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Cocomajobo
11-07-2017, 04:46 PM
Hello, all!

First, if you haven't already, please visit the main preview thread (https://www.ddo.com/forums/showthread.php/491316-Ravenloft-Preview-1-11-7-11-10) for important information and details.

The upcoming expansion has an enormous amount of loot. This thread (and this first preview) is giving an early look at the bulk of the regular quest named items. Please note that this list does not include either Raid Loot or Sentient items, so keep that in mind while considering feedback. Every single piece of information in this post is not final (in fact, it is less finalized than usual Lamannia release notes are because we are still a month out from release) so please also take that into account when looking through and providing feedback.

To see and test out any of this gear on Lamannia simply visit the Captain in the Eastern room of the Test Dojo where he will sell you all of the loot listed in this thread. Also, he wears cool shades.

The Quest loot comes in four basic categories which will be seperated into their own posts below for the sake of making this gigantic list more broken up and easier to parse.

General information to keep in mind:

- Most artwork for items is not in this preview build
- All Heroic Loot is Minimum Level 10
- All Legendary Loot is Minimum Level 29

Pink Text are effects exclusive to the Heroic Variant
Orange text are effects exclusive to the Legendary variant.

The categories of Quest loot below are:


5 Piece Sets (Two large lists of items. Wearing any 5 of these gives a set bonus)
2 Piece Sets (Multiple small lists of items. Wearing any 2 from a list gives a set bonus)
No Set Items (A smattering of named items not part of any sets for a variety of reasons)
Weapons (Four weapon suites. Each Weapon suite has includes one weapon of every weapon type)

Cocomajobo
11-07-2017, 04:47 PM
All Heroic Items are Minimum Level 10.
All Legendary Items are Minimum Level 29.
Pink Text are effects exclusive to the Heroic Variant
Orange text are effects exclusive to the Legendary variant.

Adherent of the Mists Set:

When 5 pieces are equipped:

You gain a (Heroic: +10) (Legendary +30) Profane bonus to Hide, Move Silently, and Intimidate.
You gain Fear Immunity
Your weapons gain Vampirism


Keylock Ring: Ring

Disable Device (Heroic: +12) (Legendary: +22)
Open Lock (Heroic: +12) (Legendary: +22)
Search (Heroic: +12) (Legendary: +22)
Spot (Heroic: +12) (Legendary: +22)
Blue Augment Slot

Blurfingered Gloves: Gloves

Feat: Quick Draw
Lesser Displacement
Efficient Metamagic (Heroic: Maximize I) (Legendary: Maximize II)
Mystic Diversion (Heroic: +9%) (Legendary: +31%)
Blue Augment Slot

Perfect Pinnacle: Ring

Reinforced Fists This item surrounds your fists with kinetic energy. Your unarmed damage is boosted by (Heroic: one half die) (Legendary: One Die).
Deadly (Heroic: +5) (Legendary: +16)
Stunning (Heroic: +6) (Legendary: +22)
Concentration (Heroic: +12) (Legendary: +22)
Soul of the Elements While you are centered, this item grants you a bonus depending on your current monk stance.
Yellow Augment Slot

Lore-Fueled Packbanner: Bracers

Insightful Constitution (Heroic: +2) (Legendary: +9)
Physical Sheltering (Heroic: +14) (Legendary: +50)
Insightful Doublestrike (Heroic: +2) (Legendary: +10)
Druidic Stoneshape While in Wild Shape, you receive a Primal bonus to PRR equal to half the number of Wilderness Lore feats you have.
Green Augment Slot

The Mistfallen: Orb

Insightful Mystic Diversion (Heroic: +4%) (Legendary: +15%)
Insightful Spell Focus Mastery (Heroic: +1) (Legendary: +4)
Illusory Death (Heroic: I) (Legendary: III) Increases your caster level when casting illusion and necromancy spells.
Efficient Metamagic (Heroic: Empower I) (Legendary: Empower II)
Purple Augment

Mantle of Fury: Cloak

Constitution (Heroic: +6) (Legendary: +19)
Raging Resilience While Raged, +4 Rage bonus to Fortitude Saves.
Doublestrike (Heroic: +6) (Legendary: +22)
Dodge (Heroic: +6%) (Legendary: +19%)
Green Augment Slot

Reflective Bloodstone: Necklace

Illusion Focus (Heroic: +3) (Legendary: +8)
Insightful Illusion Focus (Heroic: +2) (Legendary: Quality +1)
Spell Penetration (Heroic: +3) (Legendary: +8)
Magical Sheltering (Heroic: +14) (Legendary: +50)
Blue Augment Slot

Adversion: Ring

Abjuration Focus (Heroic: +3) (Legendary: +8)
Insightful Abjuration Focus (Heroic: +2) (Legendary: +4)
(Heroic: This does not yet have a fourth effect but will!) (Legendary: +1)
Spell Penetration (Heroic: +3) (Legendary: +8)
Yellow Augment Slot

Summoner's Spectacles: Goggles

Conjuration Focus (Heroic: +3) (Legendary: +8)
Insightful Conjuration (Heroic: +2) (Legendary: Quality +1)
Spell Penetration (Heroic: +3) (Legendary: +8)
Quality Mystic Diversion (Heroic: +2%) (Legendary: +7%)
Green Augment Slot

Shadowhail Cloak: Cloak

Hide (Heroic: +12) (Legendary: +22)
Move Silently (Heroic: +12) (Legendary: +22)
Deception (Heroic: +4) (Legendary: +16)
Ghostly
Green Augment Slot

Cursebane Ring: Ring

Insightful Curse Resistance (Heroic: +2) (Legendary: +7)
Vitality (Heroic: +19) (Legendary: +67)
Quality Magical Sheltering (Heroic: +3) (Legendary: +12)
Deathblock
Green Augment

Scarlet Scale Cloak: Cloak

Breath Weapon Focus (Heroic: +3) (Legendary: +8)
Insightful Evocation Focus (Heroic: +2) (Legendary: +4)
Spellsight (Heroic: +12) (Legendary: +22)
Quality Constitution (Heroic: +1) (Legendary: +4)
Blue Augment Slot

Ward-Inscribed Pendant: Necklace

Quality Curse Resistance (Heroic: +1) (Legendary: +3)
Quality Will Saves (Heroic: +1) (Legendary: +3)
Constitution (Heroic: +6) (Legendary: +19)
This will have a fourth effect but does not currently!
Yellow Augment Slot

Knifepalm: Gloves

Assassinate (Heroic: +3) (Legendary: +9)
Bluff (Heroic: +12) (Legendary: +22)
Deadly (Heroic: +5) (Legendary: +16)
Insightful Diversion (Heroic: +4%) (Legendary: +15%)
Yellow Augment Slot






