E vocation> Focus
Until DC casting becomes viable again, these items are wallpaper. Shiradi casters are still better off with a fully upgraded Twilight and the Planar Conflux bonus. Shiradi casters don't care about max INT or Illusion Focus.


Skullduggery Kit (Waist)
Exceptional INT skill +6 (constant)
Exceptional DEX skill +6 (constant)
Green Aug (constant)
Permutations: Seeker X, Tumble +20, Protection +10, Hide +20, Open Lock +20, Move Silently +20, Repair +20, Swim +20, Disable Device +20, Speed X, Dodge +10%, Hit Points +50
This item obsoletes melee belt options from Giant Hold in a good way.

Some casters will use this as a consolidation item for the 10% Dodge or +50 HP variants, and gain +6 Spellcraft.

phalaeo
09-01-2013, 07:56 PM
The items (especially the caster-oriented ones) are terrible. Poor itemization, no augment slots, and weak bonus combinations. We all just ground out epic GH gear, no way I'm replacing certain GH items for U19 items that are nowhere near what they should be for their level.

It isn't just an increase in a bonus that makes an item desirable. It's slot consolidation, unique effects, convenience (is it a swap item, or a static item?)....

I'm very disappointed with the items from this pack. There are only one or two that I would grind for, and the rest will either be passed or vendor trash.

EllisDee37
09-01-2013, 08:19 PM
Well, in fairness I'm absolutely replacing my (planned but never acquired) +8 intricate field optics on my casters with +9 or +10 lootgen stat items, for sure.

The +3 insightful hats, though? No chance in hell those are going anywhere.

Stoner81
09-14-2013, 04:00 AM
Great idea!

/signed

(So like Carnifex could get 1.5[W] @ level 8-9 if you take Improved Critical?)

OH HELL YEAH!

/signed like a gazillion times!

Stoner81.

psykopeta
09-14-2013, 03:27 PM
OH HELL YEAH!

/signed like a gazillion times!

Stoner81.

/signed to reapply to old named items (well, even currently dropping ones) the newest preffix/method workaround

what's the deception in midnight greetings? what's the keen in carnifex?

also ic and vorpal (both feats) should simply increase the keen $/vorpal $ in the weapon, so from 0 to 1, from 1 to 2, etc etc ofc with a highest/defined value