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Steelstar
12-04-2015, 11:23 AM
Hey, folks! In addition to Legendary Greensteel, there are some named items dropping in U29! Here's a look at what you'll find on Lamannia.

A few notes before we get started:

This is a pretty early look, quite a few items aren't in top shape yet.
DEFINITELY check out the Known Issues list when trying the items on Lamannia! (https://www.ddo.com/forums/showthread.php/438924-Lamannia-Known-Issues-(Last-Updated-3-19-15))
For the first time, we're using the new Scaling Effects from the new Randomized Loot system (https://www.ddo.com/forums/showthread.php/468384-Randomized-Loot) on Named Items. As a result, some values may be odd, broken or imbalanced. We're still polishing the system and working out the kinks - Let us know where you think these lie in comparison to other items.


Raid Items:
These are the standard drops that will drop in Legendary Hound of Xoriat and Tempest's Spine. Like other named items from the last few updates, these can also drop as Mythic versions. These items are ML29.

Heavy Plate - Melee - Platemail of the Celestial Avenger


+13 Enhancement Bonus
Fortification - Enhancement Bonus to Fortification (160%)
Quality - Doublestrike - Quality Bonus to Doublestrike (4%)
Angelic Grace - 150 Temporary hit points, 5% Proc Chance on Hit, internal cooldown 10 seconds
Sheltering - Sheltering (+38 MRR and PRR)
Blurry - 20% Concealment
Deathblock IX -
Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
Augment - Blue
Augment - Green


Heavy Plate - Caster - Platemail of the Celestial Sage


+13 Enhancement Bonus
Fortification - Enhancement Bonus to Fortification (160%)
Quality - Reflex Save - Quality Bonus to Reflex +3
Quality - Potency - Quality Bonus to Potency (27)
Sheltering - Sheltering (+38 MRR and PRR)
Blurry - 20% Concealment
Deathblock IX -
Displacement (per Spell) - x3 per Rest
Augment - Blue
Augment - Green


Medium - Metal - Breastplate of the Celestial Avenger


+13 Enhancement Bonus
Enhancement Bonus to Melee Alacrity 15%
Angelic Grace - 150 Temporary hit points, 5% Proc Chance on Hit, internal cooldown 10 seconds
Quality - Doublestrike - Quality Bonus to Doublestrike (4%)
Sheltering - Sheltering (+38 MRR and PRR)
Blurry - 20% Concealment
Deathblock IX -
Fortification - Enhancement Bonus to Fortification (160%)
Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
Augment - Yellow
Augment - Green


Medium - Metal - Breastplate of the Celestial Sage


+13 Enhancement Bonus
Angelic Grace - 150 Temporary hit points, 5% Proc Chance on Hit, internal cooldown 10 seconds
Quality - Reflex Save - Quality Bonus to Reflex +3
Quality - Potency - Quality Bonus to Potency (27)
Sheltering - Sheltering (+38 MRR and PRR)
Blurry - 20% Concealment
Deathblock IX -
Fortification - Enhancement Bonus to Fortification (160%)
Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
Augment - Yellow
Augment - Green


Medium - NonMetal - Scalemail of the Celestial Avenger


+13 Enhancement Bonus
Enhancement Bonus to Melee Alacrity 15%
Insight - Deadly - +6 Deadly Insight Bonus
Fortification - Enhancement Bonus to Fortification (160%)
Sheltering - Sheltering (+38 MRR and PRR)
Blurry - 20% Concealment
Deathblock IX -
Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
Augment - Yellow
Augment - Green


Medium - NonMetal - Scalemail of the Celestial Sage


+13 Enhancement Bonus
Enchancement - Enhancement Bonus to Fortification 160%
Quality - Reflex Save - Quality Bonus to Reflex +3
Quality - Potency - Quality Bonus to Potency (27)
Sheltering - Sheltering (+38 MRR and PRR)
Blurry - 20% Concealment
Deathblock IX -
Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
Augment - Yellow
Augment - Green


Light - Melee - Leathers of the Celestial Avenger


+13 Enhancement Bonus
Max Dex Bonus - This item has an allowance for 4 points of additional Dexterity Bonus.
Fortification - Enhancement Bonus to Fortification (160
Reduces Threat by Melee Damage by 22%
Sheltering - Sheltering (+38 MRR and PRR)
Quality - Deadly - +6 Deadly Quality Bonus
Blurry - 20% Concealment
Deathblock IX -
Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
Augment - Blue
Augment - Green


Light - Ranged - Leathers of the Celestial Archer


+13 Enhancement Bonus
Max Dex Bonus - This item has an allowance for 4 points of additional Dexterity Bonus.
Fortification - Enhancement Bonus to Fortification (160%)
Reduces Threat by Ranged Damage by 22%
Sheltering - Sheltering (+38 MRR and PRR))
Enhancement Bonus to Ranged Alacrity 20%
Blurry - 20% Concealment
Deathblock IX -
Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
Augment - Blue
Augment - Green


Light - Caster - Leathers of the Celestial Sage


+13 Enhancement Bonus
Enchancement - Dodge - Enhancement Dodge Bonus (+15)
Fortification - Enhancement Bonus to Fortification (160%)
Quality - Potency - Quality Bonus to Potency (27)
Insight - Spell DC's - Insight Spell Focus Mastery of +3
Blurry - 20% Concealment
Deathblock IX -
Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
Augment - Blue
Augment - Green


Robe - Robe of the Celestial Sage


Enchancement - Dodge - Enhancement Dodge Bonus (+15)
Sheltering - Sheltering (+38 MRR and PRR))
Quality - Potency - Quality Bonus to Potency (27)
Insight - Spell DC's -Insight Spell Focus Mastery of +3
Blurry - 20% Concealment
Deathblock (This should be the standard Deathblock, with no Negative Energy Reduction).
Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
Fortification - Enhancement Bonus to Fortification (160%)
Augment - Green
Augment - Yellow


Outfit - Monk - Outfit of the Celestial Avenger


Quality - Doublestrike - Quality Bonus to Doublestrike (4%)
Reduces Threat by Melee Damage by 22%
Fortification - Enhancement Bonus to Fortification (160%)
Sheltering - Sheltering (+38 MRR and PRR)
Blurry - 20% Concealment
Deathblock IX -
Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
Augment - Green
Augment - Yellow


Outfit - Monk - Outfit of the Celestial Guardian


Quality - Doublestrike - Quality Bonus to Doublestrike (4%)
Angelic Grace - 150 Temporary hit points, 5% Proc Chance on Hit, internal cooldown 10 seconds
Fortification - Enhancement Bonus to Fortification (160%)
Sheltering - Sheltering (+38 MRR and PRR)
Blurry - 20% Concealment
Deathblock IX -
Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
Augment - Green
Augment - Yellow


Docent - Docent of the Celestial Avenger


Enchancement - Melee Alacrity - Enhancement Bonus to Melee Alacrity 15%
Doublestrike - 22% Enhancement Bonus to Doublestrike
Fortification - Enhancement Bonus to Fortification (160%)
Sheltering - Sheltering (+38 MRR and PRR)
Blurry - 20% Concealment
Deathblock IX -
Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
Augment - Green
Augment - Yellow


Docent - Docent of the Celestial Sage


Enchancement - Dodge - Enhancement Dodge Bonus (+15)
Insight - Fortitude - Quality Bonus to Fortitude Save +3
Quality - Potency - Quality Bonus to Potency (27)
Insight - Spell DC's -Insight Spell Focus Mastery of +3
Blurry - 20% Concealment
Deathblock IX -
Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
Augment - Green
Augment - Yellow


Buckler


[2d4]+13
Quality - Dex Ability Increase +3
Quality - +10 MRR
Quality - +10 PRR
Ghostly
Red Augment Slot
Purple Augment Slot


Small Wooden


[2d6]+13
Enhancement - +38 MRR
Quality - Con Ability Increase +3
Healer's Bounty
Quality - Spellcraft Bonus
Red Augment
Purple Augment


Large


[2d8]+13
Quality - Con Ability Increase +3
Enhancement - +38 MRR
Healer's Bounty
Bashing (Extra damage when shield bashing. Still working out exact scaling numbers.)
Red Augment
Purple Augment


Tower - Fighter


[3d10]+13
Quality - Con Ability Increase +3
Enhancement - +38 MRR
Healer's Bounty
Bashing (Extra damage when shield bashing. Still working out exact scaling numbers.)
Red Augment
Purple Augment



Rune Arm - Machination of Madness


Bee Shot - This Rune Arm's shot deals piercing damage, and stacks a piercing DOT.
Knife Imbue VI (Will probably become "Piercing Imbue")
Taint of Chaos
Impulse +159
Natural Armor +15
Insightful Repair Amplification (Scaling numbers TBD)
Insightful Evocation Focus +2
Rune Arm Charge Rate 30%
Yellow Augment Slot
Green Augment Slot


Handwraps - Storm's Harness
+5[w] (which makes them 6[w], because your fists are the other w... hooray handwraps)


+13 Enhancement Bonus
Damage (Deadly)
Fists (this makes them 7[w])
Insightful Melee Power
Quality Stunning
Sonic OnCrit Damage
Electric Damage
Red Augment Slot
Orange Augment Slot



Quest Items:
These are the standard drops that will drop in the two new Vale dungeons (which have both Heroic and Legendary versions). Like other named items from the last few updates, these can also drop as Mythic versions. These items are ML15 and ML29.

Helm - Boundless


Insightful Wizardry/SP (+77/143)
Insightful Potency (+30/51) (this will be replaced in next patch, feel free to suggest what with.)
Quality PRR (+5/9)
Fortification (+92/149)
Green Augment Slot


Necklace - Pendant of Apparition


Quality Illusion Focus (+0/+1) (This will become regular Illusion Focus in the next build)
Insightful Abjuration Focus (+1/+2)
Quality Reflex (+1/2)
Healing Amplification (Scaling numbers TBD)
Green Augment Slot


Necklace - Pendant of the Warrior's Focus


Quality Combat Mastery (+1/2) (This will become Insightful Combat Mastery in the next build)
Insightful Doublestrike (+3/7)
Armor-Piercing (+12/21)
Insightful Fortitude (+2/5)
Blue Augment Slot


Trinket - Planar Compass


Insightful PRR (+10/18)
Quality MRR (+5/9)
Ghostly
Quality Healing Amplification (Scaling numbers TBD)
Green Augment Slot


Trinket - Subtle Sound


Insightful Sneak Attack (+3 to hit, +4 damage/ +5 to hit, +8 to damage)
Quality Seeker (+1/3)
Insightful Assassinate (+1/2)
Use Magic Device (Scaling numbers TBD)
Yellow Augment Slot


Ring - Brazenband


Quality Enchantment Focus (+0/+1) (This will become regular Enchantment Focus in the next build)
Insightful Evocation Focus (+1/+2)
Speed (+15/27) (Speed scaling still TBD)
Insightful Dodge (+3%/+6%)
Yellow Augment Slot


Ring - Arraetrikos' Bane (This one is more of a concept item, but needs some love. What else would help it counter Harry?)


Fire Resistance (+29/53)
Insightful Enchantment Saves (+2/5)
Insightful Poison Saves (+2/5)
Quality Disease Saves (+2/5)
Yellow Augment Slot


Cloak - Construct's Mantle


Repair Amplification (Scaling numbers TBD)
Quality Intelligence (+1/+3)
Repair Skill (Scaling numbers TBD)
Quality Magnetism (+16/30)
Green Augment Slot


Boots


Quality PRR (+5/9)
Insightful PRR (+10/18)
Insightful Incite (+10%/18%)
Fortification (+92%/149%)
Blue Augment Slot


Orb


+4 Orb Bonus
Negative Healing Amplification (Scaling numbers TBD)
Insightful Nullification (+47/74)
Insightful Necromancy Focus (+1/2)
False Life (+29/53)
Orange Augment Slot

KielbasaBeta
12-04-2015, 12:41 PM
Remove deadly from those hand wraps and put something useful there. This same mistake has been made before such as with that shurikan from a couple updates ago. Every physical damage dealer will find a way to slot deadly on an accessory somewhere it should never be on the weapon slot.

Eldried
12-04-2015, 12:43 PM
Will any of the raids be playable on Lamania this weekend?

Steelstar
12-04-2015, 12:44 PM
Remove deadly from those hand wraps and put something useful there. This same mistake has been made before such as with that shurikan from a couple updates ago. Every physical damage dealer will find a way to slot deadly on an accessory somewhere it should never be on the weapon slot.

Interestingly, over the last few Lamannia cycles I seem to get two groups of players with regards to Deadly:

Those who believe it should only be on weapon-slot items, and
Those who believe it should never be on weapon-slot items.


Can't please both groups, sadly. I am up for hearing what the latter group would like to see replace it, though; we're more inclined to make changes when feedback is backed by a good suggestion. :)

Steelstar
12-04-2015, 12:45 PM
Will any of the raids be playable on Lamania this weekend?

Yes, but the loot isn't dropping in Hound/TS yet. It'll be in the dojo (except the handwraps, which missed my file crawl. *shakes non-handwrapped fist*).

Eldried
12-04-2015, 12:48 PM
Cool. While at it, any timetable for when Lamania will be up?

xTethx
12-04-2015, 12:50 PM
Interestingly, over the last few Lamannia cycles I seem to get two groups of players with regards to Deadly:

Those who believe it should only be on weapon-slot items, and
Those who believe it should never be on weapon-slot items.


Can't please both groups, sadly. I am up for hearing what the latter group would like to see replace it, though; we're more inclined to make changes when feedback is backed by a good suggestion. :)

Deadly on weapons and insightful/exceptional/quality deadly on accessories.

Atremus
12-04-2015, 01:23 PM
Steel,

Is this the raid only loot? Can you throw in a SP restoration clicky for one of the quests or raids?

Trinket slot : Restores 600 to 800 SP / 1 or 2 Charges.
Bind Status: BTCoE, Exclusive or BTC, Exclusive

Would prefer in a quest, so it could be farmed while the raids are all on timer

Kielbasa
12-04-2015, 01:24 PM
Interestingly, over the last few Lamannia cycles I seem to get two groups of players with regards to Deadly:

Those who believe it should only be on weapon-slot items, and
Those who believe it should never be on weapon-slot items.


Can't please both groups, sadly. I am up for hearing what the latter group would like to see replace it, though; we're more inclined to make changes when feedback is backed by a good suggestion. :)

The cat's already out of the bag people are going to slot deadly from a non weapon because it is that good. We already have ~10-11 deadly damage available at cap. So say the deadly on those wraps ends up being +12-15 damage you only get at most 4-5 damage from that effect. This makes just about any other damage option a better choice even non damage mods like good, silver, cold iron, etc which would let you bypass ~20+ dr in some cases.

What adds insult to injury is that handwraps are already behind on damage compared to other styles so anythng that looks like a waste of space on them will further frustrate the playerbase. Also if rumors prove true that there are no greensteel handwraps monks need something comparable to keep them from falling more and more behind other melee until monks get an enhancement pass and wraps are recoded to be weapons.

As far as what should replace deadly on those wraps I think its time for epic cloudburst. Fits your electric sonic theme might as well finish going down the rabbit hole.

Urjak
12-04-2015, 01:26 PM
Booo ... why no ranged version of the robes/outfits? Could we make this 4% quality doublestrike AND 4% quality doubleshot?

Additionally, it seems like very narrow loot selection - sure there many different armors - but you can only wear one at a time anyways ... and the other items are only for shield users, artis and unarmed monks ... so only a small selection ...

So - for me: So far not interested in any of the raid items. In case we get a ranged robe/outfit: MAYBE interested in one item ... seems to be a little lacking on the incentives side for TWO raids ...

Considering the quest items: They sound far more interesting ... the trinkets obviously have a hard standing because they have to compete with epic Litany ... but the other ones do sound interesting ...

Bottom line: Maybe move some of the quest items to the raids? I mean 0-1 interesting item for two raids and several interesting items for two quests ... someone else also think there is something off?

Hobgoblin
12-04-2015, 01:28 PM
for harrryyss bane:

add bludegeon resistance maybe.

or possible make it add sliver or good to your weapons for the purpose of dr?

TPICKRELL
12-04-2015, 01:34 PM
The monk robes need to have enhanced ki added.

The handwraps should be moved to drop in the quests so that they can be farmed out to be used in the raid.

Hoglum
12-04-2015, 01:35 PM
Interestingly, over the last few Lamannia cycles I seem to get two groups of players with regards to Deadly:

Those who believe it should only be on weapon-slot items, and
Those who believe it should never be on weapon-slot items.


Can't please both groups, sadly. I am up for hearing what the latter group would like to see replace it, though; we're more inclined to make changes when feedback is backed by a good suggestion. :)


"Deadly" on a weapon should simply be the +.

For example: Longsword

Now, add deadly.

You have a +5 Longsword --> a deadly longsword.

Ta-Daa!

Any chance you can lower the min lv to 28 on this stuff? One level sounds rather weak to be able to use it. Two would be nice! Nobody will get hurt if lv 28's are using any of this stuff.

Eldried
12-04-2015, 01:36 PM
..

Silverleafeon
12-04-2015, 02:03 PM
Interestingly, over the last few Lamannia cycles I seem to get two groups of players with regards to Deadly:

Those who believe it should only be on weapon-slot items, and
Those who believe it should never be on weapon-slot items.


Can't please both groups, sadly. I am up for hearing what the latter group would like to see replace it, though; we're more inclined to make changes when feedback is backed by a good suggestion. :)

Since you can only put so much upon a weapon to maintain balance, it makes sense not to add things that can be place elsewhere, unless that is taken into account with the design of the weapon.

Also the armor featured above with +6 deadly (is way below the +10ish deadly available at that level), but its insightful so its great there.

Suggestion for Wraps ~ add to trip DC, or sunder DC instead of deadly or have a x% chance to sunder/trip?

Suggestion for Armor ~ insight on armor is great, leave it alone.

Thank you for a nonmetal druid type armor.

Also for the Druid armor could we have:
+X Primal bonus to potency where X = (Wilderness Lore* Z/Y) where Z and Y are similar numbers, possibly the same?
Or other feature of your choice with wilderness lore?

After all the DRuid armor lack the great temp sp (would love to add to druid armor if you want) of the angelic, or is that a copy and paste error?


Any chance on a +X Religious/Wilderness Lore shield/armor/item bonus somewhere?

Silverleafeon
12-04-2015, 02:06 PM
Steel,

Is this the raid only loot? Can you throw in a SP restoration clicky for one of the quests or raids?

Trinket slot : Restores 600 to 800 SP / 1 or 2 Charges.
Bind Status: BTCoE, Exclusive or BTC, Exclusive

Would prefer in a quest, so it could be farmed while the raids are all on timer

Will seek out any and all sp clicky pots wherever they might drop.

Kilnedric
12-04-2015, 02:45 PM
Booo ... why no ranged version of the robes/outfits? Could we make this 4% quality doublestrike AND 4% quality doubleshot?