Herald of Dawn Set:

When 5 pieces are equipped:

You gain Immunity to all forms of Sleep and Fatigue
Your weapons gain Ghost Touch
You have Feather Falling
(Legendary: On damage or harmful spellcast: 2% chance to generate 1 Action Boost, Rallying Cry, Smite Evil, Turn Undead, and Bard Song (This can only trigger once per 100 seconds, and does not stack with Draconic Reinvigoration)


Symphonic Lenses: Goggles

Charisma (Heroic: +6) (Legendary: +19)
Perform (Heroic: +12) (Legendary: +22)
Anthem Slowly regenerate bard songs
Feat: Mobility
Blue Augment Slot

Negotiators Spectacles: Goggles

Linguistics 10%
Diplomacy (Heroic: +12) (Legendary: +22)
Quality Diplomacy (Heroic: +3) (Legendary: +5)
Subtle Target Once per minute, when you use Diplomacy, you gain a -100% Profane bonus to threat generation with weapon strikes for 20 seconds.
Green Augment Slot

Flightfoot Greaves: Boots

Freedom of Movement
Speed (Heroic: +15%) (Legendary: +30%)
Natural Armor Bonus (Heroic: +6) (Legendary: +19)
Reflex Saves (Heroic: +5) (Legendary: +16)
Yellow Augment Slot

Dawn's Herald-Charm: Trinket

Wisdom (Heroic: +6) (Legendary: +19)
Insightful Faith An item with this quality assists only wearers who have the ability to turn undead. Insightful Faith items provide Insight Bonuses to the owner's effective level for the turning check by +2, their maximum Hit Dice turned by +2, and their total Hit Dice turned by +4
Sacred An item with this quality assists only wearers who have the ability to turn undead. Sacred items increase the owner's effective level for the turning check by +2.
Hallowed An item with this quality assists only wearers who have the ability to turn undead. Hallowed items increase the maximum Hit Dice of undead turned by +2.
Yellow Augment Slot

Cursebane Focus: Trinket

Curse Resistance (Heroic: +5) (Legendary: +16)
Insightful Will Saves (Heroic: +2) (Legendary: +7)
Magical Sheltering (Heroic: +14) (Legendary: +50)
Spell Saves (Heroic: +5) (Legendary: +16)
Green Augment Slot

Warsword Shield: Small Shield

Sheltering (Heroic: +14) (Legendary: +50)
Insightful Magical Sheltering (Heroic: +6) (Legendary: +24)
Incite (Heroic: +19%) (Legendary: +59%)
Riposte (Heroic: +2) (Legendary: +9)
Orange Augment Slot

Silverthread Cloak: Cloak

Wisdom (Heroic: +6) (Legendary: +19)
Insightful Evocation Focus (Heroic: +2) (Legendary: +4)
Fortification (Heroic: +77%) (Legendary: +202%)
Physical Sheltering (Heroic: +14) (Legendary: +50)
Yellow Augment Slot

Ring of Nightfall: Ring

Insightful Intelligence (Heroic: +2) (Legendary: +9)
Insightful Deadly (Heroic: +2) (Legendary: +7)
Reflex Saves (Heroic: +5) (Legendary: +16)
Physical Sheltering (Heroic: +14) (Legendary: +50)
Green Augment Slot

Phasecloak: Cloak

Intelligence (Heroic: +6) (Legendary: +19)
Evocation Focus (Heroic: +3) (Legendary: +8)
Quality Intelligence (Heroic: +1) (Legendary: +4)
Wizardry (Heroic: +112) (Legendary: +412)
Yellow Augment Slot

Bracers of the Fallen Hero: Bracers

Strength (Heroic: +6) (Legendary: +19)
Insightful Constitution (Heroic: +2) (Legendary: +9)
Stunning (Heroic: +6) (Legendary: +22)
Quality Physical Sheltering (Heroic: +3) (Legendary: +12)
Green Augment Slot

Twishallow Cloak: Cloak

Transmutation Focus (Heroic: +3) (Legendary: +8)
(Heroic: This does not currently have a fourth effect but will!) (Legendary: Quality Transmutation Focus +1)
Spell Penetration (Heroic: +3) (Legendary: +8)
Natural Armor Bonus (Heroic: +6) (Legendary: +19)
Blue Augment Slot

Shadowsole Footsteps: Boots

Dexterity (Heroic: +6) (Legendary: +19)
Insightful Dodge (Heroic: +2%) (Legendary: +9%)
Seeker (Heroic: +6) (Legendary: +19)
Accuracy (Heroic: +9) (Legendary: +31)
Yellow Augment Slot

The Best Defense: Large Shield

Fiery (Heroic: 3d6) (Legendary: 9d6)
Shield Bashing (Heroic: +9) (Legendary: +31)
Impact (Heroic: I) (Legendary: V)
(Heroic: Vorpal) (Legendary: Sovereign Vorpal)
Purple Augment Slot

Kindred Pendant: Necklace

Charisma (Heroic: +6) (Legendary: +19)
Enchantment Focus (Heroic: +3) (Legendary: +8)
Feat: Augment Summoning
This will have a fourth effect but does not yet!
Yellow Augment Slot

Crumbling Gloves: Gloves

Insightful Dexterity (Heroic: +2) (Legendary: +9)
Quality Intelligence (Heroic: +1) (Legendary: +4)
Shatter (Heroic: +6) (Legendary: +22)
Insightful Physical Sheltering (Heroic: +6) (Legendary: +24)
Blue Augment Slot

Garstone's Lenses: Goggles

Insightful Rune Arm Focus (Heroic: +2) (Legendary: +4)
Auto-Repair This item has a small percentage chance to cast a (Heroic: Repair Moderate Damage) (Legendary: Reconstruct) spell on you when you take damage.
Magnetism (Heroic: +77) (Legendary: +202)
Devotion (Heroic: +77) (Legendary: +202)
Blue Augment Slot

Softsole Slippers: Boots

Anthem Slowly regenerate Bard songs.
Perform (Heroic: +12) (Legendary: +22)
Insightful Charisma (Heroic: +2) (Legendary: +9)
This will have a fourth effect but does not yet!
Green Augment Slot

Van Richten's Cane: Buckler

Stunning (Heroic: +6) (Legendary: +22)
Riposte (Heroic: +2) (Legendary: +9)
Shield Bashing (Heroic: +9) (Legendary: +31)
Undead Bane (Heroic: 3d10) (Legendary: 9d10)
Silver, Alchemical

Feargaze: Goggles

Linguistics 10%
Intimidate (Heroic: +12) (Legendary: +22)
Quality Intimidate (Heroic: +3) (Legendary: +5)
This will have a fourth effect but does not yet!
Green Augment Slot

Mirrorplate Tower: Tower Shield

Spell Saves (Heroic: +5) (Legendary: +16)
Quality Magical Sheltering (Heroic: +3) (Legendary: +12)
Block Elements On Shield Block: Gain 15% damage absorption versus acid, cold, electric, fire, and sonic damage.
Mirror Shield This highly polished shield has highly reflective qualities. While actively blocking, you gain +50 Insight bonus to Magical Resistance Rating.
Purple Augment Slot

Cocomajobo
11-07-2017, 04:48 PM
All Heroic Items are Minimum Level 10.
All Legendary Items are Minimum Level 29.
Pink Text are effects exclusive to the Heroic Variant
Orange text are effects exclusive to the Legendary variant.

Anchorite Set:

When 2 pieces are equipped:

You benefit from the Mobile Spellcasting feat, allowing you to cast spells without a penalty to your movement speed.
(Legendary: Whenever you cast a friendly spell, you have a chance of healing all allies near the target for a moderate amount (this does not stack with Dragon's Blessing))


Barovian Nobles Regalia: Clothing

Exceptional Universal Spell Lore (Heroic: +3%) (Legendary: +10%)
Exceptional Universal Spell Power (Heroic: +8) (Legendary: +20)
Fortification (Heroic: +77%) (Legendary: +202%)
Shield Bonus to Armor Class (Heroic: +6) (Legendary: +19)
Green Augment Slot

Deathwarden: Ring

Deathblock
Healing Lore (Heroic: +11%) (Legendary: +29%)
Efficient Metamagic (Heroic: Empower Healing I) (Legendary: Empower Healing II)
Exceptional Devotion (Heroic: +10) (Legendary: +10)
Blue Augment Slot

Skulled Ring: Ring

Necromancy Focus (Heroic: +3) (Legendary: +8)
(Heroic: This does not yet have a fourth effect but will!) (Legendary: Quality Necromancy Focus +1)
Wizardry (Heroic: +112) (Legendary: +412)
Exceptional Nullification (Heroic: +10) (Legendary: +10)
Green Augment Slot

Silverthread Belt: Belt

Devotion (Heroic: +77) (Legendary: +202)
Nullification (Heroic: +77) (Legendary: +202)
Healing Lore (Heroic: +11%) (Legendary: +29%)
Void Lore (Heroic: +11%) (Legendary: +29%)
Blue Augment Slot





Silent Avenger Set:

When 2 pieces are equipped:

You gain the effects of (Heroic: Blur) (Legendary: Displacement)
You use your Dexterity for your Will saving throws
You have a -30% Artifact bonus to your threat generation with weapon attacks.


Mist-laden Vestment: Light Armor

Fortification (Heroic: +77%) (Legendary: +202%)
Parrying (Heroic: +2) (Legendary: +9)
Physical Sheltering (Heroic: +14) (Legendary: +50)
Insightful Resistance (Heroic: +2) (Legendary: +7)
Green Augment Slot

Braided Cutcord: Belt

Quality Dodge (Heroic: +1%) (Legendary: +4%)
Blurry
Deathblock
Diversion (Heroic: +9%) (Legendary: +31%)
Green Augment Slot





Crypt Raider Set:

When 2 pieces are equipped:

You gain +# Artifact bonus to hit, damage, and saves vs. Evil creatures
You gain (Heroic: +5) (Legendary +10) Artifact bonus to Melee and Ranged Power
You gain a -20% Artifact bonus to your threat generation with weapon attacks.


Rune -Sigiled Belt: Belt

Fortitude (Heroic: +5) (Legendary: +16)
Quality Fortitude (Heroic: +1) (Legendary: +3)
Spell Saves (Heroic: +5) (Legendary: +16)
Protection from Evil
Blue Augment Slot

Coat of the Traveler: Medium Armor

Fortification (Heroic: +77%) (Legendary: +202%)
Parrying (Heroic: +2) (Legendary: +9)
Physical Sheltering (Heroic: +14) (Legendary: +50)
Insightful Resistance (Heroic: +2) (Legendary: +7)
Blue Augment Slot

Plateshard Belt: Belt

Fortitude (Heroic: +5) (Legendary: +16)
Quality Fortitude (Heroic: +1) (Legendary: +3)
Spell Saves (Heroic: +5) (Legendary: +16)
This will have a fourth effect but does not currently!
Yellow Augment Slot






Beacon of Magic Set:

When 2 pieces are equipped:

You gain a (Heroic: +10) (Legendary +25) Artifact bonus to Universal Spell Power


Blightstone Core: Docent

Exceptional Universal Spell Lore (Heroic: +3%) (Legendary: +3)
Exceptional Universal Spell Power (Heroic: +8) (Legendary: +8)
Fortification (Heroic: +77%) (Legendary: +202%)
Shield Bonus to AC (Heroic: +6) (Legendary: +19)
Green Augment Slot

Burnscar Sash: Belt

Corrosion (Heroic: +77) (Legendary: +202)
Combustion (Heroic: +77) (Legendary: +202)
Acid Lore (Heroic: +11%) (Legendary: +29%)
Fire Lore (Heroic: +11%) (Legendary: +29%)
Green Augment Slot

Thrummingspark Cord: Belt

Magnetism (Heroic: +77) (Legendary: +202)
Glaciation (Heroic: +77) (Legendary: +202)
Lightning Lore (Heroic: +11%) (Legendary: +29%)
Ice Lore (Heroic: +11%) (Legendary: +29%)
Yellow Augment Slot






Knight of the Shadows Set:

When 2 pieces are equipped:

You gain a (Heroic: +10) (Legendary +20) Artifact bonus to Physical and Magical Resistance Ratings
You gain a +50% Artifact bonus to threat generation with weapon attacks


Vistani Fighter's Sash: Belt

Stunning (Heroic: +6) (Legendary: +22)
Vertigo (Heroic: +6) (Legendary: +22)
Vitality (Heroic: +19) (Legendary: +67)
Deadly (Heroic: +5) (Deadly: +16)
Yellow Augment Slot

Platemail of the Barovian Lord: Heavy Armor

Fortification (Heroic: +77%) (Legendary: +202%)
Parrying (Heroic: +2) (Legendary: +9)
Physical Sheltering (Heroic: +14) (Legendary: +50)
Insightful Resistance (Heroic: +2) (Legendary: +7)
Blue Augment Slot

Cocomajobo
11-07-2017, 04:48 PM
All Heroic Items are Minimum Level 10.
All Legendary Items are Minimum Level 29.
Pink Text are effects exclusive to the Heroic Variant
Orange text are effects exclusive to the Legendary variant.