Additionally, it seems like very narrow loot selection - sure there many different armors - but you can only wear one at a time anyways ... and the other items are only for shield users, artis and unarmed monks ... so only a small selection ...

So - for me: So far not interested in any of the raid items. In case we get a ranged robe/outfit: MAYBE interested in one item ... seems to be a little lacking on the incentives side for TWO raids ...

Considering the quest items: They sound far more interesting ... the trinkets obviously have a hard standing because they have to compete with epic Litany ... but the other ones do sound interesting ...

Bottom line: Maybe move some of the quest items to the raids? I mean 0-1 interesting item for two raids and several interesting items for two quests ... someone else also think there is something off?

Also interested in a ranged breastplate (medium) armor.

PsychoBlonde
12-04-2015, 02:45 PM
Interestingly, over the last few Lamannia cycles I seem to get two groups of players with regards to Deadly:

Those who believe it should only be on weapon-slot items, and
Those who believe it should never be on weapon-slot items.


Can't please both groups, sadly. I am up for hearing what the latter group would like to see replace it, though; we're more inclined to make changes when feedback is backed by a good suggestion. :)

Slicing winds ofc.

I'd also like to point out that there are exactly 5 Abjuration spells in the game that even ALLOW a saving throw (for abjuration focus) (Banishment, Dismissal, Glyph of Warding, Greater Glyph of Warding, and Holy Aura).

FuzzyDuck81
12-04-2015, 02:49 PM
Flavour effect for the harry bane ring.. maybe it could grant favoured enemy:evil outsider feat? neutralise poison clicky (with higher caster level than basic, so the temporary full immunity effect lasts longer) could be in theme of countering harry's abilities too, or adding evil outsider bane as a weapon imbue when equipped could be nice too & relatively situational.

DeadRabbat
12-04-2015, 03:47 PM
Okay so we have this.
Handwraps - Storm's Harness
+5[w] (which makes them 6[w], because your fists are the other w... hooray handwraps)

+13 Enhancement Bonus
Damage (Deadly)
Fists (this makes them 7[w])
Insightful Melee Power
Quality Stunning
Sonic OnCrit Damage
Electric Damage
Red Augment Slot
Orange Augment Slot


First, why Harness? Harness is something that straps around the body, wraps wrap around the hand & up the forearms to elbow. So Harness, even though cool in name, doesn't fit what a Wrap is.
Deadly on a Wrap, interesting but not too effective as others have pointed out.
Maybe an air guard on them...fits with the Storm Theme. But more importantly, DR bypass without having to buy augments. Doesn't have to be like TF but one or two metals would be nice.

My 2 cents.
DR

Steelstar
12-04-2015, 04:07 PM
As a reminder, be sure to check the Lamannia Known Issues when checking these items out on Lamannia! (https://www.ddo.com/forums/showthread.php/438924-Lamannia-Known-Issues-(Last-Updated-3-19-15))

UurlockYgmeov
12-04-2015, 04:08 PM
Interestingly, over the last few Lamannia cycles I seem to get two groups of players with regards to Deadly:

Those who believe it should only be on weapon-slot items, and
Those who believe it should never be on weapon-slot items.


Can't please both groups, sadly. I am up for hearing what the latter group would like to see replace it, though; we're more inclined to make changes when feedback is backed by a good suggestion. :)

hmm... maybe time for a deadly augment???

AtomicMew
12-04-2015, 04:09 PM
Okay so we have this.
Handwraps - Storm's Harness
+5[w] (which makes them 6[w], because your fists are the other w... hooray handwraps)

+13 Enhancement Bonus
Damage (Deadly)
Fists (this makes them 7[w])
Insightful Melee Power
Quality Stunning
Sonic OnCrit Damage
Electric Damage
Red Augment Slot
Orange Augment Slot


First, why Harness? Harness is something that straps around the body, wraps wrap around the hand & up the forearms to elbow. So Harness, even though cool in name, doesn't fit what a Wrap is.
Deadly on a Wrap, interesting but not too effective as others have pointed out.
Maybe an air guard on them...fits with the Storm Theme. But more importantly, DR bypass without having to buy augments. Doesn't have to be like TF but one or two metals would be nice.

My 2 cents.
DR

It's using the other definition of harness:

control and make use of (natural resources), especially to produce energy.
"attempts to harness solar energy"

jakeelala
12-04-2015, 04:36 PM
It's using the other definition of harness:

control and make use of (natural resources), especially to produce energy.
"attempts to harness solar energy"

Yes taken in it's less literal, non-noun form, to harness (v.) is to pursue the force or motion of something for the sake of redirecting it, generally to ones own ends.

knobaroo
12-04-2015, 04:39 PM
Interestingly, over the last few Lamannia cycles I seem to get two groups of players with regards to Deadly:

Those who believe it should only be on weapon-slot items, and
Those who believe it should never be on weapon-slot items.


Can't please both groups, sadly. I am up for hearing what the latter group would like to see replace it, though; we're more inclined to make changes when feedback is backed by a good suggestion. :)

On weapon slot only is great.... if it is only avail on weapon slot.
Lately monks feel like they are riding the short bus into battle. (is improved crit fixed yet?)
No greensteel hurts. I understand why but there should be a little extra love to be found somewhere so we can be among our peers.
I would like to see hand wraps with stance specific bonuses like way of the sun soul. Mountain stance grants earthquake proc, Wind lightning storm.... so you could change stance for different set of procs without changing wraps..
Might just be time to put the monk away till his turn comes around again

lyrecono
12-04-2015, 04:41 PM
why all this double strike

Why no good stuff for people who use cleaves?
are you guys fixing double strike so it works on cleaves?
you seem to imply it should work, the Battlerager's Harness (http://ddowiki.com/page/Item:Battlerager%27s_Harness) is made for barbs but the double strike is not working on cleaves, the primary source for barb dps

SirValentine
12-04-2015, 04:43 PM
Heavy Plate - Caster - Platemail of the Celestial Sage
Medium - Metal - Breastplate of the Celestial Sage
Medium - NonMetal - Scalemail of the Celestial Sage
Light - Caster - Leathers of the Celestial Sage
Robe - Robe of the Celestial Sage
Docent - Docent of the Celestial Sage





I'm looking at these 6 different versions "of the Celestial Sage", and I'm confused.

How did you pick the various differing abilities? There doesn't seem to be any pattern or theme.

Why do some have Yellow slots instead of Blue? They're all armor-slot items!

They're all listed as "Sage" items, meant to be caster items, right? Yet some of them have only a single casting-related ability.

Why do most have Deathblock IX, but one doesn't?

Why do both the heaviest and lightest have Sheltering, but one of the ones in the middle doesn't?

I'm not saying they all have to be identical...but if they are not, can there be some rhyme and reason to the differences?

(It'd also make it easier to see what's going on if you listed the attributes in the same order for all of them.)

Grailhawk
12-04-2015, 05:02 PM
Light - Melee - Leathers of the Celestial Avenger


+13 Enhancement Bonus
Max Dex Bonus - This item has an allowance for 4 points of additional Dexterity Bonus.
Fortification - Enhancement Bonus to Fortification (160
Reduces Threat by Melee Damage by 22%
Sheltering - Sheltering (+38 MRR and PRR)
Quality - Deadly - +6 Deadly Insight Bonus
Blurry - 20% Concealment
Deathblock IX -
Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
Augment - Blue
Augment - Green



So is the deadly an Insight bonus or a Quality bonus.

Also why is Quality the first word on some effects name is this something that I'm not understanding about the new loot system should the name of the effect just be Deadly and then the type of bonus be in the description.

Grailhawk
12-04-2015, 05:05 PM
All
+13 Enhancement Bonus
Fortification - Enhancement Bonus to Fortification (160%)
Sheltering - Sheltering (+38 MRR and PRR)
Blurry - 20% Concealment
Deathblock IX
Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
Augment - Green


Heavy Plate - Melee - Platemail of the Celestial Avenger
Angelic Grace - 150 Temporary hit points, 5% Proc Chance on Hit, internal cooldown 10 seconds
Quality - Doublestrike - Quality Bonus to Doublestrike (4%)
Augment - Blue

Medium - Metal - Breastplate of the Celestial Avenger
Angelic Grace - 150 Temporary hit points, 5% Proc Chance on Hit, internal cooldown 10 seconds
Quality - Alacrity - Enhancement Bonus to Melee Alacrity 15%
Quality - Doublestrike - Quality Bonus to Doublestrike (4%)
Augment - Yellow

Medium - NonMetal - Scalemail of the Celestial Avenger
Quality - Alacrity - Enhancement Bonus to Melee Alacrity 15%
Insight - Deadly - +6 Deadly Insight Bonus
Augment - Yellow

Light - Melee - Leathers of the Celestial Avenger
Quality - Deadly - +6 Deadly Insight Bonus
Reduces Threat by Melee Damage by 22%
Augment - Blue

Light - Ranged - Leathers of the Celestial Archer
Quality - Enhancement Bonus to Ranged Alacrity 20%
Reduces Threat by Ranged Damage by 22%
Augment - Blue

Outfit - Monk - Outfit of the Celestial Avenger
Quality - Doublestrike - Quality Bonus to Doublestrike (4%)
Reduces Threat by Melee Damage by 22%
Augment - Yellow


It looks like the Medium - Metal - Breastplate of the Celestial Avenger has one more non shared effect than the others is this intended or an accident?

Qhualor
12-04-2015, 05:28 PM
again, I don't like blur on high level gear because we already should be able to UMD scrolls and wands or find it on other gear. I would assume that we will be able to craft a perma blur greensteel item from epic Shroud as well.

I also don't like alacrity on gear since it does not stack with haste, except in low levels. 15% for ML 29 gear is pretty weak. I would suggest either replacing it with speed or change how alacrity works on a lower percentage to stack with haste.





Cloak - Construct's Mantle


Repair Amplification (Scaling numbers TBD)
Quality Intelligence (+1/+3)
Repair Skill (Scaling numbers TBD)
Quality Magnetism (+16/30)
Green Augment Slot


I would like to see more of this across all levels that would really help WF fighters (not that there are many of them left), except without the Magnetism.

XodousRoC
12-04-2015, 05:44 PM
Interestingly, over the last few Lamannia cycles I seem to get two groups of players with regards to Deadly:

Those who believe it should only be on weapon-slot items, and
Those who believe it should never be on weapon-slot items.


Can't please both groups, sadly. I am up for hearing what the latter group would like to see replace it, though; we're more inclined to make changes when feedback is backed by a good suggestion. :)

How about the group that would like the one thing you've never, e.v.e.r, put on wraps? Would it be too much to ask for a set with either/or naturally expanded crit range or multiplier? So many options exist in every other weapon type, but for the weapons with the worst crit profile in the game? Nope. Nada. Nothing. I appreciate the work (and it has been loads of work for you guys) that's gone into the game, but wraps remain without a single option for improving upon what is undeniably the worst natural crit profile in-game. It's nigh unfathomable to me.

sirgog
12-04-2015, 06:32 PM
The ring could have a one per rest clicky of Silver Weapons.

Also fire absorb was always useful on heroic Shroud when it was nontrivial. The DBF spike damage was dangerous.

Blastyswa
12-04-2015, 06:50 PM
Rune Arm - Machination of Madness


Bee Shot - This Rune Arm's shot deals piercing damage, and stacks a piercing DOT.
Knife Imbue VI (Will probably become "Piercing Imbue")
Taint of Chaos
Impulse +159
Natural Armor +15
Insightful Repair Amplification (Scaling numbers TBD)
Insightful Evocation Focus +2
Rune Arm Charge Rate 30%
Yellow Augment Slot
Green Augment Slot


Interesting Runearm. I like it overall, not a fan of the no-removal Taint of Chaos but that could be worked around even playing a lawful build. Also wondering when it was decided that all runearms were only force. Knives Eternal, Epic Arm of the Archons, and this one are all very similar, a different element soon would be nice.


Cloak - Construct's Mantle


Repair Amplification (Scaling numbers TBD)
Quality Intelligence (+1/+3)
Repair Skill (Scaling numbers TBD)
Quality Magnetism (+16/30)
Green Augment Slot


I like the artificer love in this update. Don't change this item a bit and it'll be a great item for any artificer.

nibel
12-04-2015, 07:02 PM
Probably already detected, but when anyone links me their new shiny loot, it appears like this when I examine it:

http://i63.tinypic.com/2gtcb6f.jpg

Ie, it do not show the description of any effects, besides enhancement bonus, and paragon/epic status. I have no problem on visualization with items I looted myself.

Mindos
12-04-2015, 07:14 PM
Light - Ranged - Leathers of the Celestial Archer


+13 Enhancement Bonus
Max Dex Bonus - This item has an allowance for 4 points of additional Dexterity Bonus.
Fortification - Enhancement Bonus to Fortification (160%)
Reduces Threat by Ranged Damage by 22%
Sheltering - Sheltering (+38 MRR and PRR))
Quality - Enhancement Bonus to Ranged Alacrity 20%


Is this a Quality bonus or an Enhancement bonus? I thought they were separate things?

HuneyMunster
12-04-2015, 08:39 PM
Any reason for no +3 spell dc bonus on caster Heavy and Medium armors replaced by Displacement clickies that can be crafted as accessories with the old greensteel? This forces Clerics, Favored Souls and Druids and to a lesser extent Enlightened Warlocks to use Light armor to maximize their DC's.

HuneyMunster
12-04-2015, 08:45 PM
again, I don't like blur on high level gear because we already should be able to UMD scrolls and wands or find it on other gear. I would assume that we will be able to craft a perma blur greensteel item from epic Shroud as well.








I would like to see more of this across all levels that would really help WF fighters (not that there are many of them left), except without the Magnetism.

There are now a few Lesser Displacement items, but Blur still has its uses as not everyone can slot it elsewhere. Also the cloak looks like it aimed at Artificers, but I'm sure Wizards would defiantly use it also.

Holymunchkin
12-04-2015, 09:19 PM
Handwraps

Add sun soul set bonus from eveningstar as an effect. Jidz-Tet-ka was good. The estar set is still great for leveling. There is some great creative space in the stance buffs. But the existing versions are already nice. Removing the deadly or making it a +4 insight bonus to damage seems to me to be an appropriate solution to the discussion about deadly on weapons or not.

You know these handwraps are an opportunity to "bandage" their absence from greensteel. I look forward to seeing what happens with them. Monks are lots of fun to play and a powerful endgame handwrap set would not be out of order.

Morroiel
12-04-2015, 11:34 PM
Any reason for no +3 spell dc bonus on caster Heavy and Medium armors replaced by Displacement clickies that can be crafted as accessories with the old greensteel? This forces Clerics, Favored Souls and Druids and to a lesser extent Enlightened Warlocks to use Light armor to maximize their DC's.

This 1000x. The next best alternative would be shadow scale @ a +1 bonus. That is a 10% reduction in effectiveness. A 10% penalty for playing divines (or enlightened warlock). That is a pretty sharp penalty (especially when you consider how sub par dc casters are anyways). Also, it isn't even a trade-off | we don't get anything in return.
---------------------------------------------------------
Thanks for making divine casters even further behind they were really strong! /s

Nachomammashouse
12-04-2015, 11:44 PM
Will we see legendary versions of old TS and HOX loots? I was assuming that VOD would go legendary next year and was hoping for a legendary glacial assault set :(

FranOhmsford
12-04-2015, 11:59 PM
Hey, folks! In addition to Legendary Greensteel, there are some named items dropping in U29! Here's a look at what you'll find on Lamannia.

A few notes before we get started:

This is a pretty early look, quite a few items aren't in top shape yet.
DEFINITELY check out the Known Issues list when trying the items on Lamannia! (https://www.ddo.com/forums/showthread.php/438924-Lamannia-Known-Issues-(Last-Updated-3-19-15))
For the first time, we're using the new Scaling Effects from the new Randomized Loot system (https://www.ddo.com/forums/showthread.php/468384-Randomized-Loot) on Named Items. As a result, some values may be odd, broken or imbalanced. We're still polishing the system and working out the kinks - Let us know where you think these lie in comparison to other items.


Raid Items:
These are the standard drops that will drop in Legendary Hound of Xoriat and Tempest's Spine. Like other named items from the last few updates, these can also drop as Mythic versions. These items are ML29.



Robe - Robe of the Celestial Sage


Enchancement - Dodge - Enhancement Dodge Bonus (+15)
Sheltering - Sheltering (+38 MRR and PRR))
Quality - Potency - Quality Bonus to Potency (27)
Insight - Spell DC's -Insight Spell Focus Mastery of +3
Blurry - 20% Concealment
Deathblock (This should be the standard Deathblock, with no Negative Energy Reduction).
Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
Fortification - Enhancement Bonus to Fortification (160%)
Augment - Green
Augment - Yellow


Outfit - Monk - Outfit of the Celestial Avenger


Quality - Doublestrike - Quality Bonus to Doublestrike (4%)
Reduces Threat by Melee Damage by 22%
Fortification - Enhancement Bonus to Fortification (160%)
Sheltering - Sheltering (+38 MRR and PRR)
Blurry - 20% Concealment
Deathblock IX -
Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
Augment - Green
Augment - Yellow


Outfit - Monk - Outfit of the Celestial Guardian


Quality - Doublestrike - Quality Bonus to Doublestrike (4%)
Angelic Grace - 150 Temporary hit points, 5% Proc Chance on Hit, internal cooldown 10 seconds
Fortification - Enhancement Bonus to Fortification (160%)
Sheltering - Sheltering (+38 MRR and PRR)
Blurry - 20% Concealment
Deathblock IX -
Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
Augment - Green
Augment - Yellow



Why no Dodge on the Outfit?
Dodge is hard to find on gear that doesn't clash for a Monk and I find it disappointing that there's no Dodge bonus on this outfit {I'd happily lose Angelic Grace or the Threat Reduction for +5% Quality Dodge! - Heck Threat Reduction is utterly useless when soloing anyway!}.

And what's with the Old Deathblock on the Robe? Arcane Casters don't get Deathward and Divines won't wear a Robe.


Oh and I'm not sure Angelic Grace is strong enough at that level {especially for a Monk who won't have super high PRR to reduce the incoming dmg} those temp hp won't make a difference when you're taking 4-500 dmg per hit!
How long do they last anyway - 6 Seconds? 30 Seconds?

Ayseifn
12-05-2015, 01:41 AM
Ring - Arraetrikos' Bane (This one is more of a concept item, but needs some love. What else would help it counter Harry?)

Fire Resistance (+29/53)
Insightful Enchantment Saves (+2/5)
Insightful Poison Saves (+2/5)
Quality Disease Saves (+2/5)
Yellow Augment Slot

How about just adding you no longer fail on a 1 for poison and disease saves? If that's too strong then maybe make it save for half or only work vs devils.

Wipey
12-05-2015, 02:04 AM
Can we get "castery stuff" like spell mastery on heavy versions ?
More options, just like you did change TF armours.