Not in a set:




Blightpurge: Rune Arm

Exploding Fire Shot Fires an explosive ball of flame that damages your enemies. Opponents struck by the fireball receive a Reflex save for half damage.
Combustion (Heroic: +77) (Legendary: +202)
Quality Combustion (Heroic: +23) (Legendary: +45)
Fore Lore (Heroic: +14%) (Legendary: +27%)
Tira's Splendor Any weapon you wield becomes able to bypass silver damage reduction
Rune Arm Imbue: Fire (Heroic: IV) (Legendary: VI)
Green Augment Slot

Suppressive Fire: Rune Arm

Exploding Cannon Shot Fires a conjured stone projectile that explodes when it strikes an enemy or object. Opponents in the blast radius take both bludgeoning and fire damage.
Combustion (Heroic: +77) (Legendary: +202)
Immunity to Fear
Fire Resistance (Heroic: +29) (Legendary: +68)
Tira's Splendor Any weapon you wield becomes able to bypass silver damage reduction
Rune Arm Imbue: Fire (Heroic: IV) (Legendary: VI)
Green Augment Slot

Dreadcursed Defender: Iron Defender Armor

Fortification (Heroic: +77%) (Legendary: +202%)
Physical Sheltering (Heroic: +14) (Legendary: +50)
Vitality (Heroic: +19) (Legendary: +67)
Don't Count Me Out! Your range of unconciousness extends by 400 hitpoints.
Blue Augment Slot

Kindred Spirit: Pet Collar

Foritification (Heroic: +77%) (Legendary: +202%)
Physical Sheltering (Heroic: +14) (Legendary: +50)
Vitality (Heroic: +19) (Legendary: +67)
Don't Count Me Out! Your range of unconciousness extends by 400 hitpoints.
This does not have an Augment Slot yet but will!

Cocomajobo
11-07-2017, 04:49 PM
Weapons:


Heroic: Minimum level 10

Barovian's (One of each weapon type)

Silver, Alchemical
Keen I
Undead Bane 3d10
Maiming 3

Macabre's (One of each weapon type)

Mother Night's Embrace This weapon is unholy and imbued by one of the two dieties of Barovia - the Mother Night. This weapon is evil, dealing an additional 3d6 evil damage on each hit.
Human Bane 3d10
Doublestrike +6
Deception +4



Legendary: Minimum Level 29

Morninglord's (One of each weapon type)

Silver, Alchemical
Keen V
Sovereign Disruption On hit: 4 to 24 Bane damage to Undead. On Vorpal Hit: If undead struck by this weapon has fewer than 300 Hit Points, it is instantly slain. If the Undead has above 3000 Hit Points, it takes 300 damage.
Greater Maiming

Nightmother's (One of each weapon type)

Mother Night's Embrace This weapon is unholy and imbued by one of the two dieties of Barovia - the Mother Night. This weapon is evil, dealing an additional 9d6 evil damage on each hit.
Human Bane 9d10
Doublestrike +22
Deception +16

Fezz1k
11-07-2017, 05:12 PM
Silent Avenger Set:
When 2 pieces are equipped:
You gain the effects of (Heroic: Blur) (Legendary: Displacement)


Braided Cutcord: Belt

Blurry




Unless I'm misunderstanding this, that seems a little weird - I know you could wear the belt alone without the set, but it seems a little off to have a set bonus that necessarily creates a redundancy.

SerPounce
11-07-2017, 05:18 PM
We still have the MRR caps for cloth and light armor (50/100) right? That's really getting weird with the overall numbers. There's a caster necklace that gives +50 MRR all on it's own.

I don't know exactly what to do, but a flat non-level-dependent hard cap is such a crude mechanic for an important stat and it looks more and more glaring with each power step.

Arkat
11-07-2017, 05:24 PM
So...no Silent Avenger set bonus (Displacement) for Warforged and Bladeforged, huh?

It'd be nice if Warforged and Bladeforged had access to this set.

SerPounce
11-07-2017, 05:58 PM
1. What's the binding status on this stuff? If any of it is BtC or BtCoE I will be sad.

2. Are any of the doublestrike effects also doubleshot? I noticed doubleshot isn't mentioned anywhere. Would be pretty weird to have NAMED bows and throwing knifes with doublestrike and not doubleshot. It's one thing when those oddities happen on random loot, but named loot really shouldn't have 100% always useless effects.


Overall quite a list of loot, and I get the impression this is the more mundane stuff. I like using sets to add a bit of pizzazz to otherwise pretty predictable items. Looking forward to seeing the more unique stuff coming up!

JOTMON
11-07-2017, 06:01 PM
1. What's the bind status of these items

2. I see a lot of .. meh .. when comparing to Cannith Crafting/ Slavers... Don't see much to replace what I am already wearing.
On their own.. there are some stat/DC items I would work into what I have now.. and some one off items possibly for alts depending on the bind status....
a lot of the effects look weak for the level 29 expectations...

The two set pieces.. looks ok enough. some workable stuff here..

on the downside.. 5 piece Set Bonuses.. ugh... I would expect much better for anyone to work in the 5 piece set..

Adherent of the Mists Set: When 5 pieces are equipped:
You gain a (Heroic: +10) (Legendary +30) Profane bonus to Hide, Move Silently, and Intimidate.
You gain Fear Immunity
Your weapons gain Vampirism
~does Vampirism at least scale better for the Legendary version
~ for a 5 piece set... that's a lot of gear hogging for relatively weak set bonus..

Herald of Dawn Set: When 5 pieces are equipped:
You gain Immunity to all forms of Sleep and Fatigue
Your weapons gain Ghost Touch
You have Feather Falling
~ 5 piece set !.. looks pretty sucky to me.
~ find something better than feather fall a level 1 effect.. generally not something people want permanently on or as part of a set bonus.
~ and really.. just regular plain old ghost bane....

Should really look at the set bonus and the gain/loss vs relative comparable gear..
I see gearing up 5 pieces to gain the set bonus loses significantly when comparing to the swapping from 5 cannith crafted items ... wont even mention Slavers...



3. I amguessing typo on the Docent..



Anchorite Set:

[LIST]
Barovian Nobles Regalia: Clothing

Exceptional Universal Spell Lore (Heroic: +3%) (Legendary: +10%)
Exceptional Universal Spell Power (Heroic: +8) (Legendary: +20)



[B]Blightstone Core: Docent
[LIST]
Exceptional Universal Spell Lore (Heroic: +3%) (Legendary: +3)
Exceptional Universal Spell Power (Heroic: +8) (Legendary: +8)

Cocomajobo
11-07-2017, 06:03 PM
1. What's the binding status on this stuff? If any of it is BtC or BtCoE I will be sad.

2. Are any of the doublestrike effects also doubleshot? I noticed doubleshot isn't mentioned anywhere. Would be pretty weird to have NAMED bows and throwing knifes with doublestrike and not doubleshot. It's one thing when those oddities happen on random loot, but named loot really shouldn't have 100% always useless effects.