DrawingGuy
12-05-2015, 03:42 AM
Why no Dodge on the Outfit?
Dodge is hard to find on gear that doesn't clash for a Monk and I find it disappointing that there's no Dodge bonus on this outfit {I'd happily lose Angelic Grace or the Threat Reduction for +5% Quality Dodge! - Heck Threat Reduction is utterly useless when soloing anyway!}.

And what's with the Old Deathblock on the Robe? Arcane Casters don't get Deathward and Divines won't wear a Robe.


Oh and I'm not sure Angelic Grace is strong enough at that level {especially for a Monk who won't have super high PRR to reduce the incoming dmg} those temp hp won't make a difference when you're taking 4-500 dmg per hit!
How long do they last anyway - 6 Seconds? 30 Seconds?

My problem is not the lack of dodge, but rather the lack of Quality Melee Alacrity and +13 Enhancement bonus all of the other melee armors get. Remember you can get +11/12 dodge items in other slots, and I'd much rather get the unique melee alacrity and slot the dodge I already can get... especially since most dodge items are melee/ranged related, not caster related.

brzytki
12-05-2015, 05:34 AM
Angelic Grace - 150 Temporary hit points, 5% Proc Chance on Hit, internal cooldown 10 seconds




Is it really on hit, as in when you hit a monster, or on being hit, as in when a monster hits you?
I suppose it's a 5% proc chance on BEING hit, not on hit, because the effect is placed on an armor. Would be good if you clarified it and changed the description if necessary.

cru121
12-05-2015, 05:45 AM
Quest Items: Heroic ML15 BtA.

Boundless
gives +4 PRR (description says 5)

Planar Compass
gives 9 PRR (description says 10)
gives 4 MRR (description says 5)

Construct's Mantle
cannot be worn (by a PDK 15)
unbound

Brazenband
gives 4 dodge (says 3)

Boots of the Devil Commander
give 4 PRR (says 5)
give 9 MRR (says 10)

U29 Orb
gives 10 profane negative (says 5)
Why profane again? Let's give different type

Subtle Sound
cannot be worn (by a PDK 15)
unbound
very weak

Atremus
12-05-2015, 05:59 AM
It is nice to see an early preview of the gear/loot for the next update.

Suggested tweaks to your Caster Armors (below in red)
Sorry it's a big quote - I wanted to group all Caster Armor in same spot


Heavy Plate - Caster - Platemail of the Celestial Sage

+13 Enhancement Bonus
Fortification - Enhancement Bonus to Fortification (160%)
Insight - Spell DC's - Insight Spell Focus Mastery of +3 - Enticing for Caster Clerics
Quality - Reflex Save - Quality Bonus to Reflex +3
Quality - Potency - Quality Bonus to Potency (27)
Sheltering - Sheltering (+38 MRR and PRR)
Blurry - 20% Concealment
Deathblock IX -
Displacement (per Spell Caster Level 20) - x3 per Rest
Augment - Blue
Augment - Green


Medium - Metal - Breastplate of the Celestial Sage

+13 Enhancement Bonus
Angelic Grace - 150 Temporary hit points, 5% Proc Chance on Hit, internal cooldown 10 seconds
Insight - Spell DC's - Insight Spell Focus Mastery of +3 - Enticing for FvS Casters
Quality - Reflex Save - Quality Bonus to Reflex +3
Quality - Potency - Quality Bonus to Potency (27)
Sheltering - Sheltering (+38 MRR and PRR)
Blurry - 20% Concealment
Deathblock IX -
Fortification - Enhancement Bonus to Fortification (160%)
Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
Augment - Blue
Augment - Green


Medium - NonMetal - Scalemail of the Celestial Sage

+13 Enhancement Bonus
Enhancement - Enhancement Bonus to Fortification 160%
Insight - Spell DC's - Insight Spell Focus Mastery of +3 - For Druid Casters
Insight - Reflex Save - Quality Bonus to Reflex +3
Quality - Potency - Quality Bonus to Potency (27)
Sheltering - Sheltering (+38 MRR and PRR)
Blurry - 20% Concealment
Deathblock IX -
Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
Augment - Blue
Augment - Green


Light - Caster - Leathers of the Celestial Sage

+13 Enhancement Bonus
Enhancement - Dodge - Enhancement Dodge Bonus (+15)
Demonic Retribution - 200 Temporary Spell points, 5% Proc Chance on Hit, internal cooldown 30 seconds
Fortification - Enhancement Bonus to Fortification (160%)
Quality - Potency - Quality Bonus to Potency (27)
Insight - Spell DC's - Insight Spell Focus Mastery of +3
Blurry - 20% Concealment
Deathblock IX -
Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
Augment - Blue
Augment - Green


Robe - Robe of the Celestial Sage

Enhancement - Dodge - Enhancement Dodge Bonus (+20)
Sheltering - Sheltering (+38 MRR and PRR))
Quality - Potency - Quality Bonus to Potency (27)
Insight - Spell DC's -Insight Spell Focus Mastery of +3
Blurry - 20% Concealment
Deathblock (This should be the standard Deathblock, with no Negative Energy Reduction).
Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
Fortification - Enhancement Bonus to Fortification (160%)
Augment - Green
Augment - Blue


Docent - Docent of the Celestial Sage

Enchancement - Dodge - Enhancement Dodge Bonus (+15)
Demonic Retribution - 200 Temporary Spell points, 5% Proc Chance on Hit, internal cooldown 30 seconds
Insight - Fortitude - Quality Bonus to Fortitude Save +3
Quality - Potency - Quality Bonus to Potency (27)
Quality - 4. Insight - Spell DC's -Insight Spell Focus Mastery of +3
Blurry - 20% Concealment
Deathblock IX -
Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
Augment - Green
Augment - Blue



For Boundless, how about something similar to Halcyonia (Below in Red):



Helm - Boundless

Insightful Wizardry/SP (+77/143)
Quality INT +2, Quality CHA +2 (covering both Arcane DC stats)
Impulse Lore 18%
Quality PRR (+5/9)
Fortification (+92/149)
Green Augment Slot

FranOhmsford
12-05-2015, 06:33 AM
My problem is not the lack of dodge, but rather the lack of Quality Melee Alacrity and +13 Enhancement bonus all of the other melee armors get. Remember you can get +11/12 dodge items in other slots, and I'd much rather get the unique melee alacrity and slot the dodge I already can get... especially since most dodge items are melee/ranged related, not caster related.

Dodge on Epic Named Items?

The ONLY +12% Dodge item in the game is a RAID item - http://ddowiki.com/page/Item:Boots_of_Blessed_Travels

At Level 27 I can equip this - http://ddowiki.com/page/Item:Epic_Belt_of_Thoughtful_Rememberance

Other than that there's:

RNG on the Skulduggery Kit - Dodge is one of 13 {THIRTEEN} different possibles for the random slot!
Kobbie Admiral's Tiller which is completely useless for a Monk!
Duellist's Leathers which again are completely useless for a Monk! {And Armour Slot!}.

And that's IT for Dodge of more than +8%!

mikarddo
12-05-2015, 07:38 AM
Outfit - Monk - Outfit of the Celestial Avenger


Quality - Doublestrike - Quality Bonus to Doublestrike (4%)
Reduces Threat by Melee Damage by 22%
Fortification - Enhancement Bonus to Fortification (160%)
Sheltering - Sheltering (+38 MRR and PRR)
Blurry - 20% Concealment
Deathblock IX -
Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
Augment - Green
Augment - Yellow


Outfit - Monk - Outfit of the Celestial Guardian


Quality - Doublestrike - Quality Bonus to Doublestrike (4%)
Angelic Grace - 150 Temporary hit points, 5% Proc Chance on Hit, internal cooldown 10 seconds
Fortification - Enhancement Bonus to Fortification (160%)
Sheltering - Sheltering (+38 MRR and PRR)
Blurry - 20% Concealment
Deathblock IX -
Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
Augment - Green
Augment - Yellow



Thank you for posting Steelstar

The outfits are sub-par.
- The 4% doublestrike needs to be 4% doublestrike AND 4% doubleshot. I assume that simply an error in typing in.
- The robe has Dodge. We need that on an outfit as well. Monks need the dodge to survive.

Further, please consider changing Blurry to Ghostly. Blur/Lesser displacement is everywhere - Ghostly is not.

Finally, the ever increasing amount of MRR makes the 50 MRR cap on cloth armor a real problem. Other armor types continue to go up in effect but cloth is capped yet you continue to add more mrr to cloth armor rather than add something that actually does something for the cloth wearer.

XodousRoC
12-05-2015, 07:56 AM
Dodge on Epic Named Items?

The ONLY +12% Dodge item in the game is a RAID item - http://ddowiki.com/page/Item:Boots_of_Blessed_Travels

At Level 27 I can equip this - http://ddowiki.com/page/Item:Epic_Belt_of_Thoughtful_Rememberance

Other than that there's:

RNG on the Skulduggery Kit - Dodge is one of 13 {THIRTEEN} different possibles for the random slot!
Kobbie Admiral's Tiller which is completely useless for a Monk!
Duellist's Leathers which again are completely useless for a Monk! {And Armour Slot!}.

And that's IT for Dodge of more than +8%!

Actually Epic Armbands of the Silenced Ones out of Amrath (flag, not the raid) have dodge 11 on them, and are wonderful on a monk....

Bobby88888
12-05-2015, 08:04 AM
Can we please stop with the threat reduction items. please, just stop. The only item effect worse than ff is threat reduction. Oh and maybe ghostbane.
Feedback from the perspective of my assassin, mostly.

The leather armours seem ok, but especially with the Leathers of the celestial avenger I can't say unless I see the MDB on them (forgot to check while on lam and this and lam don't line up in numbers in many spots anyway) The Leathers of the Celestial Sage look like the best of the bunch though.

Skipping the other armours and the shields....

I would skip the Rune arm but I gotta ask, does this actually fire bees???? I would pull out my arti again and get this just for that. It looks good at any rate.

The raid item section seems kinda lacking for 2 raids loot lists. It really should have more things.

Helm - Boundless
May I suggest that whatever you replace potency with is an arcane style ability that is useful to more than arcane characters.
The fortification seems useless since all the good armours at lvl 26+ have at least 100% fort so this is likely redundant.

Necklace - Pendant of Apparition
Pending the exact numbers it seems fine.

Necklace - Pendant of the Warrior's Focus
Wait, wait a sec, 12/21 fort bypass, so is this going to be working how fort bypass does already with all different values stacking? or what? Ignoring that, this is the only non weapon/armour source of fort bypass for all creature types I can think of? nice to add that option, and makes me wonder if we will be seeing enemies with lots of fortification?
May I suggest that you never add an insightful bonus to save to any item. ever. parrying gives an insightful bonus to all saves, currently up to +5? so any item giving insight bonuses to a single save is a waste of space, why not an exceptional or quality bonus or something instead?
Stacking doublestrike is nice.
Combat mastery 1/2. You know what. You should put the assassinate DC bonus here with this too (instead of subtle sound which should then be deleted), make the item more widely applicable, more on why that should be moved when I get to that item.

Trinket - Planar compass
Pending the Hamp numbers, this could be quite a nice item, probably better than memorian, still competes with litany though.

Trinket - Subtle sound
Ugh really. An assassinate DC trinket?
+2 stacking DC but I loose 1 DC from litany and some other sweet benfits, in exchange I gain 2 SA dmg and seeker 3 which probably cancels out with litanies damage boosts roughly and UMD which really isn't needed since anyone can get nofail UMD as is easy.
Either move the assassinate DC to another item, or better yet make it an augment but I think moving it is far more likely than the augment and I also think moving it is never going to happen.

Ring - Brazenband
Spell save stuff is nice for casters
Speed 15/27. seems good but depends on the scaling ;)
Insightful dodge. ok this is new. I don't actually think its going to be very useful though but I guess we will find out, If anyone can benefit from it, it is casters.

Ring - Harry's Bane
I'd love to see the silver weapons clicky added to it people have suggested but that will just make it a must have item for everyone, right now its just a cool flavour item and I have no suggestions for you on this one.

Cloak - Construct's Mantle
In game this seems to be missing many of it's effects
Repair amp 60
repair skill 25
Amazing item for artis and warforged in general, though there has been no good elec rune arms since toven's hammer, while magnetism is used in spells force spellpower seems more appropriate, or repair.

Boots - Boots
For when you really want a tiny bit more PRR? I can't ever see myself wanting these, just too many good boots and a tiny bit more PRR can't compete.

Orb - Orb
+4 orb bonus seems low
Negative hamp 60 seems ok
Your PM go to item, I'm not up to date on orbs in the game but it seems ok without knowing what its competing with, although, there is TF which could put a serious damper on it.

Saekee
12-05-2015, 08:39 AM
Handwraps

Add sun soul set bonus from eveningstar as an effect. Jidz-Tet-ka was good. The estar set is still great for leveling. There is some great creative space in the stance buffs. But the existing versions are already nice. Removing the deadly or making it a +4 insight bonus to damage seems to me to be an appropriate solution to the discussion about deadly on weapons or not.

You know these handwraps are an opportunity to "bandage" their absence from greensteel. I look forward to seeing what happens with them. Monks are lots of fun to play and a powerful endgame handwrap set would not be out of order.


Why no Dodge on the Outfit?
Dodge is hard to find on gear that doesn't clash for a Monk and I find it disappointing that there's no Dodge bonus on this outfit {I'd happily lose Angelic Grace or the Threat Reduction for +5% Quality Dodge! - Heck Threat Reduction is utterly useless when soloing anyway!}.

And what's with the Old Deathblock on the Robe? Arcane Casters don't get Deathward and Divines won't wear a Robe.


Oh and I'm not sure Angelic Grace is strong enough at that level {especially for a Monk who won't have super high PRR to reduce the incoming dmg} those temp hp won't make a difference when you're taking 4-500 dmg per hit!
How long do they last anyway - 6 Seconds? 30 Seconds?

Absolutely add enhanced Ki on the outfit, if nothing else.

One option is to model the outfit after the Icy Raiments (http://ddowiki.com/page/Item:Icy_Raiment) which have a very high dodge for their level. There is synergy to model them off of the raiments given the drop locations.

Adding some kind of set bonus between the wraps and the outfit like Sun Soul could be interesting, especially in relationship to the stances.

XodousRoC
12-05-2015, 08:40 AM
Can we please stop with the threat reduction items. please, just stop. The only item effect worse than ff is threat reduction. Oh and maybe ghostbane.
Feedback from the perspective of my assassin, mostly.
*Snip*


I'm sorry, friend, but I can tell you that from the perspective of a monk, threat reduction is awesome. It's also nice on casters. And I like it on my rogues. And ranged toons. But to monks especially, since they are ostensibly forced to run in earth stance for the prr, and thus generate substantially more hate (which we don't want, because robes...). Threat reduction is absolutely vital to offset the idiocy of building in threat gen in the one stance that provides helpful benefit on a cloth armor toon at cap.

FranOhmsford
12-05-2015, 08:43 AM
Actually Epic Armbands of the Silenced Ones out of Amrath (flag, not the raid) have dodge 11 on them, and are wonderful on a monk....

I saw them but at that level I'm wearing the Belt of Thoughtful Remembrance and Ethereal Bracers anyway.

What annoys me is the sheer lack of Dodge on Min Lvl 20-26 items.

Saekee
12-05-2015, 08:57 AM
Ring - Arraetrikos' Bane (This one is more of a concept item, but needs some love. What else would help it counter Harry?)


Fire Resistance (+29/53)
Insightful Enchantment Saves (+2/5)
Insightful Poison Saves (+2/5)
Quality Disease Saves (+2/5)
Yellow Augment Slot





This could be the key element in the quest cycle and only drop in the final chest of the raid. It needs a different direction, though.

I would buff Harry insanely on Legendary Elite with ridiculous DR, spell resistance, fast healing, total critical hit resistance from ranged attacks etc. (am looking at furyshotters just nuking him unless this is the case) unless the attacker is using this item. It would be like having to wear boots of anchoring (http://ddowiki.com/page/Item:Boots_of_Anchoring)in ToD (although those were defensive). The ring would enable some bypassing of his toughest defenses and invulnerabilities. The elemental fury shortswords (http://ddowiki.com/page/Item:Elemental_Fury) effectively do this against the chronoscope boss healing (Conjoined Abishai) via their combination of elements; same idea in some way.

You would then farm for this ring in lower difficulties to make you capable of taking him on at the highest. Hence give the ring the qualities to do this.

Saekee
12-05-2015, 09:01 AM
I saw them but at that level I'm wearing the Belt of Thoughtful Remembrance and Ethereal Bracers anyway.

What annoys me is the sheer lack of Dodge on Min Lvl 20-26 items.
The wolf cloaks (http://ddowiki.com/page/Item:Mithral_Cloak_of_the_Wolf) are nice and include extra seeker, although grindy as heck to get; however, the mysterious cloak invalidated them for many folks (mine included...after making the level 20 and 24 versions...)

I have a lootgen CON/dodge item in my ER gearset since the later belt has dodge and CON as well.

hit_fido
12-05-2015, 10:44 AM
So the recent trend of ruining some loot for undead form characters continues and expands here. All of the armors are ruined for undead save one, and that is a robe? So not even a docent?

Why do you persist in placing the new deathblock with its negative absorption on gear? Is there anywhere that negative energy damage is really a concern to players such that we need negative absorb rather than plain old deathblock? Turn them all into plain deathblock. Or even better - just make the negative absorb not penalize undead form.

I will say the rune arm seems interesting with the stacking dot, something a bit new there. I'd like to see "Rune Arm Charge Rate 30%" change into "no movement penalty when charging", or even better - remove the run speed penalty from all artificers when charging a rune arm.




Bee Shot - This Rune Arm's shot deals piercing damage, and stacks a piercing DOT.
Knife Imbue VI (Will probably become "Piercing Imbue")
Taint of Chaos
Impulse +159
Natural Armor +15
Insightful Repair Amplification (Scaling numbers TBD)
Insightful Evocation Focus +2
Rune Arm Charge Rate 30%
Yellow Augment Slot
Green Augment Slot

Shoemaker
12-05-2015, 10:57 AM
Will we see legendary versions of old TS and HOX loots? I was assuming that VOD would go legendary next year and was hoping for a legendary glacial assault set :(

Sorry, Nachomammashouse, Cordovan has said multiple times that it will be all new loot. No "new versions" of the old stuff. I was a little sad about it too because there where a couple I was looking forward to seeing (like Tumbleweed (http://ddowiki.com/page/Item:Tumbleweed) from HoX for my rogue), but I'm excited because the new stuff looks really awesome to me (especially the new Rune Arm - Machination of Madness (http://ddowiki.com/page/Item:Machination_of_Madness) - that I expect will drop from LHoX.

HuneyMunster
12-05-2015, 10:58 AM
Something I would like to see on armors is Blur changed to Smoke. But, as of now Smoke is just Blurry under a different name. I would like to see Smoke work like Solid Fog which would mean it would not be bypassed by True Seeing.

This would also have the added effect of allowing Smoke to be added to monsters where you don't would Blur type effects to be easily bypassed by characters with True Seeing.

knobaroo
12-05-2015, 12:16 PM
Will we see legendary versions of old TS and HOX loots? I was assuming that VOD would go legendary next year and was hoping for a legendary glacial assault set :(

Yes please! A icy Remnant and Tharnes pass would be fantastic!

Ganak
12-05-2015, 12:24 PM
For the first time, we're using the new Scaling Effects from the new Randomized Loot system (https://www.ddo.com/forums/showthread.php/468384-Randomized-Loot) on Named Items. As a result, some values may be odd, broken or imbalanced. We're still polishing the system and working out the kinks - Let us know where you think these lie in comparison to other items.



Really having a hard time understanding how this impacts the named items and effects as listed.

For example, for all the effects listed for Heavy Plate - Melee - Platemail of the Celestial Avenger, are the effects and values static? Or do they vary based on scaling effects?

Can we get some specific examples to help us understand please?

JOTMON
12-05-2015, 12:57 PM
Hey, folks! In addition to Legendary Greensteel, there are some named items dropping in U29! Here's a look at what you'll find on Lamannia.

A few notes before we get started:

This is a pretty early look, quite a few items aren't in top shape yet.
DEFINITELY check out the Known Issues list when trying the items on Lamannia! (https://www.ddo.com/forums/showthread.php/438924-Lamannia-Known-Issues-(Last-Updated-3-19-15))
For the first time, we're using the new Scaling Effects from the new Randomized Loot system (https://www.ddo.com/forums/showthread.php/468384-Randomized-Loot) on Named Items. As a result, some values may be odd, broken or imbalanced. We're still polishing the system and working out the kinks - Let us know where you think these lie in comparison to other items.


Raid Items:
These are the standard drops that will drop in Legendary Hound of Xoriat and Tempest's Spine. Like other named items from the last few updates, these can also drop as Mythic versions. These items are ML29.

Heavy Plate - Melee - Platemail of the Celestial Avenger
Heavy Plate - Caster - Platemail of the Celestial Sage
Medium - Metal - Breastplate of the Celestial Avenger
Medium - Metal - Breastplate of the Celestial Sage
Medium - NonMetal - Scalemail of the Celestial Avenger
Medium - NonMetal - Scalemail of the Celestial Sage
Light - Melee - Leathers of the Celestial Avenger
Light - Ranged - Leathers of the Celestial Archer
Light - Caster - Leathers of the Celestial Sage
Robe - Robe of the Celestial Sage
Outfit - Monk - Outfit of the Celestial Avenger
Outfit - Monk - Outfit of the Celestial Guardian
Docent - Docent of the Celestial Avenger
Docent - Docent of the Celestial Sage
Buckler
Small Wooden
Large
Tower - Fighter


Items seem decent enough, nothing really stands out as a must have item.
Too bad this is static gear, would have preferred to see more customizable options, something along the lines of TF or the GS theme.
As players get to endgame there is a greater interest in customizable gear to build around our toons, not build our toons around gear.

Steelstar
12-05-2015, 02:30 PM
Items seem decent enough, nothing really stands out as a must have item.
Too bad this is static gear, would have preferred to see more customizable options, something along the lines of TF or the GS theme.

As it happens, that's what Legendary Green Steel is for, also coming in this update.

BigErkyKid
12-05-2015, 02:42 PM
As it happens, that's what Legendary Green Steel is for, also coming in this update.

This armors kind of replace TF armors but in a bad way. They are universally good (probably the new standard), but frankly even less interesting that TF armors, which allowed for some minimal customization.

While LGS might have tons of options, this doesn't mean that it is going to be fun to see the attack of the clones after a bit in the server (all dressed up the same, with some blanket good items).

Instead of just keeping on replacing items with more powerful ones it would be a lot more interesting to move in the lateral space.

By the way, whether LGS is so cool in customization is still to be seen. TF weapons also had "tons" of options, but only a few good ones and a ton of trash.

GroundhogDay
12-05-2015, 03:28 PM
Can i just say the armors aren't really good looking? I admit i could use them, but i'd need a cosmetic.

What's with the shoulder wings?

And the barefoot robes?

http://s9.postimg.org/lcloh80a7/Untitled_1.jpg (http://postimage.org/)

Krelar
12-05-2015, 04:41 PM
Can i just say the armors aren't really good looking? I admit i could use them, but i'd need a cosmetic.

What's with the shoulder wings?

And the barefoot robes?


At least they're symetrical

JOTMON
12-05-2015, 05:06 PM
As it happens, that's what Legendary Green Steel is for, also coming in this update.

I didn't see armor and shields on the list for Legendary Greensteel crafting ... did I miss it...

mikarddo
12-05-2015, 05:27 PM
Can i just say the armors aren't really good looking? I admit i could use them, but i'd need a cosmetic.

What's with the shoulder wings?

And the barefoot robes?

Those are ... ugly.

Atremus
12-05-2015, 05:48 PM
Those are ... ugly.

The front mounted wings are a non-starter in terms of appearance for me. And the mini-skirt looking thing, ugh, I can't even comment correctly. Please, no more caster dresses or armors with skin tight pants.

I recommended that they move the wings to the back of the armor and put them in a stowed position.

Seikojin
12-05-2015, 06:06 PM
Will we see legendary versions of old TS and HOX loots? I was assuming that VOD would go legendary next year and was hoping for a legendary glacial assault set :(

This. I really hope some time is set to epic up the old loot. Or add these stats to the old loot. It is a really odd departure to make completely new loot instead of epic/legend old loot to be awesome in the end game or high levels.

the_one_dwarfforged
12-05-2015, 07:11 PM
Hey, folks! In addition to Legendary Greensteel, there are some named items dropping in U29! Here's a look at what you'll find on Lamannia.

A few notes before we get started:

This is a pretty early look, quite a few items aren't in top shape yet.
DEFINITELY check out the Known Issues list when trying the items on Lamannia! (https://www.ddo.com/forums/showthread.php/438924-Lamannia-Known-Issues-(Last-Updated-3-19-15))
For the first time, we're using the new Scaling Effects from the new Randomized Loot system (https://www.ddo.com/forums/showthread.php/468384-Randomized-Loot) on Named Items. As a result, some values may be odd, broken or imbalanced. We're still polishing the system and working out the kinks - Let us know where you think these lie in comparison to other items.


Raid Items:
These are the standard drops that will drop in Legendary Hound of Xoriat and Tempest's Spine. Like other named items from the last few updates, these can also drop as Mythic versions. These items are ML29.

Heavy Plate - Melee - Platemail of the Celestial Avenger


+13 Enhancement Bonus
Fortification - Enhancement Bonus to Fortification (160%)
Quality - Doublestrike - Quality Bonus to Doublestrike (4%)
Angelic Grace - 150 Temporary hit points, 5% Proc Chance on Hit, internal cooldown 10 seconds
Sheltering - Sheltering (+38 MRR and PRR)
Blurry - 20% Concealment
Deathblock IX -
Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
Augment - Blue
Augment - Green



Medium - Metal - Breastplate of the Celestial Avenger


+13 Enhancement Bonus
Quality - Alacrity - Enhancement Bonus to Melee Alacrity 15%
Angelic Grace - 150 Temporary hit points, 5% Proc Chance on Hit, internal cooldown 10 seconds
Quality - Doublestrike - Quality Bonus to Doublestrike (4%)
Sheltering - Sheltering (+38 MRR and PRR)
Blurry - 20% Concealment
Deathblock IX -
Fortification - Enhancement Bonus to Fortification (160%)
Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
Augment - Yellow
Augment - Green



Medium - NonMetal - Scalemail of the Celestial Avenger


+13 Enhancement Bonus
Quality - Alacrity - Enhancement Bonus to Melee Alacrity 15%
Insight - Deadly - +6 Deadly Insight Bonus
Fortification - Enhancement Bonus to Fortification (160%)
Sheltering - Sheltering (+38 MRR and PRR)
Blurry - 20% Concealment
Deathblock IX -
Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
Augment - Yellow
Augment - Green



Light - Melee - Leathers of the Celestial Avenger


+13 Enhancement Bonus
Max Dex Bonus - This item has an allowance for 4 points of additional Dexterity Bonus.
Fortification - Enhancement Bonus to Fortification (160
Reduces Threat by Melee Damage by 22%
Sheltering - Sheltering (+38 MRR and PRR)
Quality - Deadly - +6 Deadly Insight Bonus
Blurry - 20% Concealment
Deathblock IX -
Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
Augment - Blue
Augment - Green



Light - Ranged - Leathers of the Celestial Archer


+13 Enhancement Bonus
Max Dex Bonus - This item has an allowance for 4 points of additional Dexterity Bonus.
Fortification - Enhancement Bonus to Fortification (160%)
Reduces Threat by Ranged Damage by 22%
Sheltering - Sheltering (+38 MRR and PRR))
Quality - Enhancement Bonus to Ranged Alacrity 20%
Blurry - 20% Concealment
Deathblock IX -
Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
Augment - Blue
Augment - Green



Outfit - Monk - Outfit of the Celestial Avenger


Quality - Doublestrike - Quality Bonus to Doublestrike (4%)
Reduces Threat by Melee Damage by 22%
Fortification - Enhancement Bonus to Fortification (160%)
Sheltering - Sheltering (+38 MRR and PRR)
Blurry - 20% Concealment
Deathblock IX -
Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
Augment - Green
Augment - Yellow



Outfit - Monk - Outfit of the Celestial Guardian


Quality - Doublestrike - Quality Bonus to Doublestrike (4%)
Angelic Grace - 150 Temporary hit points, 5% Proc Chance on Hit, internal cooldown 10 seconds
Fortification - Enhancement Bonus to Fortification (160%)
Sheltering - Sheltering (+38 MRR and PRR)
Blurry - 20% Concealment
Deathblock IX -
Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
Augment - Green
Augment - Yellow



Docent - Docent of the Celestial Avenger


Enchancement - Melee Alacrity - Enhancement Bonus to Melee Alacrity 15%
Insight - Reflex - Quality Bonus to Reflex Save +3
Fortification - Enhancement Bonus to Fortification (160%)
Sheltering - Sheltering (+38 MRR and PRR)
Blurry - 20% Concealment
Deathblock IX -
Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
Augment - Green
Augment - Yellow




Quest Items:
These are the standard drops that will drop in the two new Vale dungeons (which have both Heroic and Legendary versions). Like other named items from the last few updates, these can also drop as Mythic versions. These items are ML15 and ML29.


Necklace - Pendant of the Warrior's Focus


Quality Combat Mastery (+1/2) (This will become Insightful Combat Mastery in the next build)
Insightful Doublestrike (+3/7)
Armor-Piercing (+12/21)
Insightful Fortitude (+2/5)
Blue Augment Slot



Trinket - Planar Compass


Insightful PRR (+10/18)
Quality MRR (+5/9)
Ghostly
Quality Healing Amplification (Scaling numbers TBD)
Green Augment Slot



Trinket - Subtle Sound


Insightful Sneak Attack (+3 to hit, +4 damage/ +5 to hit, +8 to damage)
Quality Seeker (+1/3)
Insightful Assassinate (+1/2)
Use Magic Device (Scaling numbers TBD)
Yellow Augment Slot



Ring - Arraetrikos' Bane (This one is more of a concept item, but needs some love. What else would help it counter Harry?)


Fire Resistance (+29/53)
Insightful Enchantment Saves (+2/5)
Insightful Poison Saves (+2/5)
Quality Disease Saves (+2/5)
Yellow Augment Slot



Boots


Quality PRR (+5/9)
Insightful PRR (+10/18)
Insightful Incite (+10%/18%)
Fortification (+92%/149%)
Blue Augment Slot




the heavy armor is solid, no major complaints about it on its own. however...


the metal and non metal medium melee armors are not the same. its good to have that choice, i think, but physical dpsers wearing heavy armor, robes, light armor, and docent dont get to make that choice. im thinking +6 damage is probably better for even a thf barb (its most certainly better for twf barb), and they are the last class that needs more dps which other classes (by which i mean paladins and fighters) cant really access. and dont tell me barbs sacrifice survivability, they fkin auto heal instead of auto suicide like they used to, and are currently more survivable in medium than heavy armor. double strike is a lot weaker right now than it used to be. especially on cleave builds.


i think the light armors are pretty good, though you may want to lower the bonus mdb by 2. tempests really shouldnt be getting any more defense than they already have, which is pretty good honestly.


i dont think the difference between the robes is particularly distinct seeing as its only one effect slot that changes. still, i think -20% threat is a good thing to give monks, im just not sure how many are going to go with that over the temp hp.


the docent is absolute garbage. first of all it has less total effects than any of its counterparts, why? bf aint the master race anymore, havent been for a while, dont need to take it out on their gear like you did with tf armor. it also doesnt have any dps effect at all, or even the temp hp or threat amp/reduc that all other armors have at least one of if not two. instead docent get +3 reflex saves. because...no i cant even think of any reason whatsoever. not even artificer, which will probably be better as a fleshy with the introduction of the new feats. that leaves us with robots being played as............paladins.......yea just paladins...




you actually had me questioning my gearing choices with the warriors focus being a quality combat mastery. nerfing it to insightful would be pointless and really kills the item. we already have +5 insightful combat mastery all over the place.


tank trinket looks like a solid swap item, but still doesnt beat litany 95% of the time.


the rogue trinket isnt very good. the insightful sneak isnt much of an upgrade if at all (dont remember what numbers assassins are currently playing with either maxing sneak or going with more optimized builds), and wont beat the flat, reliable, damage from litany. the assassinate dc bonus only beats litany by +1, not worth except maybe as a swap. the only really appealing thing here is the seeker, but again im not gonna take off litany for that. its kinda sad that this would be a very good item, even for non assassins probably if litany werent so strong, or if we could get at least +1 profane bonus to at least some stats on other endgame gear, which we havent been able to do for a while (basically theres 3 sources of profane str from gear, heroic and epic abishai set, heroic and epic litany, and nether grasps, kinda of an underutilized bonus type, especially when you think about the fact the you guys released potions that granted a "special" bonus...).


you could add fire absorb, dr/blunt (meteor swarm?), or prr/mrr, or perma fom (kinda conflicts with the +will vs ench, but just throwing it out there) to harrys bane to make it more better. not sure it will ever exceed flavor item without being op or required though, given the nature of the game, which is unfortunate.


those boots seem quite weak to me. i dont see any tanks justifying any kind of stat or dps sacrifice for marginal defensive gains and some threat. and again, what the mother**** is with epic boots not even having striding 30 on them? and dont try to sell my "oh what would you replace to add striding" this time, these tank boots have even less effects than the many hooked greaves, and regardless of that +30% striding should be automatically on every pair of lvl 20+ named boots without counting as part of the items power. spped may be a different story, but not striding. cmon man.

the_one_dwarfforged
12-05-2015, 07:19 PM
The ring could have a one per rest clicky of Silver Weapons.

i like that.

amsharkwei
12-05-2015, 07:27 PM
I see some interesting state and effects.

we don't want arms race, we want more interesting dungeons.

BTW, is that the FVS 3rd enhancement indeveplopd?

we need more life shield SLA in game

the_one_dwarfforged
12-05-2015, 07:36 PM
Interestingly, over the last few Lamannia cycles I seem to get two groups of players with regards to Deadly:

Those who believe it should only be on weapon-slot items, and
Those who believe it should never be on weapon-slot items.


Can't please both groups, sadly. I am up for hearing what the latter group would like to see replace it, though; we're more inclined to make changes when feedback is backed by a good suggestion. :)

for starters, there is precedent. deadly was introduced as an armor/accessory only effect.

secondly, some stats like, strength, constitution, deadly, are absolutely vital stats for a melee. sometimes melees need to switch weapons. are you seriously suggesting that we should become used to not having an integral part of our build for some fights because of a horrible design decision to put deadly on weapons? this is an issue with what i have seen so far in the legendary green steel system as well. of course the armor augments werent available, but that fact that you have +stat as a weapon effect at all is incredibly worrying. you actually have more passive +stat type weapon effects than actually direct damage or other type of effects, tf is looking really well designed right now. putting +stat effects on weapons is also another potentially significant blow against the now meh thf style, because with two weapons you may be able to slot a stat on one weapon and still slot damage on the other, or if you were really forced to you could slot multiple stats on both your weapons, its not good. and by the way, there is no way in hell thf is dealing enough damage, either per hit or with glancing blows, to keep up with the rate of attack, on hit procs, base damage, crit profile, and even aoe of twf (most specifically tempest t5 builds, but still any twf build), which is now getting more than twice or more times the amount of 6d6 elemental procs thf is getting...giving two handers an extra crit multiplier was a good move though, but since it wasnt a systemic change theres no way to tell if it was a fluke that will only exist with lgs or if its a trend that will continue in the future with named/crafted raid weapons.


all that being said, i can also see precedent for deadly being on weapons only. if you were to remove the deadly stat and roll it into all weapons enhancement bonuses in appropriate amounts per level without raising the minimum level. saves melees a gearing decision. that is the only choice that i see you having if you want to put an important, static, passive effect on weapons.


all the things i mentioned are quite the same for casters, you just have to think about elemental spell power and various school spell dc bonuses as their icy burst and phlebotomizing, they have a golf bag just like melees (sometimes) have to have.




i havent talked to anyone about it, because nobody talks about it, because theres nothing to talk about, deadly is just a fact of life, but i feel very certain that most people dont look at this as an issue where there are two heavily divded camps over an important issue. yes it is important, but you are going to do what you are going to do and we will just have to deal with it. so in that case i think you should save yourselves some work and not fix what isnt broken.

Livmo
12-06-2015, 12:18 AM
Please add a Medium Ranged Armor and Docent for arties. Arties used medium armor and if you make a WF/BF arty, then docents.

Also, the new rune arm looks nice. I can't wait to try it out!

Laslty does Ranged Alacrity work with repeating crossbows?

phalaeo
12-06-2015, 12:30 AM
The Insightful Potency +51 from the Legenday Boundless helm does not seem to be applying to Light or Sonic spellpower. Took it on/off, and checked each one.

I am on a Fey Warlock... coincidence that it's the two types of spellpower I want, or is there some other bonus over writing it I'm not thinking of?

CThruTheEgo
12-06-2015, 12:46 AM
Will we see legendary versions of old TS and HOX loots? I was assuming that VOD would go legendary next year and was hoping for a legendary glacial assault set :(

Yes to legendary versions of the heroic named items.

Yes to legendary VoD.

Yes to legendary Tharne's set!

Make it happen devs.

CThruTheEgo
12-06-2015, 12:48 AM
I didn't see armor and shields on the list for Legendary Greensteel crafting ... did I miss it...

Reaver's Refuge was where we got customizable armor back in the day. Maybe we can hope legendary Reaver's Refuge?

FranOhmsford
12-06-2015, 02:14 AM
tank trinket looks like a solid swap item, but still doesnt beat litany 95% of the time.


the rogue trinket isnt very good. im not gonna take off litany for that. its kinda sad that this would be a very good item, even for non assassins probably if litany werent so strong,

You do realise that Litany is an extremely rare item right?

What about all the people who may never ever see a Litany drop?