1. All of the non-Weapon Quest loot I know to be Bound to Account. I don’t currently know what the intended live release plan for the weapons binding status (because of their distribution method not yet being implemented and thus I haven’t had a chance to do the deep dive into testing them yet) but they are bound to character in this current preview build.

2. The Ranged weapons should have doubleshot instead of doublestrike, yes.

peng
11-07-2017, 06:26 PM
Perfect pinnacle stance bonuses (heroic and epic seem to be the same):

Earth: +10 insight bonus to ac and reflex.
Seems to be working fine.

Wind: 2d12 elec dmg on hit, bleed for 1d8.
Bleed effect on examine window reads as ravagers focused bleed, and seems more like 2d6 on hit and dot. Not dealing any elec damage.

Fire: Your attacks have a chance of blinding and causing a fear effect.
Does not seem to be working.

Water: Your attacks have a chance of knock down.
Does not seem to be working.

Heroic adherent of the mists set bonus giving +1 to cha skills instead of bonus to hide/ms/intim.

Also, the level 10 starter weapons are all ml10, +5 weapons with 3d6 acid damage, except 2 copies of the same ml6 +3 handwraps with 1d6 acid dmg. There is no caster weapon.

niknight
11-07-2017, 06:35 PM
Question about the Mist-Laden vest: Do the Parrying and Insightful Resistance stack? I thought they were both insight bonuses to saves.

Carpone
11-07-2017, 06:41 PM
Sovereign Disruption On hit: 4 to 24 Bane damage to Undead. On Vorpal Hit: If undead struck by this weapon has fewer than 300 Hit Points, it is instantly slain. If the Undead has above 3000 Hit Points, it takes 300 damage.

I hope the bold part is a typo. That should be 3000, not 300.

kain741
11-07-2017, 06:43 PM
Platemail of the Barovian Lord: Heavy Armor

Fortification (Heroic: +77%) (Legendary: +202%)
Parrying (Heroic: +2) (Legendary: +9)
Physical Sheltering (Heroic: +14) (Legendary: +50)
Insightful Resistance (Heroic: +2) (Legendary: +7)
Blue Augment Slot



All of the armors with Parrying and Ins Resistance seem redundant...seems like something else should replace the ins resistances.

Qhualor
11-07-2017, 06:51 PM
as I go through the list I make these comments...

not a fan of 5 piece set bonuses. 3 piece is fine, but that 5 piece would need to pretty much be big for me to want to take the time and reshuffle gear, especially if its going to take a long time to acquire all pieces.

I'm not going to comment on the +12 or whatever to the individual pieces of gear. I just hope they are comparable to other items in the same level ranges. I will say though if its 4 effects and an augment slot on 1 item than that is quite OP. 4 affects on 1 item consolidates a lot of items. that's like putting 2-3 items into 1 slot.

Lesser Displacement at level 10 would make it the lowest level Lesser Displacement item that I am aware of other than, I think you can make one from the challenges. this should be more a level 20 thing given all the other things you get along with it.

I like the use of Wilderness Lore. need to see more of that kind of thing to make them more useful.

as a long time dedicated barbarian player, Raging Resilience is weak. I am already getting good Fortitude Saves with investment to Con. if it was for Will Saves, than that would be a lot better.

looking at the Adherent of the Mists items for both Legendary and heroic I see 6 items I could use on my ranger and 4-5 items on my 2 fighters and barbarian. however, most of the items I would use on my characters have at least 1 effect that would do nothing for them.

hate permanent feather falling.

15% Speed is pretty weak. I can have 30% at level 10. 15% is like a level 4 item or something like that. the Flightfoot Greaves look more like a swap item to me when I want FoM.

most builds wear stat items, so unless these items that give a bonus to reflex, fort and will stack than its a wasted effect on an item most likely. for me it would be anyways.

for the Herald of Dawn set items, its basically the same thing. most of these items from this set and the other I feel are not must get. there are a few I would want to go for, but nothing to make me want to care enough to complete for the set bonus when most of the items will have 1-2 effects that do nothing or meaningless for my characters. I miss TOD sets.

the Anchorite and Silent Avenger sets I can see would be nice for my Ranger.

the Crypt Raider items are nice for any melee build I can see, but the bonus I would want for my ranger. I might want 1 or the other for my other melees, but wouldn't want them to have the set bonus.

Knights of the Shadow set I could use on any of my melees, but wouldn't want the bonus on my Ranger.

overall, a handful of nice items but nothing I see wanting to farm my eyes out until they bleed. at level 10 with elite content as easy as it is for me, I do just fine with random and crafted gear. at epic with the boat loads of choices of individual items and sets, it would depend after sitting down and figuring out which items are better. some of these could be in the mix or maybe not, but I wont be worrying about that for another 5 years after my racial and Iconic past lives are done.

Krelar
11-07-2017, 06:56 PM
Question about the Mist-Laden vest: Do the Parrying and Insightful Resistance stack? I thought they were both insight bonuses to saves.

Unless they change something they are the same type. (Slave Lord's cloak doesn't stack with parrying on live right now.)

Carpone
11-07-2017, 07:00 PM
Keylock Ring: Ring
Disable Device (Heroic: +12) (Legendary: +22)
Open Lock (Heroic: +12) (Legendary: +22)
Search (Heroic: +12) (Legendary: +22)
Spot (Heroic: +12) (Legendary: +22)
Blue Augment Slot

There's no incentive to equip this permanently; it'll be a swap item for trappers. If Hide were on it, at least folks using Scion of the Ethereal Plane would have a reason to equip it permanently.

Also, for the sake of simplifying text, y'all need a condensed skill set category like "Trapping Skills Bonus", similar to what you did with Alluring Skills Bonus on the Necklace of the Glib Tongue from the mimic event.

Akoriv
11-07-2017, 07:06 PM
Hello, all!
The categories of Quest loot below are:


5 Piece Sets (Two large lists of items. Wearing any 5 of these gives a set bonus)
2 Piece Sets (Multiple small lists of items. Wearing any 2 from a list gives a set bonus)
No Set Items (A smattering of named items not part of any sets for a variety of reasons)
Weapons (Four weapon suites. Each Weapon suite has includes one weapon of every weapon type)


The items in these sets are all over the place in their bonuses. There is zero synergy to them for more than 1/2 the classes in the game.
For any of the fighter and specialist classes, with the possible exception of Bard, there are not enough items in either set worth using to get a 5 piece bonus.
You would be forced to wear 2-3 items that are complete wastes of slots to qualify for the set bonuses.