When did Litany become an item everyone had to have rather than just Casters anyway?

FranOhmsford
12-06-2015, 02:20 AM
for starters, there is precedent. deadly was introduced as an armor/accessory only effect.

secondly, some stats like, strength, constitution, deadly, are absolutely vital stats for a melee. sometimes melees need to switch weapons. are you seriously suggesting that we should become used to not having an integral part of our build for some fights because of a horrible design decision to put deadly on weapons? this is an issue with what i have seen so far in the legendary green steel system as well. of course the armor augments werent available, but that fact that you have +stat as a weapon effect at all is incredibly worrying. you actually have more passive +stat type weapon effects than actually direct damage or other type of effects, tf is looking really well designed right now. putting +stat effects on weapons is also another potentially significant blow against the now meh thf style, because with two weapons you may be able to slot a stat on one weapon and still slot damage on the other, or if you were really forced to you could slot multiple stats on both your weapons, its not good. and by the way, there is no way in hell thf is dealing enough damage, either per hit or with glancing blows, to keep up with the rate of attack, on hit procs, base damage, crit profile, and even aoe of twf (most specifically tempest t5 builds, but still any twf build), which is now getting more than twice or more times the amount of 6d6 elemental procs thf is getting...giving two handers an extra crit multiplier was a good move though, but since it wasnt a systemic change theres no way to tell if it was a fluke that will only exist with lgs or if its a trend that will continue in the future with named/crafted raid weapons.


i havent talked to anyone about it, because nobody talks about it, because theres nothing to talk about, deadly is just a fact of life, but i feel very certain that most people dont look at this as an issue where there are two heavily divded camps over an important issue. yes it is important, but you are going to do what you are going to do and we will just have to deal with it. so in that case i think you should save yourselves some work and not fix what isnt broken.

Pretty much spot on.

BTW - Something that's annoyed me for some time now is the Colorless Slot on Epic Weapons - What the Heck are we supposed to put in that slot?
Not a Stat Bonus - All the ones we need will be at higher bonuses already from Epic Loot {Augment Stat Bonuses are too far behind!}.
Not a Skill Bonus - Chances of finding one we need are virtually nil!
Either make it a Green Slot or give us some useful Diamonds!

davmuzl
12-06-2015, 04:00 AM
Armor effects look nice to me, but different colors would be great. I would prefer a better defensive option for the heavier armor. The parrying bonus would be nice for a defensive version. Maybe DR (shadowplate is still a problem).

The shields should imo have some nice stats, so using a shield makes piecing together the rest of the equipment nicer (the puple dragon shield is great in that way). Really like the way the towershield looks.

I really don't think repair amplifcation should be a thing. WF/BF give up positive healing for some easy access to repairing. It should have drawbacks.

The boots are really bad. FoM and massive dodge bonus is way better than what they have. Not saying they should be straight up better, but they need something to compensate.

Arraetrikos' Bane should directly counter whatever is thrown at us in the shroud. There could be defense against whirling blades or meteors (similar to neagtive energy absorption) on it. Also giving it some bane damage on hit/ guard would be nice, maybe DR breaking.
Also protection against being teleported around by him sounds like a nice idea to me.
I could see a raid mechanic similar to how the goggles work in the abbot raids. So as long as you have the ring equipped you can see something that lets you avoid damage.

legendkilleroll
12-06-2015, 04:20 AM
So it looks to me like the plan is to have improved crit pofiles for all legendary GS weapons. I don't think that's a good idea.



Its bug, during devchat was said that all the legendary GS weapons will have their regular crit profile

davmuzl
12-06-2015, 04:32 AM
Its bug, during devchat was said that all the legendary GS weapons will have their regular crit profile

Good. And sorry for posting in the wrong thread first. Browser opened the wrong page when I logged in.

davmuzl
12-06-2015, 05:43 AM
those boots seem quite weak to me. i dont see any tanks justifying any kind of stat or dps sacrifice for marginal defensive gains and some threat. and again, what the mother**** is with epic boots not even having striding 30 on them? and dont try to sell my "oh what would you replace to add striding" this time, these tank boots have even less effects than the many hooked greaves, and regardless of that +30% striding should be automatically on every pair of lvl 20+ named boots without counting as part of the items power. spped may be a different story, but not striding. cmon man.

No not all named boots should have striding on them. Why would they? So you don't have to worry about it anymore? If all lvl 20+ boots had striding on them they might aswell make it a lvl 20 feat instead.
Worst case you can still slot 30% striding somewhere + there are other items with speed on them. If all boots had striding those effects would also lose value.

davmuzl
12-06-2015, 05:45 AM
This armors kind of replace TF armors but in a bad way. They are universally good (probably the new standard), but frankly even less interesting that TF armors, which allowed for some minimal customization.

While LGS might have tons of options, this doesn't mean that it is going to be fun to see the attack of the clones after a bit in the server (all dressed up the same, with some blanket good items).

Instead of just keeping on replacing items with more powerful ones it would be a lot more interesting to move in the lateral space.

By the way, whether LGS is so cool in customization is still to be seen. TF weapons also had "tons" of options, but only a few good ones and a ton of trash.

Choosing a different armor is arguable more customization than using a shadow scale armor at the moment.

BigErkyKid
12-06-2015, 06:28 AM
Choosing a different armor is arguable more customization than using a shadow scale armor at the moment.

Is it? Because it seems that for the majority of builds this new armor will be better than TF. How is this more customization?

At least TF had the standard fort and slots (plus ghostly) and then some minor specific bonus. You could customize it to some extent.

Now this? This is just a uniform. Non of the bonuses are cool in the least, just good.

But don't let me strong dislike discourage you, what am I missing? How is this more customization?

Silverleafeon
12-06-2015, 06:31 AM
i like that.

me too nice idea +1

Atremus
12-06-2015, 07:28 AM
But don't let me strong dislike discourage you, what am I missing? How is this more customization?

The new armor appears to drop in the raid. I am assuming that we will be required to run the raids to even get the armor (same mechanics as named loot). All of the customization will be contained within the Legendary GreenSteel system and this armor appears to be one of the items that we can farm for.

Saekee
12-06-2015, 07:36 AM
the assassin trinket should have quality sneak attack bonus, not insightful, so it stacks. Then it becomes a tough decision.

davmuzl
12-06-2015, 07:54 AM
Is it? Because it seems that for the majority of builds this new armor will be better than TF. How is this more customization?

At least TF had the standard fort and slots (plus ghostly) and then some minor specific bonus. You could customize it to some extent.

Now this? This is just a uniform. Non of the bonuses are cool in the least, just good.

But don't let me strong dislike discourage you, what am I missing? How is this more customization?

Well you have 2 different options right?
That's more than with shadowscale. Shadowscale has 30 DR for heavy and +1 DC for robes. Everything else isn't really relevant.

Not saying it's good, but tf crafting in general was quite bad imo.
It's just not on the same lvl as let's say alchemical crafting. Alchemical t1 weapons allowed you to choose between +10 to stunning DC, seeker 10 and 2 CC effects + a bit of elemental damage. t2 you would generally choose between double strike and lightning strike or having disintigrate and a con bonus.

The thing is that I don't think they should have customization option for every kind of item in every update. It would simply lead to all the items feeling pretty much the same. It looks like some people like it when all the items are just differently scaled versions, I find it boring. So it's totally fine when the armor doean't have its own crafting system. Maybe we get legendary DT armor at some point. It doesn't have to be in this exact update and as long as the most important build styles have decent armor options it's fine.

Wulverine
12-06-2015, 08:19 AM
Blurry on these armors seems like a waste.
I would much rather see ghostly here, since there is a huge shortage of ghostly items at endgame.

Kadrios
12-06-2015, 08:40 AM
Blurry on these armors seems like a waste.
I would much rather see ghostly here, since there is a huge shortage of ghostly items at endgame.

Seriously? at present at least 4 of the items I have equipped on my lvl 28 character have ghostly (epic resplendance, TF armour, Epic ethereal bracers, epic mentau's goggles) If I had the necklace of mystic eidolons, that would bring it up to 5 items, which amounts to what, over a third of possible gear slots on "end-game" ML items (for this I mean ML26-28). dropping down another ML opens up (ML25) opens up 3 more potential slots (ring, boots, cloak).

If anything, given what we've seen on the most recent named items, they should perhaps have lesser displace rather than blur.

Wulverine
12-06-2015, 08:42 AM
Helm - Boundless


Insightful Wizardry/SP (+77/143)
Insightful Potency (+30/51) (this will be replaced in next patch, feel free to suggest what with.)
Quality PRR (+5/9)
Fortification (+92/149)
Green Augment Slot



I recommend replacing it with Spell Lore XVII. It needs a property that is a big puller. Something you want to wear the item for. The other stats aren't it right now, they're just filler.

Edit: there are already DC boosting endgame helmets right now, so i wouldn't recommend that.

Wulverine
12-06-2015, 08:42 AM
Seriously? at present at least 4 of the items I have equipped on my lvl 28 character have ghostly (epic resplendance, TF armour, Epic ethereal bracers, epic mentau's goggles) If I had the necklace of mystic eidolons, that would bring it up to 5 items, which amounts to what, over a third of possible gear slots on "end-game" ML items (for this I mean ML26-28). dropping down another ML opens up (ML25) opens up 3 more potential slots (ring, boots, cloak).

If anything, given what we've seen on the most recent named items, they should perhaps have lesser displace rather than blur.

All the items you listed aren't endgame equipment anymore. And the armor is the one slot that a lot of people wear for the ghostly right now.

Edit: Looking through the named loot list, the last item with ghostly appeared in U24 and was a ML26 runearm. U23 had 1 or 2 but those are now outdated. Unless LGS allows ghostly crafting, we really should be seeing this item property on ML29+ loot.

Qhualor
12-06-2015, 08:51 AM
Seriously? at present at least 4 of the items I have equipped on my lvl 28 character have ghostly (epic resplendance, TF armour, Epic ethereal bracers, epic mentau's goggles) If I had the necklace of mystic eidolons, that would bring it up to 5 items, which amounts to what, over a third of possible gear slots on "end-game" ML items (for this I mean ML26-28). dropping down another ML opens up (ML25) opens up 3 more potential slots (ring, boots, cloak).

If anything, given what we've seen on the most recent named items, they should perhaps have lesser displace rather than blur.

I had a similar problem when ENecro first came out. I sat down and figured out a new end game gear set up and ended up having multiple same affects in 2 or more slots. I think more thought needs to be put into gear. options are great, but when you are trying to twink out your toon it can be redundant. I would rather see less affects on gear with good power than too loaded with a lot of affects.

Kadrios
12-06-2015, 08:53 AM
All the items you listed aren't endgame equipment anymore. And the armor is the one slot that a lot of people wear for the ghostly right now.


How would you define "endgame" then?

I still see plenty of people wearing mystic eidolons, and plenty of recent builds still include several pieces of Necro IV gear(including those I've mentioned).

Razor_Wit
12-06-2015, 09:03 AM
Ring - Arraetrikos' Bane (This one is more of a concept item, but needs some love. What else would help it counter Harry?)

Fire Resistance (+29/53)
Insightful Enchantment Saves (+2/5)
Insightful Poison Saves (+2/5)
Quality Disease Saves (+2/5)
Yellow Augment Slot


How about constant Freedom of Movement? Too powerful? Perhaps a 1/rest 5 min clicky.

(He used to hold me like a baby back in the day.)

Wulverine
12-06-2015, 09:06 AM
How would you define "endgame" then?

I still see plenty of people wearing mystic eidolons, and plenty of recent builds still include several pieces of Necro IV gear(including those I've mentioned).

Anything ML28+ I suppose. Since that runearm appeared 1 year ago, we've only seen new endgame content updates yet none of them had a ghostly item. I'm saying it's about time we see another one.

Edit: And besides that, obtaining blur is easy for pretty much any character now. We don't need it on endgame armor.

the_one_dwarfforged
12-06-2015, 10:59 AM
You do realise that Litany is an extremely rare item right?

What about all the people who may never ever see a Litany drop?

When did Litany become an item everyone had to have rather than just Casters anyway?

heroic litany? yea that is fairly rare. epic? highly common item. and its epic which i was referring to mostly.

litany has always been a very strong item for everyone. the only time i think that something else is better than litany is when bloodstone was pretty much THE seeker item, or if wearing litany would make your dmg stat odd with no way to make it even again, which would never happen. epic litany is +2 though so it doesnt have that problem, and it gives you +4 profane dmg bonus, which goes to base dmg meaning it gets multiplied by attack speed and melee power. heroic litany has the same bonus but only +1. so, since when? nearly always...


Its bug, during devchat was said that all the legendary GS weapons will have their regular crit profile

this really sucks...i thought giving an extra multiplier to greatswords, greataxes, falchions, mauls, greatclubs, bastard swords, throwing daggers, and throwing axes was a really good way to make those weapons not suck. i mean, when i was playing a pure kensei before u28.1, the best choice for thf weapon was falchion, which only has x2 multiplier. rangers currently are using one handed weapons with almost the same base dice as a falchion, and 2 times the crit multiplier. an its not like thf has more mp, because the only difference in mp from build is 6 from the fighting style feats. twf though has optimal access to +20 mp, giving them a huge 14 point lead. even if toee offhands were to stop being a thing, thf just doesnt deal enough dmg per hit more than twf for it to be a viable fighting style right now. i think either the greater or perfect thf feat needs to raise the stat mod multiplier for thf to 1.8 or 2, and two handed weapons need their natural base dice increased, as well as maybe 2 mp added to pthf. on the other hand, i thought an extra multiplier was also a satisfactory fix.


No not all named boots should have striding on them. Why would they? So you don't have to worry about it anymore? If all lvl 20+ boots had striding on them they might aswell make it a lvl 20 feat instead.
Worst case you can still slot 30% striding somewhere + there are other items with speed on them. If all boots had striding those effects would also lose value.

i already dont have to worry about it, i have both heroic and epic quivers of alacrity. not everyone is me though. some people cant be bothered to flag for or learn abbot, and thus never get the heroic quiver. those people may have the epic quiver, but that has a serious penalty and is only available at lvl 20+ anyway, though admittedly thats when i think striding should start being on every pair of named boots.

i dont think the striding effect has any value anyway, its so standard...

dunklezhan
12-06-2015, 11:10 AM
Ring - Arraetrikos' Bane (This one is more of a concept item, but needs some love. What else would help it counter Harry?)


Artificer Silver or Good Weapons imbue clickie? All melee and ranged attacks do X amount evil outsider bane? Generate +10% hate vs evil outsiders?

dunklezhan
12-06-2015, 11:20 AM
This is just a uniform.

My initial thought was something similar, although I don't so much have a problem with the 'uniformity' of effects on those armours - I believe the slots + 2 different effects for each type are meant to provide the versatility/customisation.

Does anyone remember those screenshots you used to see of shroud raid groups all basically wearing a dragontouched uniform, because dragontouched was it for endgame gear? I worry that this is what we're going to see again. It was kinda funny at the time, but its not something I want to see again. Hopefully crusader/avenger etc. all look very different from each other - different colours maybe, as well as sculpts.

In terms of effects, they all look like solid armours for the roles they're listed against. I hope that as other raids are 'lengendised' we'll see some competing stuff with more of a flavour. These seem kinda 'generically good armour' rather than xoriat or giant themed.

LightBear
12-06-2015, 11:28 AM
Medium - NonMetal - Scalemail of the Celestial Avenger



+13 Enhancement Bonus
Quality - Alacrity - Enhancement Bonus to Melee Alacrity 15%
Insight - Deadly - +6 Deadly Insight Bonus
Fortification - Enhancement Bonus to Fortification (160%)
Sheltering - Sheltering (+38 MRR and PRR)
Blurry - 20% Concealment
Deathblock IX -
Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
Augment - Yellow
Augment - Green


Quality should be a Quality bonus? (typo?)


Edit:
You might wanna go through the entire list as there are more items where Enhancement, Quality and Insight are mixed around.

the_one_dwarfforged
12-06-2015, 12:15 PM
Quality should be a Quality bonus? (typo?)


Edit:
You might wanna go through the entire list as there are more items where Enhancement, Quality and Insight are mixed around.


im thinking this lamma preview was too soon.

its really hard when many of the item effects are showing the wrong bonus type in either the name or description, a number of weapons had incorrect critical profiles, and none of the accessory augments were visible.

...

Vhayre
12-06-2015, 01:26 PM
So the recent trend of ruining some loot for undead form characters continues and expands here. All of the armors are ruined for undead save one, and that is a robe? So not even a docent?

Why do you persist in placing the new deathblock with its negative absorption on gear? Is there anywhere that negative energy damage is really a concern to players such that we need negative absorb rather than plain old deathblock? Turn them all into plain deathblock. Or even better - just make the negative absorb not penalize undead form.


This, a thousand times over. Negative energy already needs the most help out of any kind of healing. Adressing gear alone, and gear is not the only issue with negative energy: a pale master has to slot negative heal amp, nullification and void lore, cause death aura crits are an important part of self healing. Most living characters only have to slot heal amp and a devotion augment.

While normal heal amp is on items that give other useful bonuses (iron mitts, shroud of ardent, memoriam to name a few) a pale master has to wear a cloak that besides a tiny bonus to negative amp, gives spellpower that doesn't even stack with potions, a slot and force absorption. This update adds an orb.
Viable sources of void lore are also increasingly more difficult to find as you get closer to cap, since it's not found on newer items that have other useful bonuses.

So, to comment on the items individually:

Update 29 Orb
If this is to help pale masters self heal a bit please add void lore to it.


The armors
This is where the other problem for undead characters lies. This update basically pidgeonholes a pale master who wants optimal self healing into a fleshy caster with a robe and an orb while we need more choices, not less. Warforged pale masters, or pale masters who say, splash EK for a tiny bit of extra defense from light/med armor have no choice but to gimp themselves in one way or the other: either you take a hit of 27% to your healing, or you lose out on both DCs and defense.

Removing the negative energy absorption should not pose a problem to living characters. In the extremely rare cases where it is needed and a deathward clicky does not suffice, there are items that are good and sometimes still best in slot that can be used to grant it. For both casters and melee. Some items that come to mind: epic belt of thoughtless remembrance, epic eye of the beholder, sightless and a bunch of slightly less great items can do just fine as a swap.

Leaving it on does pose a very real problem for pale masters, so please turn it into normal deathblock. Pale masters gain a gear option, nobody else really loses. Shadow scale armor is where this was actually done well.

About the armors in general, blurry as has been pointed out is on everything. I usually don't even know where my blurry comes from at end game anymore, I just know it's there. Always. Imo this could be replaced with something else.

Warforged seem to be getting kind of the worst choice when it comes to the melee version of the armor too. Only melee alacrity, which is not better than any of the high level items with speed on them. Not the 4% doublestrike, no insightful deadly, not even the new temp hp thing.

Since fleshies have a lot of different options between the various armor types, medium alone has 4 already, I would like to see a third docent version being added so warforged have a dps option, a caster option, and a new option focused on defense.