The loot is VERY badly thought out. It looks like someone put all the item enchants on a dart board and threw darts to put together the sets.
Could you at least try to make sets that are good for each archetype, instead of basically being useless for almost everyone?

jakeelala
11-07-2017, 07:11 PM
you have to be kidding me with not adding a BiS doubleshot item in here that isn't an equipped weapon.

So much for ranged characters every weapon swapping. How many ways are you giving double strike here and not doubleshot?

Also huge missed opportunity for a set bonus that adds a projectile to thrown weapons based on a % chance of some stat that isn't a shuriken (throwing expertise at a high static equipment cost instead of a feat).

this update has a lot of potential, and I love some of the direction you are going here for other builds with feat grants, and somewhat unique'ish effects. But you aren't going nearly far enough.

Rip up this whole end game and go even crazier.

niknight
11-07-2017, 07:33 PM
The items in these sets are all over the place in their bonuses. There is zero synergy to them for more than 1/2 the classes in the game.
For any of the fighter and specialist classes, with the possible exception of Bard, there are not enough items in either set worth using to get a 5 piece bonus.
You would be forced to wear 2-3 items that are complete wastes of slots to qualify for the set bonuses.

The loot is VERY badly thought out. It looks like someone put all the item enchants on a dart board and threw darts to put together the sets.
Could you at least try to make sets that are good for each archetype, instead of basically being useless for almost everyone?

100% agree. Between most of the armors each having two enchantments that don't stack, random enchantments which (while cool) have nothing to do with the rest of the item or set bonus, numerous slot conflicts (like the Bard getting two sets of decent goggles instead of goggles and X) the list needs a lot of work. There are some good (and very good) items, but no cohesion as to how they're organized.

SerPounce
11-07-2017, 08:22 PM
100% agree. Between most of the armors each having two enchantments that don't stack, random enchantments which (while cool) have nothing to do with the rest of the item or set bonus, numerous slot conflicts (like the Bard getting two sets of decent goggles instead of goggles and X) the list needs a lot of work. There are some good (and very good) items, but no cohesion as to how they're organized.

I like it. The fun of gearing is finding a way to make it all work together. Making items like: con, insight con, quality con, false life is just boring/easy. These items have four effects with good values for the level and a slot, and a potential set bonus. That's a lot of stuff. If it all synergized perfectly with no work it would be OP and boring powercreep.


you have to be kidding me with not adding a BiS doubleshot item in here that isn't an equipped weapon.

So much for ranged characters every weapon swapping. How many ways are you giving double strike here and not doubleshot?

Also huge missed opportunity for a set bonus that adds a projectile to thrown weapons based on a % chance of some stat that isn't a shuriken (throwing expertise at a high static equipment cost instead of a feat).

this update has a lot of potential, and I love some of the direction you are going here for other builds with feat grants, and somewhat unique'ish effects. But you aren't going nearly far enough.

Rip up this whole end game and go even crazier.

I'm not surprised. Ranged is on the outs after hundreds of pages of lobbying the devs that melee has it too hard. Doesn't matter for my arty anyway since doubleshot got murdered for repeaters (1/3 value).

Sam-u-r-eye
11-07-2017, 08:52 PM
Biggest thing... ...No new effects. That's very disappointing for considering this is an expansion. You're just upping the numbers on things. Where is the flavor?

Giant -1. Sorry guys but this is honestly annoying. It looks like you're using a SPREADSHEET? to make loot effects...

http://comics.madarts.net/wp-content/uploads/2012/07/sadpanda.gif

Please reconsider what you're doing here...

...we needed at least 5 NEW effects... ...10 would have been more appropriate IMO

Sam-u-r-eye
11-07-2017, 08:56 PM
https://www.youtube.com/watch?v=BaRJkY_mGCc

This is Sam eating your loot....


....


<3

hope it gets better

We need at least more additional flavor than thunderforged!

Gleep_Wurp
11-07-2017, 09:02 PM
1. What's the bind status of these items

2. I see a lot of .. meh .. when comparing to Cannith Crafting/ Slavers... Don't see much to replace what I am already wearing.
On their own.. there are some stat/DC items I would work into what I have now.. and some one off items possibly for alts depending on the bind status....
a lot of the effects look weak for the level 29 expectations...

The two set pieces.. looks ok enough. some workable stuff here..

on the downside.. 5 piece Set Bonuses.. ugh... I would expect much better for anyone to work in the 5 piece set..

Adherent of the Mists Set: When 5 pieces are equipped:
You gain a (Heroic: +10) (Legendary +30) Profane bonus to Hide, Move Silently, and Intimidate.
You gain Fear Immunity
Your weapons gain Vampirism
~does Vampirism at least scale better for the Legendary version
~ for a 5 piece set... that's a lot of gear hogging for relatively weak set bonus..

Herald of Dawn Set: When 5 pieces are equipped:
You gain Immunity to all forms of Sleep and Fatigue
Your weapons gain Ghost Touch
You have Feather Falling
~ 5 piece set !.. looks pretty sucky to me.
~ find something better than feather fall a level 1 effect.. generally not something people want permanently on or as part of a set bonus.
~ and really.. just regular plain old ghost bane....

Should really look at the set bonus and the gain/loss vs relative comparable gear..
I see gearing up 5 pieces to gain the set bonus loses significantly when comparing to the swapping from 5 cannith crafted items ... wont even mention Slavers...



3. I amguessing typo on the Docent..

its meh. great for a brand new person but for old timers we have old green steel weapons and items, legendary green steel , slavers and cannith crafting. Profane bonus to Hide, Move Silently? what good does it do when everything still detects you? fear immunity ? big deal i use a augment for that. in order for ANY update loot to be desired it HAS to be better than whats available right now. the random and crafting pass imo made us jump the loot shark. if the sentient weapons are not better than legendary green steel i know im not going to chase it. grinding for loot with planned obsolescence just plain sucks and is something i have seen way to much of in the past few years.

Sam-u-r-eye
11-07-2017, 09:08 PM
its meh. great for a brand new person but for old timers we have old green steel weapons and items, legendary green steel , slavers and cannith crafting. Profane bonus to Hide, Move Silently? what good does it do when everything still detects you? fear immunity ? big deal i use a augment for that. in order for ANY update loot to be desired it HAS to be better than whats available right now. the random and crafting pass imo made us jump the loot shark. if the sentient weapons are not better than legendary green steel i know im not going to chase it. grinding for loot with planned obsolescence just plain sucks and is something i have seen way to much of in the past few years.

I'm on board here to.
Shouldn't the set bonuses do something unique and interesting?

SerPounce
11-07-2017, 09:18 PM
Biggest thing... ...No new effects. That's very disappointing for considering this is an expansion. You're just upping the numbers on things. Where is the flavor?