Buckler
It seems a bit lackluster, there are a lot of good bucklers and +3 dex, +10 PRR/MRR and ghostly are not nearly enough to compete. Ghostly, like blurry, is on a lot of items already. Something unique here might make it a lot more interesting.


Machination of Madness
A rune arm shooting bees is an awesome idea. This item goes together nicely with the quality of life changes given to arti in this update, with the evocation boost and the repair amp for new and improved half toasters.


Pendant of Apparition
There are very few abjuration spells with saves in the game. Does this mean we may be seeing more eventually or is it just meant as a ring for banishing stuff and disjuncting people better?


Pendant of Warrior's Focus
Will definitely be trying to fit this in on a number of builds


About the items in general, they're following the recent trend of adding a lot of different stacking bonuses, and it's starting to become tricky to slot them all. Also none of the items seem to have a regular enhancement bonus to abilities anymore just like the items in the last update, though the way it's implemented on lamannia right now lootgen might be filling that role soon.

What I do like about this batch of gear is that there seem to be a few new item effects, like the Angelic Grace, Bee shot and Runearm recharge rate.

JOTMON
12-06-2015, 02:01 PM
Warforged seem to be getting kind of the worst choice when it comes to the melee version of the armor too. Only melee alacrity, which is not better than any of the high level items with speed on them. Not the 4% doublestrike, no insightful deadly, not even the new temp hp thing.

Since fleshies have a lot of different options between the various armor types, medium alone has 4 already, I would like to see a third docent version being added so warforged have a dps option, a caster option, and a new option focused on defense.





Wish they would just update Warforged to be able to use armor and/or a ritual to convert any armor into a docent.
They are pretty consistently screwed over when it comes to armor choices.
The DnD 4e rules introduced the change that had WF wear armor like everyone else.

Irongutz2000
12-06-2015, 02:42 PM
Just wanted to say u guys did a fantastic job with the rune arm. The only thing its missing is impluse lore , but i will still get it for my artie ty ddo devs :)

bbqzor
12-06-2015, 02:52 PM
Feedback:

Medium - Metal - Breastplate of the Celestial Sage
Medium - NonMetal - Scalemail of the Celestial Sage

Instead of +Ref save, which is somewhat unattractive given that you cannot evade in medium, how about +DC. Favored Souls, Druids, WC Bards, and EKs could all use DC boosts without being forced into light/robes. I would say copy the +3 DC ability from those armors up into medium, so casters do not have to pick between actually using their main ability (spells) and wearing the armor they either are based on (fvs/dru) or purchase with enhancement points and then cannot use because of no itemization (wc/ek). As it stands, if youre trying to use dc spells at this level, you basically have to choose your items based on wherever the dc boosts are, and its kind of rough to have that limited itemization override your class/enhancement features.


Light - Ranged - Leathers of the Celestial Archer

Why ranged alacrity 20%. Haste is 15% for melee and 22% for ranged. Melee get 15% items all over the place. There are *zero* 22% ranged alacrity items out there. For ranged characters looking to do top dps (ie, basically everyone) it sort of shoe-horns you into taking blinding speed, which given the number of other cool 27+ options out there after this patch is totally lame. Just make this 22% and give them a break so they have choices, rather than being forced to lock a feat up forever or resign themselves to going slower forever.


Docent - Docent of the Celestial Avenger

Maybe replaced +3 Ref with Ranged Alacrity 22%. I see incredibly few wf/bf evasion builds. But I see many wf/bf repeater users, and there is no ranged option for them here. Yes, it puts both hastes on one item, but it has been literally forever since an actually useful docent showed up. I mean looking back... maybe shadowscale, then before that um, maybe GH dragonscale? Its been pretty dry in epic for well designed docents almost since epic existed. Its okay to throw them a bone here with something unique and cool from some classical eberron content.


Buckler

10 prr/mrr isn't much of a reason to lose modifiers on other bucklers. It really ought to have something else added. In fitting with what seems like a theme to me, maybe Mobility, that adds dodge and mdb cap to maybe apply the new dex to ac.


Small Wooden

I get that druids can use a small shield option for evasion, for things like wolf/primal avatar builds etc. Which makes the +mrr sort of logical as it starts to be good against spells. But why spellcraft then. It would be nice to see some other fitting mods, like say the +sv vs spells from Orchard Armor, which was metal so druids cannot get access to. Or that +3 Ref from earlier armors which didn't make sense, so they may actually pass the evasion check. Or both so together its a +5 vs evade-able spells. Caster druids will use a non-small option for better returns, if its going to be an evasion druid option, which is cool since the game needs one, lets make it appealing for its job.


Handwraps - Storm's Harness

Is the deadly regular or insightful. If its regular, please make it insightful to match the options other classes get on armors. I think the monk outfits are good, but it would be nice to have equal access to the other +dmg mods other classes get, at least when using multiple items in conjunction. That also removes the conflicting deadly item issues people are speaking of.


Helm - Boundless

Some mana and 5-9 prr is basically no reason to wear a hat, so while some spellpower might be that is being replaced leaving this a question mark. If you're trying to make it a caster hat, I'd suggest maybe insightful spell critical 2%/5% or something. That is on few other options, and is a good reason to try and get an item. But whatever mod you choose, thats the one thats basically going to carry this item so choose carefully.


Necklace - Pendant of Apparition

Non-stacking illusion focus and stacking abjuration focus no one can really use has low appeal (I think what, dismiss and banish are it, and given that we fight on mob home planes now its kind of pointless anyhow). If its about apparitions, maybe add ghostly, and quality +1/2 will as well. Then its at least some bonuses to other apparition-like things... and you might see an item with +2 ref/will, ghostly, and amp sneak into a gear set, maybe.


Necklace - Pendant of the Warrior's Focus

Will the non-stacking combat mastery in the new version be +4/6 or something? It'd be nice to see another +6 option besides the eveningstar cloak.


Trinket - Subtle Sound

Can we add +move silent and/or +listen to this? Not saying it needs it, but with the name... I feel like it should at least have something to do with sound. Maybe listen... its a low value mod and seriously when was the last +listen item. It could help balance out rogues who have +spot for sure actually get the other sense skill high too.


Ring - Brazenband

Hopefully the enchantment focus is a good value. It only really overlaps with evocation on warlocks, maybe wizards or bards... so its not too strong having them both in one place. Id like to see more options, instead of more non-stacking things we've had around for a long time (like enchant +4/5).


Ring - Arraetrikos' Bane (This one is more of a concept item, but needs some love. What else would help it counter Harry?)

Without +silver, or +good I fear this is jut going to be a flavor item no matter what you do. Everything listed here is nothing anyone would work for. Maybe a 1/shrine click of silver weapons or align weapons: good (and of course make it exclusive). Similar to the mabar shadow weapons thing, where it lasts only enough time for sort of one boss fight. But that may be more power than you want to add. Another idea would be to just go heavy on the poison save... the thing I see people die to most is rolling a 1 on that poison save and going helpless from the 1k con dmg. So maybe +5/10 sv vs poison, +2/5 insight, and +2/5 quality. Going up literally an entire d20 of save rolls against that effect may entice people to wear it... maybe.


Cloak - Construct's Mantle

Please add evocation dc. This cloak is good as is, but with the only other high evo mod on a cloak it really limits artificers who can, after this patch, maaaaybe for the first time in forever have rune arms matter in epic content. And then right when that happens, its "pick between your rune arm actually landing, or being able to self heal". Argh. Sure its on orbs, which don't work with a rune arm. And the rod of mythant, which isn't a great artificer choice since it forces melee with a caster item. And Sages Locket, which is a bit long in the tooth to be going to back to as the game reaches into legendary. So evo please.


Hopefully some of this is actionable, itd be really nice to see a pack go in with strong loot across the board. Thanks.

Infiltraitor
12-06-2015, 07:16 PM
Outfit - Monk - Outfit of the Celestial Guardian


Quality - Doublestrike - Quality Bonus to Doublestrike (4%)
Angelic Grace - 150 Temporary hit points, 5% Proc Chance on Hit, internal cooldown 10 seconds
Fortification - Enhancement Bonus to Fortification (160%)
Sheltering - Sheltering (+38 MRR and PRR)
Blurry - 20% Concealment
Deathblock IX -
Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
Augment - Green
Augment - Yellow




I know it is a bit much to ask, considering all the other work you are juggling, but could you include a Light Armor of the Celestial Guardian and a Docent of the Celestial Guardian?

SamaelBael
12-06-2015, 09:39 PM
Trinket - Subtle Sound


Insightful Sneak Attack (+3 to hit, +4 damage/ +5 to hit, +8 to damage)
Quality Seeker (+1/3)
Insightful Assassinate (+1/2)
Use Magic Device (Scaling numbers TBD)
Yellow Augment Slot






the assassin trinket should have quality sneak attack bonus, not insightful, so it stacks. Then it becomes a tough decision.
+1
Insightful Sneak Attack +6 (+6 to attack, +9 to damage) is standard at lvl 28:
http://ddowiki.com/page/Item:Epic_Dice
http://ddowiki.com/page/Item:Dragon_Masque
How about standard Sneak Attack with a legendary number like +10? (would be +10 to attack, +13 to damage)
This would offer a bonus of +5 to attack, +5 to damage compared to the Sneak Attack +5 that is maximum atm and has not increased since heroic levels.
Or how about simple Sneak Attack dice like on the Thunder-forged light armor?

Insightful Assassinate
Please increase it to +3, here is the reason:
We have the following options atm:
on weapons:
+2: http://ddowiki.com/page/Item:Epic_Midnight_Greetings
+6: http://ddowiki.com/page/Item:Epic_Assassin%27s_Kiss
on gear:
+4: http://ddowiki.com/page/Item:Dark_Diversion
+2 or +4: http://ddowiki.com/page/Item:Mythic_Muffled_Veneer

With +2 Insightful Assassinate a lvl 29 Assassin would have either +4, +6 or +8 to Assassinate through his weapons/ gear.
For a total of +8 it would mean sacrificing the offhand weapon (+7 Enhancement Bonus on Epic Assassin's Kiss compared to +12 on most of the other weapons at lvls 26 to 28, that's a huge difference to the attack bonus for a rogue)
a total of +6 a lot of farming for Dark Diversion or the Mythic Muffled Veneer is required and at lvl 29 that setup is still just on par with a dagger of min-lvl 26...
for those with a total of +4 it would put them at bonus-level of items from min-lvls 27 and 28

Now with my wish of +3 Insightful Assassinate:
+9 if you sacrifice offhand damage
+7 through helmet/ necklace, surpassing the Epic Assassin's Kiss with min-lvl 26 by just a bit to make it worth the farming and the gear-tweaking
+5 through Epic Midnight Greetings/ helmet, a decent amount considering it can be reached with the Assassin's Kiss (min-lvl 7, therefore sacrificing offhand damage).
EMG or the Epic Muffled Veneer surpass the Epic Assassin's Kiss in utility (+10 Enhancement bonus possible for EMG, decent bonuses on the Veneer), a +5 at lvl 29 when +6 is maximum at lvl 26 is, in this case, good imo.

Use Magic Device:
At lvl 28, afaik, most of the experienced players will have all the UMD they need. Less experienced/geared might favour a smaller stacking umd bonus instead of a competence bonus if it allows the other enchantments to be more powerful.

Augment slot: Could we get that one in BLUE? ASF reduction/ Good Luck/ Max Dex Bonus/ Saves fit the item better I would say...

die
12-07-2015, 12:01 AM
Can i just say the armors aren't really good looking? I admit i could use them, but i'd need a cosmetic.

What's with the shoulder wings?

And the barefoot robes?

http://s9.postimg.org/lcloh80a7/Untitled_1.jpg (http://postimage.org/)

DDO has always had the worse looking armors, I have no idea who creates or more importantly approves there design its beyond me. Black dragon leather is the only armor that looks worth a **** really.

AzureDragonas
12-07-2015, 02:00 AM
Why in lamania armors are so different from notes or even there are armors not mentioned in notes??

http://i63.tinypic.com/j0w8yx.png

Also if i understood correct you thinking of introducing near 15 armors which are 80% identical on effects, and makiing only difference some sufix prefix and armor type.

Maybe to make getting them easier would be more wisely introduce extra custumization device, we get let's say Celestial Sage Augmentation, and then we apply to any amors docent/outfit/light/medium/hard tranforming it to let's say heavy armors of Celestial Sage. You would make augments same desireable while also giving players easier way to get what they want, If i was looking for light amors of quality doublestrike for rog, and got instead medium i coudn't use them and still would have to look for light. In this sense you allow players get what they want faster becouse you would reduce 15 items to 5 and allow custumization on armor type player wants.


All
+13 Enhancement Bonus
Fortification - Enhancement Bonus to Fortification (160%)
Sheltering - Sheltering (+38 MRR and PRR)
Blurry - 20% Concealment
Deathblock IX
Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
Augment - Green


Heavy Plate - Melee - Platemail of the Celestial Avenger
Angelic Grace - 150 Temporary hit points, 5% Proc Chance on Hit, internal cooldown 10 seconds
Quality - Doublestrike - Quality Bonus to Doublestrike (4%)
Augment - Blue

Medium - Metal - Breastplate of the Celestial Avenger
Angelic Grace - 150 Temporary hit points, 5% Proc Chance on Hit, internal cooldown 10 seconds
Quality - Alacrity - Enhancement Bonus to Melee Alacrity 15%
Quality - Doublestrike - Quality Bonus to Doublestrike (4%)
Augment - Yellow

Medium - NonMetal - Scalemail of the Celestial Avenger
Quality - Alacrity - Enhancement Bonus to Melee Alacrity 15%
Insight - Deadly - +6 Deadly Insight Bonus
Augment - Yellow

Light - Melee - Leathers of the Celestial Avenger
Quality - Deadly - +6 Deadly Insight Bonus
Reduces Threat by Melee Damage by 22%
Augment - Blue

Light - Ranged - Leathers of the Celestial Archer
Quality - Enhancement Bonus to Ranged Alacrity 20%
Reduces Threat by Ranged Damage by 22%
Augment - Blue

Outfit - Monk - Outfit of the Celestial Avenger
Quality - Doublestrike - Quality Bonus to Doublestrike (4%)
Reduces Threat by Melee Damage by 22%
Augment - Yellow


It looks like the Medium - Metal - Breastplate of the Celestial Avenger has one more non shared effect than the others is this intended or an accident?

even pointed difference by armors Really would be way better to reduce number of unique armors. If same as there are avenger armors who gives different bonus based on armors would be able do same, add certain bonuses depending on armor type also.

Demsac
12-07-2015, 04:40 AM
Is that cloak suppose to be Warforged/Bladeforged only?

janave
12-07-2015, 06:52 AM
Ring - Arraetrikos' Bane

10% to proc fireshield->cold for 30s
life ward: 50% to negate con drain (or 3% chance onhit casts lesser resto on you)
Haste Guard (free haste is always nice, maybe change the epic to something better)
Shavarath Evasion (you can use 2x your dodge to avoid being hit by them rolling blades)

This would help :)

Edits:

Ring - Brazenband

Ins. Evoc Focus +2
Spell Casting Alacrity +5% (lower spell cooldowns)
Evocation Augmentation +3
Spell Frenzy (1% chance on taking damage, your spell crit multiplier is increased by 25% for 9s)
Green Slot - Prefilled with named - Efficient Metamagic Augment (on all metas -1sp)

Spell Frenzy could be balanced by that you actually have to take real damage and not just losing temp hps. (speficially to not! favor warlocks)


Aside: the armors look like they could use some more graphical shading, and the one iwth brown leather could be a bit darker on the leathery parts. :)

Steelstar
12-07-2015, 10:01 AM
"Deadly" on a weapon should simply be the +.

For example: Longsword

Now, add deadly.

You have a +5 Longsword --> a deadly longsword.

Ta-Daa!

Any chance you can lower the min lv to 28 on this stuff? One level sounds rather weak to be able to use it. Two would be nice! Nobody will get hurt if lv 28's are using any of this stuff.

The + Enhancement Bonus to weapons also adds weapon damage, which stacks with Deadly.

And no, ML29 is locked in at this point, sorry.


again, I don't like blur on high level gear because we already should be able to UMD scrolls and wands or find it on other gear. I would assume that we will be able to craft a perma blur greensteel item from epic Shroud as well.

I also don't like alacrity on gear since it does not stack with haste, except in low levels. 15% for ML 29 gear is pretty weak. I would suggest either replacing it with speed or change how alacrity works on a lower percentage to stack with haste.


Not everyone has easy access to Blur or Haste. We'll take a look at the alacrity numbers, but do not expect Alacrity on items to stack with Haste. Probably ever.


How about the group that would like the one thing you've never, e.v.e.r, put on wraps? Would it be too much to ask for a set with either/or naturally expanded crit range or multiplier? So many options exist in every other weapon type, but for the weapons with the worst crit profile in the game? Nope. Nada. Nothing. I appreciate the work (and it has been loads of work for you guys) that's gone into the game, but wraps remain without a single option for improving upon what is undeniably the worst natural crit profile in-game. It's nigh unfathomable to me.

We had considered expanding the Crit Range/Multiplier on these wraps, but the reason we've never done that is that it doesn't work, on a technical level. (The crits were inside you, all along!)

It's one of the reasons we are planning to revamp Handwraps.


Probably already detected, but when anyone links me their new shiny loot, it appears like this when I examine it:

http://i63.tinypic.com/2gtcb6f.jpg

Ie, it do not show the description of any effects, besides enhancement bonus, and paragon/epic status. I have no problem on visualization with items I looted myself.

Yep! This is due to the Randomized Loot Pass in progress.


Any reason for no +3 spell dc bonus on caster Heavy and Medium armors replaced by Displacement clickies that can be crafted as accessories with the old greensteel? This forces Clerics, Favored Souls and Druids and to a lesser extent Enlightened Warlocks to use Light armor to maximize their DC's.

We are OK with needing to make difficult choices about armor with regards to spell DCs in the case of these armors. It does not mean all future armors will have the same situation, and there are a lot of other boosts to spell DCs in this update as well. (A LOT. Probably more than we've added in any update.)


Will we see legendary versions of old TS and HOX loots? I was assuming that VOD would go legendary next year and was hoping for a legendary glacial assault set :(

No, sorry.


Why no Dodge on the Outfit?
Dodge is hard to find on gear that doesn't clash for a Monk and I find it disappointing that there's no Dodge bonus on this outfit {I'd happily lose Angelic Grace or the Threat Reduction for +5% Quality Dodge! - Heck Threat Reduction is utterly useless when soloing anyway!}.

And what's with the Old Deathblock on the Robe? Arcane Casters don't get Deathward and Divines won't wear a Robe.


Oh and I'm not sure Angelic Grace is strong enough at that level {especially for a Monk who won't have super high PRR to reduce the incoming dmg} those temp hp won't make a difference when you're taking 4-500 dmg per hit!
How long do they last anyway - 6 Seconds? 30 Seconds?

I can talk to NohBob about Dodge on the outfit.

Old Deathblock is on the Robe for Pale Masters. Who (as seen later in the thread) seem upset that only the Robe has Old Deathblock.

Can't please everyone, sadly. There are compelling reasons to have options for both.


Can we get "castery stuff" like spell mastery on heavy versions ?
More options, just like you did change TF armours.

Not planning on that in this update, sorry.


Boundless
gives +4 PRR (description says 5)

Planar Compass
gives 9 PRR (description says 10)
gives 4 MRR (description says 5)

Construct's Mantle
cannot be worn (by a PDK 15)
unbound

Brazenband
gives 4 dodge (says 3)

Boots of the Devil Commander
give 4 PRR (says 5)
give 9 MRR (says 10)

U29 Orb
gives 10 profane negative (says 5)
Why profane again? Let's give different type

Subtle Sound
cannot be worn (by a PDK 15)
unbound
very weak

Thanks for the feedback. Some of this is due to the still-in-progress adjustments to the Scaling Loot, as mentioned in the first post.


Really having a hard time understanding how this impacts the named items and effects as listed.

For example, for all the effects listed for Heavy Plate - Melee - Platemail of the Celestial Avenger, are the effects and values static? Or do they vary based on scaling effects?

Can we get some specific examples to help us understand please?

The values you see on these items will be static. The "scaling" portion is entirely on our end, involving how we stat things; rather than having 30 PRR effects (one for each level) for loot, we have one and then assign it a value based roughly on the level of the item. (That's abstracting it a bit, but the idea's there). The numbers are still in flux during the Lamannia process as we try and nail down how the curve for each effect should scale.



Medium - NonMetal - Scalemail of the Celestial Avenger



+13 Enhancement Bonus
Quality - Alacrity - Enhancement Bonus to Melee Alacrity 15%
Insight - Deadly - +6 Deadly Insight Bonus
Fortification - Enhancement Bonus to Fortification (160%)
Sheltering - Sheltering (+38 MRR and PRR)
Blurry - 20% Concealment
Deathblock IX -
Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
Augment - Yellow
Augment - Green


Quality should be a Quality bonus? (typo?)


Edit:
You might wanna go through the entire list as there are more items where Enhancement, Quality and Insight are mixed around.

Yes, there are a few places where the bonus type names were mixed up. In the above case, it should be Enhancement, not Quality. I'll make some edits to the OP shortly.


Is that cloak suppose to be Warforged/Bladeforged only?
No (especially with the Construct Exemplar feat coming in U29), but it would clearly be most useful to those races.

Shoemaker
12-07-2015, 10:11 AM
Just wanted to say u guys did a fantastic job with the rune arm. The only thing its missing is impluse lore , but i will still get it for my artie ty ddo devs :)

I'm thinking this presents a good opportunity for some new green or purple augments for lore bonuses.

Thar
12-07-2015, 11:14 AM
Will we ever get some Shield crafting system?

Shoemaker
12-07-2015, 11:47 AM
Will we ever get some Shield crafting system?

/signed

And dual-shield bashing... Just throwing that in there...

Qhualor
12-07-2015, 12:46 PM
Not everyone has easy access to Blur or Haste. We'll take a look at the alacrity numbers, but do not expect Alacrity on items to stack with Haste. Probably ever.

you would have to be going out of the way or be a new player to not have UMD 24 to cast blur scrolls on any class by level 29. ive also looted literally at least 50 blur wands across heroic and epic levels the past few months. could be because ive been doing warlock past lives on 4 characters, but I don't have the loot setting for class.

heroic GS you can craft a perma blur hit point item with a displacement clicky. not hard to make these days when a lot of players are willing to pass shards and ingredients to you if you need them. its also quite viable to use well into epics. I would assume you can craft a epic GS perma blur item as well next update.

looking at wiki, I don't see any high level blur items, but there is a lot of ghostly/blur/lesser displace items from the mid levels down. its going to boil down to player preference until you can get better twink gear into the high levels.

I do agree on the haste and its annoying drinking 30 second haste pots. speed items is a must for any melee build and I would rather have a speed VI or higher item taking up a slot than to rely on a 15% alacrity item. you kill 2 birds with 1 stone by having a striding item and a alacrity item.

Krell
12-07-2015, 01:34 PM
Booo ... why no ranged version of the robes/outfits? Could we make this 4% quality doublestrike AND 4% quality doubleshot?



Agreed. Need a 4% quality bonus to doubleshot somewhere. I'd suggest anything that is doublestrike be changed to be both doublestrike and doubleshot.

davmuzl
12-07-2015, 02:42 PM
you would have to be going out of the way or be a new player to not have UMD 24 to cast blur scrolls on any class by level 29. ive also looted literally at least 50 blur wands across heroic and epic levels the past few months. could be because ive been doing warlock past lives on 4 characters, but I don't have the loot setting for class.

heroic GS you can craft a perma blur hit point item with a displacement clicky. not hard to make these days when a lot of players are willing to pass shards and ingredients to you if you need them. its also quite viable to use well into epics. I would assume you can craft a epic GS perma blur item as well next update.

looking at wiki, I don't see any high level blur items, but there is a lot of ghostly/blur/lesser displace items from the mid levels down. its going to boil down to player preference until you can get better twink gear into the high levels.

I do agree on the haste and its annoying drinking 30 second haste pots. speed items is a must for any melee build and I would rather have a speed VI or higher item taking up a slot than to rely on a 15% alacrity item. you kill 2 birds with 1 stone by having a striding item and a alacrity item.

What's the actual problem with having those effects on items tho?
There are reasons to use a blur item and not everybody is using GS or maaybe is going to put something else on his LGS item. And having blur shouldn't be made completly trivial either.
There are too many effects that basically everybody is running around with already. Buffing up at the start of a quest used to be quite a big part of grouping. Now I don't really think spending a minute a the start of each quest just standing around should be encouraged, but I do think that something has to be there to make people run quests together. When the buffs that casters can give others aren't relevant because everybody either has them already or something better it's a big problem.
Btw you can also use a 15% alacrity item and then slot 30% in a yellow slot.
Would be nice to have a 5% on both haste and alacrity on items that stack with the rest.

Grace_ana
12-07-2015, 09:49 PM
Personally, I like having permablur and permahaste. Sure, I could scroll them. But it's exceptionally annoying for me to constantly be keeping track of short-term scroll buffs. I'd rather play. YMMV, obviously, since everyone's playstyle is different. I prefer to keep my gear swapping and scrolling to a minimum whenever I can.

I do agree that perhaps at the legendary levels anyway, lesser displacement is better suited.

hit_fido
12-07-2015, 10:58 PM
Old Deathblock is on the Robe for Pale Masters. Who (as seen later in the thread) seem upset that only the Robe has Old Deathblock.

Can't please everyone, sadly. There are compelling reasons to have options for both.

Out of twelve armors, only one has old Deathblock. Options for both, that doesn't seem so.

I can see you took non metal armor in mind for druid sake and understand you can't fit everything in for everyone so I can keep it in perspective and see the positives too. My beef really is with having Deathblock on any of the armor. Such an easy augment to slot, appears on so many other items, and has castable equivalents. I just don't see the point in it being there at all given it invalidates everything but a robe for undead form.

Especially post-MRR removal, are armor wearing undead form so powerful they need to be 'encouraged' into robes instead?

Vhayre
12-08-2015, 03:19 AM
Old Deathblock is on the Robe for Pale Masters. Who (as seen later in the thread) seem upset that only the Robe has Old Deathblock.

Can't please everyone, sadly. There are compelling reasons to have options for both.


There are indeed compelling reasons to have options, which afaik implies a choice. Warforged pale masters have no options with this armor, they can't wear robes. Fleshy pale masters don't have a choice but to wear a robe. Melee pale masters have no option at all here, I know they're considered kind of a flavor build right now, but so are non exploiting melee druids and those do get options.

Like I've stated before other characters already have plenty of options to slot negative energy absorption, pale masters do not have a different option to slot the DCs and other bonuses this armor gives.

So really, you are just taking away options from undead characters here.


Why in lamania armors are so different from notes or even there are armors not mentioned in notes??
if i understood correct you thinking of introducing near 15 armors which are 80% identical on effects, and makiing only difference some sufix prefix and armor type.

Maybe to make getting them easier would be more wisely introduce extra custumization device, we get let's say Celestial Sage Augmentation, and then we apply to any amors docent/outfit/light/medium/hard tranforming it to let's say heavy armors of Celestial Sage. You would make augments same desireable while also giving players easier way to get what they want, If i was looking for light amors of quality doublestrike for rog, and got instead medium i coudn't use them and still would have to look for light. In this sense you allow players get what they want faster becouse you would reduce 15 items to 5 and allow custumization on armor type player wants.


I really like where this idea is going. Having the ability to augment the base armor of your choice with one of the listed combinations actually gives us more than 15 possible options, but without cluttering up the loot tables. This prevents situations like someone is looking for one of the other items and instead 3 different armors drop for the party with combinations that nobody in the party is really looking for. So many different armors are kind of the raid equivalent of shadowfell random properties on items.
It could even allow for one or two extra raid items, without making each individual item too rare.

It also presents a neat fix to the pale master/warforged thing. Warforged will have 5 different docent options instead of 2, and undead can slot the normal deathblock version on say a light armor too. So maybe there is a way to please at least most people here :)

Robbenklopper
12-08-2015, 06:00 AM
Interestingly, over the last few Lamannia cycles I seem to get two groups of players with regards to Deadly:

Those who believe it should only be on weapon-slot items, and
Those who believe it should never be on weapon-slot items.


Can't please both groups, sadly. I am up for hearing what the latter group would like to see replace it, though; we're more inclined to make changes when feedback is backed by a good suggestion. :)

To have it only on weapon-slot items or never would have been an elementary decision when deadly was introduced years ago, now that we have it on so many items, a discussion about this has become obsolete. So the answer is "never".
And it doesn´t make sense to have it "only" on weapon coz i wanna use deadly on any weapon in General when a weaponswitch is neccessary, not depending on one weapon only equipped with it.

barecm
12-09-2015, 01:07 AM
Light - Ranged - Leathers of the Celestial Archer[/B]


+13 Enhancement Bonus
Max Dex Bonus - This item has an allowance for 4 points of additional Dexterity Bonus.
Fortification - Enhancement Bonus to Fortification (160%)
Reduces Threat by Ranged Damage by 22%
Sheltering - Sheltering (+38 MRR and PRR))
Enhancement Bonus to Ranged Alacrity 20%
Blurry - 20% Concealment
Deathblock IX -
Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
Augment - Blue
Augment - Green




Can we please have the ranged alacrity something besides an enhancement bonus? There are already items to get that grant speed XV, rendering that stat non-effective; and are much lower level. One of which is a quiver slot and easily slotted without losing much. This is level 30 gear. Please reconsider this and go exceptional, competence, or quality bonus here. Something not enhancement.

janave
12-09-2015, 01:28 AM
Can we please have the ranged alacrity something besides an enhancement bonus? There are already items to get that grant speed XV, rendering that stat non-effective; and are much lower level. One of which is a quiver slot and easily slotted without losing much. This is level 30 gear. Please reconsider this and go exceptional, competence, or quality bonus here. Something not enhancement.

Enhancement is fine, i dont want my ranged builds to be locked into a single armor. 20% is good enough for convenience.

legendkilleroll
12-09-2015, 03:28 AM
We don't need even more attack speed for any type

Cant believe some of the things I read

Iriale
12-09-2015, 04:07 AM
Helm - Boundless


Insightful Wizardry/SP (+77/143)
Insightful Potency (+30/51) (this will be replaced in next patch, feel free to suggest what with.)
Quality PRR (+5/9)
Fortification (+92/149)
Green Augment Slot


there is not magical efficiency in these items. Replace with magical efficiency, please. We need this stat on end game gear. If not replace with it, add it to other item, please. If you add too a deific focus as the MOD helm (very cool item, but with only +11 stat will be vastly oudated) will be perfect.

about the deathblock issue is that not all pale masters wear robes. Pure wizards yes, but before we had melee pale masters or even 18 wiz / 2 rogue pale trappers with light armor proficiency. You have forgotten pale masters for so many updates that there are no options for undead simply. Anyways, with the current status of the wizard class and seeing that new feats do not help pale masters there is no sense in playing a character now this style. Sadly. On the other hand, negative absorption is not a prerequisite stat for other classes. It really does little advantage; I no matter slotting the old deathblock or the new in my living toons. Why not create an augment with the new deathblock? That's the kind of customization that augments should give.

barecm
12-09-2015, 06:55 AM
Enhancement is fine, i dont want my ranged builds to be locked into a single armor. 20% is good enough for convenience.

Too many things with enhancement bonuses already. At level 30, there should be something that actually is useful. If not alacrity, then maybe deadly, but enhancement on attack speed is redundant and useless at lvl 30.

Shoemaker
12-09-2015, 08:03 AM
Hey, folks! In addition to Legendary Greensteel, there are some named items dropping in U29! Here's a look at what you'll find on Lamannia.

A few notes before we get started:

This is a pretty early look, quite a few items aren't in top shape yet.
DEFINITELY check out the Known Issues list when trying the items on Lamannia! (https://www.ddo.com/forums/showthread.php/438924-Lamannia-Known-Issues-(Last-Updated-3-19-15))
For the first time, we're using the new Scaling Effects from the new Randomized Loot system (https://www.ddo.com/forums/showthread.php/468384-Randomized-Loot) on Named Items. As a result, some values may be odd, broken or imbalanced. We're still polishing the system and working out the kinks - Let us know where you think these lie in comparison to other items.


Raid Items:
These are the standard drops that will drop in Legendary Hound of Xoriat and Tempest's Spine. Like other named items from the last few updates, these can also drop as Mythic versions. These items are ML29.

Heavy Plate - Melee - Platemail of the Celestial Avenger


+13 Enhancement Bonus
Fortification - Enhancement Bonus to Fortification (160%)
Quality - Doublestrike - Quality Bonus to Doublestrike (4%)
Angelic Grace - 150 Temporary hit points, 5% Proc Chance on Hit, internal cooldown 10 seconds - Cooldown 5 seconds (up to 30HP/sec is more reasonable then 15HP/sec at level 29)
Sheltering - Sheltering (+38 MRR and PRR)
Blurry - 20% Concealment - Displacement (per Spell) - x3/rest
Deathblock IX -
Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
Augment - Blue
Augment - Green


Heavy Plate - Caster - Platemail of the Celestial Sage


+13 Enhancement Bonus
Fortification - Enhancement Bonus to Fortification (160%)
Quality - Reflex Save - Quality Bonus to Reflex +3
Quality - Potency - Quality Bonus to Potency (27)
Sheltering - Sheltering (+38 MRR and PRR)
Blurry - 20% Concealment - Angelic Vitality - 50 Temporary spell points, 5% proc chance on cast, cooldown 15 seconds (Up to 3SP/sec seems low, but isn't really that bad in comparison to other stuff out there)
Deathblock IX -
Displacement (per Spell) - x3 per Rest
Augment - Blue
Augment - Green


Medium - Metal - Breastplate of the Celestial Avenger


+13 Enhancement Bonus
Enhancement Bonus to Melee Alacrity 15%
Angelic Grace - 150 Temporary hit points, 5% Proc Chance on Hit, internal cooldown 10 seconds - Cooldown 5 seconds (up to 30HP/sec is more reasonable then 15HP/sec at level 29)
Quality - Doublestrike - Quality Bonus to Doublestrike (4%)
Sheltering - Sheltering (+38 MRR and PRR)
Blurry - 20% Concealment - Displacement (per Spell) - x3/rest
Deathblock IX -
Fortification - Enhancement Bonus to Fortification (160%)
Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
Augment - Yellow
Augment - Green


Medium - Metal - Breastplate of the Celestial Sage


+13 Enhancement Bonus
Angelic Grace - 150 Temporary hit points, 5% Proc Chance on Hit, internal cooldown 10 seconds - Cooldown 5 seconds (up to 30HP/sec is more reasonable then 15HP/sec at level 29)
Quality - Reflex Save - Quality Bonus to Reflex +3
Quality - Potency - Quality Bonus to Potency (27)
Sheltering - Sheltering (+38 MRR and PRR)
Blurry - 20% Concealment - Angelic Vitality - 50 Temporary spell points, 5% proc chance on cast, cooldown 15 seconds (Up to 3SP/sec seems low, but isn't really that bad in comparison to other stuff out there)
Deathblock IX -
Fortification - Enhancement Bonus to Fortification (160%)
Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
Augment - Yellow
Augment - Green


Medium - NonMetal - Scalemail of the Celestial Avenger


+13 Enhancement Bonus
Enhancement Bonus to Melee Alacrity 15%
Insight - Deadly - +6 Deadly Insight Bonus
Fortification - Enhancement Bonus to Fortification (160%)
Sheltering - Sheltering (+38 MRR and PRR)
Blurry - 20% Concealment
Deathblock IX -
Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
Augment - Yellow
Augment - Green


Medium - NonMetal - Scalemail of the Celestial Sage


+13 Enhancement Bonus
Enchancement - Enhancement Bonus to Fortification 160%
Quality - Reflex Save - Quality Bonus to Reflex +3
Quality - Potency - Quality Bonus to Potency (27)
Sheltering - Sheltering (+38 MRR and PRR)
Blurry - 20% Concealment - Angelic Vitality - 50 Temporary spell points, 5% proc chance on cast, cooldown 15 seconds (Up to 3SP/sec seems low, but isn't really that bad in comparison to other stuff out there)
Deathblock IX -
Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
Augment - Yellow
Augment - Green


Light - Melee - Leathers of the Celestial Avenger


+13 Enhancement Bonus
Max Dex Bonus - This item has an allowance for 4 points of additional Dexterity Bonus.
Fortification - Enhancement Bonus to Fortification (160
Reduces Threat by Melee Damage by 22%
Sheltering - Sheltering (+38 MRR and PRR)
Quality - Deadly - +6 Deadly Quality Bonus
Blurry - 20% Concealment
Deathblock IX -
Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
Augment - Blue
Augment - Green


Light - Ranged - Leathers of the Celestial Archer


+13 Enhancement Bonus
Max Dex Bonus - This item has an allowance for 4 points of additional Dexterity Bonus.
Fortification - Enhancement Bonus to Fortification (160%)
Reduces Threat by Ranged Damage by 22%
Sheltering - Sheltering (+38 MRR and PRR))
Enhancement Bonus to Ranged Alacrity 20%
Blurry - 20% Concealment
Deathblock IX -
Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
Augment - Blue
Augment - Green


Light - Caster - Leathers of the Celestial Sage


+13 Enhancement Bonus
Enchancement - Dodge - Enhancement Dodge Bonus (+15)
Fortification - Enhancement Bonus to Fortification (160%)
Quality - Potency - Quality Bonus to Potency (27)
Insight - Spell DC's - Insight Spell Focus Mastery of +3
Blurry - 20% Concealment - Angelic Vitality - 50 Temporary spell points, 5% proc chance on cast, cooldown 15 seconds (Up to 3SP/sec seems low, but isn't really that bad in comparison to other stuff out there)
Deathblock IX -
Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
Augment - Blue
Augment - Green