Giant -1. Sorry guys but this is honestly annoying. It looks like you're using a SPREADSHEET? to make loot effects...

http://comics.madarts.net/wp-content/uploads/2012/07/sadpanda.gif

Please reconsider what you're doing here...

...we needed at least 5 NEW effects... ...10 would have been more appropriate IMO

My hope is that this is the "generic" loot preview and we'll see stuff with new effects later.

Fecerak
11-07-2017, 09:19 PM
I'm assuming the legendary docent not getting the 10% spell lore and 20 USP is a bug? Because it has the same values ingame which seems weird when you compare it to the robe?

Cocomajobo
11-07-2017, 09:25 PM
Biggest thing... ...No new effects. That's very disappointing for considering this is an expansion. You're just upping the numbers on things. Where is the flavor?

Please reconsider what you're doing here...

...we needed at least 5 NEW effects... ...10 would have been more appropriate IMO

Cursory glance through the list for new effects:

Soul of the Elements While you are centered, this item grants you a bonus depending on your current monk stance.
Illusory Death (Heroic: I) (Legendary: III) Increases your caster level when casting illusion and necromancy spells.
Druidic Stoneshape While in Wild Shape, you receive a Primal bonus to PRR equal to half the number of Wilderness Lore feats you have.
Subtle Target Once per minute, when you use Diplomacy, you gain a -100% Profane bonus to threat generation with weapon strikes for 20 seconds.
Block Elements On Shield Block: Gain 15% damage absorption versus acid, cold, electric, fire, and sonic damage.
Mirror Shield This highly polished shield has highly reflective qualities. While actively blocking, you gain +50 Insight bonus to Magical Resistance Rating.
Don't Count Me Out! Your range of unconciousness extends by 400 hitpoints.


There are some others that I’m pretty sure are new but don’t want to be wrong about while on my phone at home. Regardless, that list (I believe) is all new. And, please remember that this list does not include the Raid loot which is where the weirder stuff tends to go. There may or may not be things like a scepter that cycles through different elements and a deck of throwing cards that has randomized fortunes when it hits enemies amongst the Raid loot.

There are a signifigant amount of new item effects in the total Ravenloft loot scheme. I know because it’s a mountain of testing that I am about to finally jump into.

Tlorrd
11-07-2017, 09:42 PM
I'll take you're challenge ...


Cursory glance through the list for new effects:

Soul of the Elements While you are centered, this item grants you a bonus depending on your current monk stance.

Epic Jidz-tekta anyone say? (or however, it's spelled)


Illusory Death (Heroic: I) (Legendary: III) Increases your caster level when casting illusion and necromancy spells.

Did you really call this new? maybe half a point for you since there isn't an item to for these schools of magic; however, half a point for me because you have a T5 ability that increased caster level of light, fire, etc spells ... and that's still bugged!


Druidic Stoneshape While in Wild Shape, you receive a Primal bonus to PRR equal to half the number of Wilderness Lore feats you have.

half a point again for you since all you did was change to PRR from damage that was previously used in Hide of the Fallen


Subtle Target Once per minute, when you use Diplomacy, you gain a -100% Profane bonus to threat generation with weapon strikes for 20 seconds.

I'll give you this one ... Full point! (can you name this reference)


Block Elements On Shield Block: Gain 15% damage absorption versus acid, cold, electric, fire, and sonic damage.

This is not new, did you say Purple Dragon Shield? I thought so.


Mirror Shield This highly polished shield has highly reflective qualities. While actively blocking, you gain +50 Insight bonus to Magical Resistance Rating.

Point for you, a new effect it seems.


Don't Count Me Out! Your range of unconciousness extends by 400 hitpoints.

Also I'll give this to you.



There are some others that I’m pretty sure are new but don’t want to be wrong about while on my phone at home. Regardless, that list (I believe) is all new. And, please remember that this list does not include the Raid loot which is where the weirder stuff tends to go. There may or may not be things like a scepter that cycles through different elements and a deck of throwing cards that has randomized fortunes when it hits enemies amongst the Raid loot.

There are a signifigant amount of new item effects in the total Ravenloft loot scheme. I know because it’s a mountain of testing that I am about to finally jump into.

Your beliefs are not all new imo.

SerPounce
11-07-2017, 09:45 PM
Soul of the Elements While you are centered, this item grants you a bonus depending on your current monk stance.

Epic Jidz-tekta anyone say? (or however, it's spelled)

Completely different effects though.

Sam-u-r-eye
11-07-2017, 09:52 PM
Sure lets go through it quick


Cursory glance through the list for new effects:
[LIST]
Soul of the Elements While you are centered, this item grants you a bonus depending on your current monk stance.
Jidz-Tet'ka, and Estar Commendation loot



Illusory Death (Heroic: I) (Legendary: III) Increases your caster level when casting illusion and necromancy spells.
Plenty of caster level loot bonuses in the game.



Druidic Stoneshape While in Wild Shape, you receive a Primal bonus to PRR equal to half the number of Wilderness Lore feats you have.
Hide of the Fallen but a PRR version. Half new?



Subtle Target Once per minute, when you use Diplomacy, you gain a -100% Profane bonus to threat generation with weapon strikes for 20 seconds.
An active ability that gives minus threat. We have a lot of minus threat in the game, some of which operates the same, e.x., Assassain Tree.



Block Elements On Shield Block: Gain 15% damage absorption versus acid, cold, electric, fire, and sonic damage.
PDK shield from Haunted Halls.



Mirror Shield This highly polished shield has highly reflective qualities. While actively blocking, you gain +50 Insight bonus to Magical Resistance Rating.
You're right this is new. This was definitely a good item on the list.



Don't Count Me Out! Your range of unconciousness extends by 400 hitpoints.
LGS, and Thunder peaks ring.

~

I think that is like 1.5 or 2 effects that are new. On the other hand they are effects that are extensions of other very old effects now. Putting MRR on block isn't very different from 15% absorb on block is it? Adjusting Jidz tetka is a good way to recycle but is it new and funky fresh?

Maybe I play this game too much but people are gonna notice this type of stuff immediately. There's not a new effect. Like summoning an Eidolon on hit. Or regenerating action boosts once in a while. Or adding monster levels and size to the monster while reducing its attack speed. Or a weapon that damages both you and the target with elemental damage that scales with spellpower.

blerkington
11-07-2017, 09:56 PM
It's good to see a preview of this stuff, but none of it seems all that compelling so far. I hope you consider the feedback being presented in this thread, as the initial reaction I've seen from power-gamers on my server has been very lukewarm. I'd single out the set bonuses as being particularly unattractive.

Two effects you seem to be deprecating out of endgame gear are deception/improved deception (with bluff proc) and healing amplification. I would have liked to see both of these feature somewhere in these new items. I really don't like being forced into choosing between what is becoming very old gear that still has these effects vs much newer gear all of which seems to lack them, and it seems like you are trying to remove these effects by stealth. So could you look at including them on named loot again or adding it to cannith crafting/making it available on more slots.