Robe - Robe of the Celestial Sage


Enchancement - Dodge - Enhancement Dodge Bonus (+15)
Sheltering - Sheltering (+38 MRR and PRR))
Quality - Potency - Quality Bonus to Potency (27)
Insight - Spell DC's -Insight Spell Focus Mastery of +3
Blurry - 20% Concealment - Angelic Vitality - 50 Temporary spell points, 5% proc chance on cast, cooldown 15 seconds (Up to 3SP/sec seems low, but isn't really that bad in comparison to other stuff out there)
Deathblock (This should be the standard Deathblock, with no Negative Energy Reduction).
Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
Fortification - Enhancement Bonus to Fortification (160%)
Augment - Green
Augment - Yellow


Outfit - Monk - Outfit of the Celestial Avenger


Quality - Doublestrike - Quality Bonus to Doublestrike (4%)
Reduces Threat by Melee Damage by 22%
Fortification - Enhancement Bonus to Fortification (160%)
Sheltering - Sheltering (+38 MRR and PRR)
Blurry - 20% Concealment
Deathblock IX -
Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
Augment - Green
Augment - Yellow


Outfit - Monk - Outfit of the Celestial Guardian


Quality - Doublestrike - Quality Bonus to Doublestrike (4%)
Angelic Grace - 150 Temporary hit points, 5% Proc Chance on Hit, internal cooldown 10 seconds - Cooldown 5 seconds (up to 30HP/sec is more reasonable then 15HP/sec at level 29)
Fortification - Enhancement Bonus to Fortification (160%)
Sheltering - Sheltering (+38 MRR and PRR)
Blurry - 20% Concealment
Deathblock IX -
Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
Augment - Green
Augment - Yellow


Docent - Docent of the Celestial Avenger


Enchancement - Melee Alacrity - Enhancement Bonus to Melee Alacrity 15%
Doublestrike - 22% Enhancement Bonus to Doublestrike
Fortification - Enhancement Bonus to Fortification (160%)
Sheltering - Sheltering (+38 MRR and PRR)
Blurry - 20% Concealment
Deathblock IX -
Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
Augment - Green
Augment - Yellow


Docent - Docent of the Celestial Sage


Enchancement - Dodge - Enhancement Dodge Bonus (+15)
Insight - Fortitude - Quality Bonus to Fortitude Save +3
Quality - Potency - Quality Bonus to Potency (27)
Insight - Spell DC's -Insight Spell Focus Mastery of +3
Blurry - 20% Concealment - Angelic Vitality - 50 Temporary spell points, 5% proc chance on cast, cooldown 15 seconds (Up to 3SP/sec seems low, but isn't really that bad in comparison to other stuff out there)
Deathblock IX -
Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
Augment - Green
Augment - Yellow


Buckler


[2d4]+13
Quality - Dex Ability Increase +3
Quality - +10 MRR
Quality - +10 PRR
Ghostly
Red Augment Slot
Purple Augment Slot


Small Wooden


[2d6]+13
Enhancement - +38 MRR
Quality - Con Ability Increase +3
Healer's Bounty
Quality - Spellcraft Bonus
Red Augment
Purple Augment


Large


[2d8]+13
Quality - Con Ability Increase +3
Enhancement - +38 MRR
Healer's Bounty
Bashing (Extra damage when shield bashing. Still working out exact scaling numbers.)
Red Augment
Purple Augment


Tower - Fighter - Iceberg


[3d10]+13
Quality - Con Ability Increase +3
Enhancement - +38 MRR
Healer's Bounty
Bashing (Extra damage when shield bashing. Still working out exact scaling numbers.)
Red Augment
Purple Augment
Freezing Ice Guard


Tower - Caster - Wall of Flame


[3d10]+13
Quality - Con Ability Increase +3
Enhancement - +38 MRR
Healer's Bounty
Bashing (Extra damage when shield bashing. Still working out exact scaling numbers.)
Angelic Vitality - 50 Temporary spell points, 5% proc chance on cast, cooldown 15 seconds (Up to 3SP/sec seems low, but isn't really that bad in comparison to other stuff out there)
Red Augment
Purple Augment
Fire Starter - 5% chance on hit to drop a firewall at the wearer's feat, cooldown 90 seconds



Rune Arm - Machination of Madness


Bee Shot - This Rune Arm's shot deals piercing damage, and stacks a piercing DOT.
Knife Imbue VI (Will probably become "Piercing Imbue")
Taint of Chaos - Option to remove taint to become Kinetic Lore X
Impulse +159
Natural Armor +15
Insightful Repair Amplification (Scaling numbers TBD)
Insightful Evocation Focus +2
Rune Arm Charge Rate 30% - (may be not working as intended on Lamannia, my preliminary testing suggested it charged no faster than any rune arm except the MoD one (which is much slower than most of the others for some reason).
Yellow Augment Slot
Green Augment Slot


Handwraps - Storm's Harness
+5[w] (which makes them 6[w], because your fists are the other w... hooray handwraps)


+13 Enhancement Bonus
Damage (Deadly)
Fists (this makes them 7[w])
Insightful Melee Power
Quality Stunning
Sonic OnCrit Damage
Electric Damage
Red Augment Slot
Orange Augment Slot



Quest Items:
These are the standard drops that will drop in the two new Vale dungeons (which have both Heroic and Legendary versions). Like other named items from the last few updates, these can also drop as Mythic versions. These items are ML15 and ML29.

Helm - Boundless


Insightful Wizardry/SP (+77/143)
Insightful Potency (+30/51) (this will be replaced in next patch, feel free to suggest what with.)
Quality PRR (+5/9)
Fortification (+92/149)
Green Augment Slot


Necklace - Pendant of Apparition


Quality Illusion Focus (+0/+1) (This will become regular Illusion Focus in the next build)
Insightful Abjuration Focus (+1/+2)
Quality Reflex (+1/2)
Healing Amplification (Scaling numbers TBD)
Green Augment Slot


Necklace - Pendant of the Warrior's Focus


Quality Combat Mastery (+1/2) (This will become Insightful Combat Mastery in the next build)
Insightful Doublestrike (+3/7)
Armor-Piercing (+12/21)
Insightful Fortitude (+2/5)
Blue Augment Slot


Trinket - Planar Compass


Insightful PRR (+10/18)
Quality MRR (+5/9)
Ghostly
Quality Healing Amplification (Scaling numbers TBD)
Green Augment Slot


Trinket - Subtle Sound


Insightful Sneak Attack (+3 to hit, +4 damage/ +5 to hit, +8 to damage)
Quality Seeker (+1/3)
Insightful Assassinate (+1/2)
Use Magic Device (Scaling numbers TBD)
Yellow Augment Slot


Ring - Brazenband


Quality Enchantment Focus (+0/+1) (This will become regular Enchantment Focus in the next build)
Insightful Evocation Focus (+1/+2)
Speed (+15/27) (Speed scaling still TBD)
Insightful Dodge (+3%/+6%)
Yellow Augment Slot


Ring - Arraetrikos' Bane (This one is more of a concept item, but needs some love. What else would help it counter Harry?)


Fire Resistance (+29/53)
Insightful Enchantment Saves (+2/5)
Insightful Poison Saves (+2/5)
Quality Disease Saves (+2/5)
Yellow Augment Slot


Cloak - Construct's Mantle


Repair Amplification (Scaling numbers TBD)
Quality Intelligence (+1/+3)
Repair Skill (Scaling numbers TBD)
Quality Magnetism (+16/30)
Green Augment Slot


Boots


Quality PRR (+5/9)
Insightful PRR (+10/18)
Insightful Incite (+10%/18%)
Fortification (+92%/149%)
Blue Augment Slot


Orb


+4 Orb Bonus
Negative Healing Amplification (Scaling numbers TBD)
Insightful Nullification (+47/74)
Insightful Necromancy Focus (+1/2)
False Life (+29/53)
Orange Augment Slot



Strike outs in italic red (Lama testing bug notes) - suggested replacements in bold green (notes in regular green parntheticals)

JOTMON
12-09-2015, 09:24 AM
Could we get a cleaner generic version of the armors, do something along the lines of FOT/MOD/TF

upon acquisition base item (Heavy/Medium/Light/Robes/Dress/Docent):
•+13 Enhancement Bonus
•Fortification - Enhancement Bonus to Fortification (160%)
•Blurry - 20% Concealment
•Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
•Sheltering - Sheltering (+38 MRR and PRR)
•Green Slot
•Green Slot

Then have upgrade selection choices for..

T1 Enhancement Upgrade - select 1 of:
•Deathblock IX - (* relocated to T1 to be a selectable option since Deathblock and PM's don't play nice together*.. *re: Brenna)
•Max Dex Bonus - This item has an allowance for 4 points of additional Dexterity Bonus.
•Enchancement - Dodge - Enhancement Dodge Bonus (+15)
•Reduces Threat by Melee Damage by 22%
•Enhancement Bonus to Melee Alacrity 15%
•Enhancement Bonus to Ranged Alacrity 20%
•Green Slot

T2 Insight Upgrade - select 1 of:
•Insight - Spell DC's - Insight Spell Focus Mastery of +3
•Insight - Deadly - +6 Deadly Insight Bonus
•Angelic Grace - 150 Temporary hit points, 5% Proc Chance on Hit, internal cooldown 10 seconds
•Displacement (per Spell) - 5% Proc Chance on Hit, internal cooldown 30 seconds
•Green Slot

T3 Quality Upgrade - select 1 of:
•Quality - Doublestrike - Quality Bonus to Doublestrike (4%)
•Quality - Potency - Quality Bonus to Potency (27)
•Quality - Saves - Quality Bonus to All Saves +3
•Quality - Deadly - +6 Deadly Quality Bonus
•Green Slot


This would allow for much better versatility and desirability from all users and their build variants to build the armor around their toon and not build their toon around the armor.
Opens up opportunity to use selective desired choices, or augment slots to use existing in game augments .
Also enhances the quest farming to obtain required ingredients to upgrade items.

SableShadow
12-09-2015, 09:32 AM
Could we get a cleaner generic version of the armors, do something along the lines of FOT/MOD


I like the idea; even move deathblock into one of the tiers for folks who have issues with neg absorption.
Turns them into great consolidation items with a little sumthin sumthin on top.

Dungeoner49
12-09-2015, 04:26 PM
Azuredragonas and Vhayre have a very good point, and instead the new armors should be acquired by finding a "Celestial Icon" in a raid chest and is used like one of those DDO birthday cakes and have an Archon replace the Cake Loving Dinjin. That way people don't have to get angry when 4 of the armors drops and none of them are wanted by the group.

Vhayre
12-10-2015, 02:42 AM
Azuredragonas and Vhayre have a very good point, and instead the new armors should be acquired by finding a "Celestial Icon" in a raid chest and is used like one of those DDO birthday cakes and have an Archon replace the Cake Loving Dinjin. That way people don't have to get angry when 4 of the armors drops and none of them are wanted by the group.

Reading what JOTMON wrote, I like his proposal even better.
However they do it though, having the armors customizable instead of dropping as one of the listed versions really seems to be the way to go.

Atremus
12-10-2015, 02:58 PM
Don't forget we could use a farmable SP restoration clicky.

Iriale
12-11-2015, 05:38 AM
Steelstar, a question for you. Are there any plans to add Metamagic efficiency in these items or greensteel? It's very necessary and it have been completely forgotten in the last years. In the end game we have only one item and is the fragment meridian, which will be completely invalidated with new greensteel weapons (you could add a normal orange augment slot in them or change the fragment itself from orange to green!! Anyway orange always was too restrictive)

We need to maximize, empower, quicken and heighten reduction. Please, can you add this somewhere? I'm really saturated with all the new loot is bigger bonus to the same stats (quality bonus... that was needed? other type of bonus to the same stats??) while many (useful) old bonuses have been completely forgotten.


Add reduction in the cost of metamagic, please. But no more clickies of very short duration!! Casters are saturated with clickies, leave clickies for melees. (Casting is very clickie intensive, you can't auttoattack with spells) Thank you.

too- the last item with spell efficiency was the fanged gloves, which will be outdated (+11 stat with the new bonuses...) Please, give us another end game item with spell reduction.

Atremus
12-11-2015, 09:42 AM
Did anyone catch that the armor is missing both Augment slots? The medium scalemail caster version.

Rog
12-12-2015, 04:03 AM
How about the group that would like the one thing you've never, e.v.e.r, put on wraps? Would it be too much to ask for a set with either/or naturally expanded crit range or multiplier? So many options exist in every other weapon type, but for the weapons with the worst crit profile in the game? Nope. Nada. Nothing. I appreciate the work (and it has been loads of work for you guys) that's gone into the game, but wraps remain without a single option for improving upon what is undeniably the worst natural crit profile in-game. It's nigh unfathomable to me.

My monk mojo final build is designed to tank end game raid boss's.
crit multiplier would rock.
end game wraps should be built to hold raid boss agro.
thanks that's all I would ask.
mojomuscle

Rog
12-12-2015, 04:37 AM
Interestingly, over the last few Lamannia cycles I seem to get two groups of players with regards to Deadly:

Those who believe it should only be on weapon-slot items, and
Those who believe it should never be on weapon-slot items.


Can't please both groups, sadly. I am up for hearing what the latter group would like to see replace it, though; we're more inclined to make changes when feedback is backed by a good suggestion. :)
I would like to see deadly stack with the spell. its the best spell a arty has. avoid the" nerf bat"
If your putting deadly on a non weapon slot item make sure its on a piece that a monk can wear.
most of the time when some great effect comes on a non weapon slot item its on a tower shield.
tower shields are nice expect my monk cant use them.
mojo

Thar
12-12-2015, 11:40 PM
Deadly on weapons and insightful/exceptional/quality deadly on accessories.

deadly should stay on items like it is today. why waste a damage effect on weapons when it can stack from an item.

DeadRabbat
12-13-2015, 09:53 AM
Suggestion for the Wraps again, though late to the table, with this response.
Thematically, change the electrical damage to Thunderstruck from the Skirmishers (lvl27) Ring from Stormhorns. Not a steady stream of damage but thematically cool.
Again, deadly nice on a weapon, wraps, but Impact 4 or 5 or an added crit value naturally to the wraps would be great & help monks some with crit range as some have voiced.
I don't have Deadly as a benefit on any items at high level, it does help me being on wraps, but an added crit value to the wraps naturally, so it could stack with Improved Crit would be awesome.

Being from a fee legendary raid, these are great wraps.
Not as versatile as TF wraps, but on par. An extra clear augment slot (for my spooky wisdom) would make me swoon.
Yes, I want to eat my cake too.
:)


A Ki bonus to the Outfits would be helpful as well. Not much in high levels for Ki regen, besides those lovely DoJ goggles.

DR.

Edited: Saw this after I posted.


We had considered expanding the Crit Range/Multiplier on these wraps, but the reason we've never done that is that it doesn't work, on a technical level. (The crits were inside you, all along!)

It's one of the reasons we are planning to revamp Handwraps.

Allorian
12-13-2015, 10:17 AM
Ring - Arraetrikos' Bane (This one is more of a concept item, but needs some love. What else would help it counter Harry?)


Fire Resistance (+29/53)
Insightful Enchantment Saves (+2/5)
Insightful Poison Saves (+2/5)
Quality Disease Saves (+2/5)
Yellow Augment Slot



Well If it's gonna be Arraetriko's Bane, maybe there should be Greater Devils Bane in it! All of your equipped weapons have Greater Devils bane along with Good and Silver to overcome the DR for Devils only. I could see harry would be hating that! The chant HARRY'S BANE!, HARRY'S BANE!, HARRY'S BANE!, HARRY'S BANE!, HARRY'S BANE!, HARRY'S BANE!, HARRY'S BANE!, HARRY'S BANE!, can already be heard. it would be a too cool item to not have.


Thx guys
Glam

DeadRabbat
12-13-2015, 12:26 PM
Well If it's gonna be Arraetriko's Bane, maybe there should be Greater Devils Bane in it! All of your equipped weapons have Greater Devils bane along with Good and Silver to overcome the DR for Devils only. I could see harry would be hating that! The chant HARRY'S BANE!, HARRY'S BANE!, HARRY'S BANE!, HARRY'S BANE!, HARRY'S BANE!, HARRY'S BANE!, HARRY'S BANE!, HARRY'S BANE!, can already be heard. it would be a too cool item to not have.


Thx guys
Glam


Maybe make the ring Silver or Flametouched Iron & have one of those properties confer over to the weapon. Silver being more optimal here. This could be done with the occasional other named rings.
Or make the ring Anointed.
Also Possibly an Insightful or Quality Fortification bonus, since he has the ability to sneak attack as well.

Robai
12-13-2015, 06:57 PM
I had some thoughts about Loot Design for a long time and finally posted a thread here:
https://www.ddo.com/forums/showthread.php/468780-Loot-Design

Nightmanis
12-14-2015, 11:17 PM
I'm still thinking on a rogue melee (or most any dual wield melee) the ToEE set will be better than the new armor.

That pendant though is definitely going on my character. It'll make giving up thunder forged not so painful.

Thinking cloaks will be the best to build a large amount of lgs clickies for. They seem to have a meh showing currently so I won't lose out much there

cru121
12-20-2015, 12:46 AM
Boots of the Devil Commander still provides less PRR than advertised.


Boundless
gives +4 PRR (description says 5)

Planar Compass
gives 9 PRR (description says 10)
gives 4 MRR (description says 5)

Construct's Mantle
cannot be worn (by a PDK 15)
unbound

Brazenband
gives 4 dodge (says 3)

Boots of the Devil Commander
give 4 PRR (says 5)
give 9 MRR (says 10)

U29 Orb
gives 10 profane negative (says 5)
Why profane again? Let's give different type

Subtle Sound
cannot be worn (by a PDK 15)
unbound
very weak


Thanks for the feedback. Some of this is due to the still-in-progress adjustments to the Scaling Loot, as mentioned in the first post.

http://s19.postimg.org/9ilexy05v/booties.png

Shoemaker
12-20-2015, 10:24 AM
Boots of the Devil Commander still provides less PRR than advertised.





http://s19.postimg.org/9ilexy05v/booties.png

Just based on the effects log or is that actual on the character sheet as well?

cru121
12-22-2015, 01:55 PM
Boots of the Devil Commander still provides less PRR than advertised.

I also found a lootgen with insightful physical sheltering +10 that actually gives only +9 PRR.

Vargouille
12-22-2015, 02:06 PM
It's something we'll have to look into, but with the new formulas we believe there are places where some things are being rounded one way vs. another (and it's actually very likely you are getting fractional bonuses to some of these stats, but the display is rounding). This may vary for different statistics - some statistics are integers, so they are simply going to be rounded one way, while some are floating point numbers or fractions, which means you may well be getting something like 9.7374 (and it's being displayed as 10 in one place and 9 in another, both of which may be less than fully accurate).