I'd also like to suggest you consider combining accuracy and deadly into one effect like the more recent deception items do with the sneak attack bonus. Putting accuracy on one item and deadly on another is a retrograde step, especially with how high our attack bonus has to be to avoid frequent grazing hits in endgame content on higher difficulties.

Just as a general comment, I may be in the minority here but there used to be a time when I looked forward to new gear coming out. Now, with so many different effects and interdependencies with very grind-heavy crafted items, fitting the new stuff in seems like more of a headache than something to anticipate eagerly.

Between this issue and the rapidity with which this stuff becomes obsolete, I find myself waiting a number of updates now before making changes to my gearset unless there's a very obvious upgrade by removing one piece and adding a better version of it. And of course the people who are locked into reincarnating for past lives might as well just ignore the epic versions of the loot altogether.

Thanks.

Sam-u-r-eye
11-07-2017, 10:02 PM
... Rip up this whole end game and go even crazier.

https://i.ytimg.com/vi/NqcWy6y2SJE/hqdefault.jpg

ya?

Silverleafeon
11-07-2017, 10:09 PM
All the set bonuses are too low.

The only set bonus that I would consider using is this one:


Anchorite Set:
[INDENT]When 2 pieces are equipped:
[INDENT]You benefit from the Mobile Spellcasting feat, allowing you to cast spells without a penalty to your movement speed.
(Legendary: Whenever you cast a friendly spell, you have a chance of healing all allies near the target for a moderate amount (this does not stack with Dragon's Blessing))

SerPounce
11-07-2017, 10:23 PM
Two effects you seem to be deprecating out of endgame gear are deception/improved deception (with bluff proc) and healing amplification. I would have liked to see both of these feature somewhere in these new items. I really don't like being forced into choosing between what is becoming very old gear that still has these effects vs much newer gear all of which seems to lack them, and it seems like you are trying to remove these effects by stealth. So could you look at including them on named loot again or adding it to cannith crafting/making it available on more slots.
You can cannith craft healing amp.


Just as a general comment, I may be in the minority here but there used to be a time when I looked forward to new gear coming out. Now, with so many different effects and interdependencies with very grind-heavy crafted items, fitting the new stuff in seems like more of a headache than something to anticipate eagerly.

Between this issue and the rapidity with which this stuff becomes obsolete, I find myself waiting a number of updates now before making changes to my gearset unless there's a very obvious upgrade by removing one piece and adding a better version of it. And of course the people who are locked into reincarnating for past lives might as well just ignore the epic versions of the loot altogether.

Thanks.
Is it possible your time horizons have just changed? Slavers came out a year ago now. And it still has a solid place to to customization. That hardly seems like an unreasonably short life span for gear.

I think folks have some serious rose colored glasses about the good old days. There was a grand total of 3 epic quests from update 7 to 12 with updates 8, 9, and 10 having nothing for epic at all.

blerkington
11-07-2017, 10:46 PM
You can cannith craft healing amp.

Yes, I'm well aware of that and currently have that effect on my main's gloves. The problem with the cannith effect is it's available on hardly any gear slots and named loot isn't offering alternatives anymore. That is why I'm asking for it to make a reappearance on named loot and/or broaden our choices for putting it on crafted gear.


Is it possible your time horizons have just changed? Slavers came out a year ago now. And it still has a solid place to to customization. That hardly seems like an unreasonably short life span for gear.

I think folks have some serious rose colored glasses about the good old days. There was a grand total of 3 epic quests from update 7 to 12 with updates 8, 9, and 10 having nothing for epic at all.

Not really sure what to say to this. I guess people play the game differently and what are very real problems for me might not seem that way to you.

Thanks.

Yamani
11-07-2017, 11:00 PM
Illusory Death (Heroic: I) (Legendary: III) Increases your caster level when casting illusion and necromancy spells.



Does this stack with other arcane augmentation gear?

zehnvhex
11-07-2017, 11:01 PM
1. All of the non-Weapon Quest loot I know to be Bound to Account. I don’t currently know what the intended live release plan for the weapons binding status (because of their distribution method not yet being implemented and thus I haven’t had a chance to do the deep dive into testing them yet) but they are bound to character in this current preview build.

Hi Coco.

Could you please report back to the team that the common consensus among your playerbase is that any item that is not BtA is immediately considered to be garbage-tier. Until you guys come up with a deep storage system such that I don't have to keep fetching an ever growing list of item bloat out of my TR cache, anything that I'm forced to put into the TR cache when I TR gets chucked.

This is to say: An item has to be significantly amazing for me to want to put up with Bound to Character and even than only begrudgingly. It's like staying with a crazy girl just because the se...er...she's a really good cook.

So please, even with the raid loot. It's 2017...nobody cares anymore if you pass your raid loot to an alt. In a game where TR'ing into any class is a thing, the concept of character locking loot is just hilariously bad to begin with. So please, let BtC die with the last expansion and let's move on to a glorious new world where my TR cache is manageable.

Won't someone please think of the databases?

Thank you.

korgzz_bloodaxe
11-07-2017, 11:47 PM
Feedback from a Barbarian and 2HF player.

Looks like maybe 2 items useful out of all the sets. Seems like only Artificer, Monk, Bard and a few caster variations are catered for. Artificer is about to get even more powerful, yay! :/ Silent Avenger surely should be Lesser Displacement instead of Displacement!!

5 piece items:
Mantle of Fury: Good!
Lore-Fueled Packbanner: Marginally useful. Won't use.
Cursebane Ring: Marginally useful. Won't use.
Ward-Inscribed Pendant: Will wait for the 4th effect. Not very good so far though.
Flightfoot Greaves: Okay. Won't use.
Warsword Shield: Great for a shield user....
Bracers of the Fallen Hero: Good!

Crypt Raider Set and Knight of the Shadows Set: Worthless. Celestial Avenger is superior with a single item. Change Physical Sheltering to Sheltering and it might be considered but probably not.


Most likely wouldn't use either of those weapons over eSos or eRiftmaker, even against undead. Will reserve judgement till I see the crit range/multiplier and weapon die.

andina
11-07-2017, 11:51 PM
After reviewing the loot so far, I'm not sure my expansion purchase was a great idea. I sure hope you do better than this list. Set bonus's are pitiful. Most of the gear makes little or no sense. Now i wonder what the new sentient weapons are gonna look like. You can and should do much better than this for the cost of the expansion. Reconsider the Loot. Seriously.

Krell
11-07-2017, 11:58 PM
Not bad stuff. An extra point or two possible over some existing gear. Overall I don't see myself swapping any gear. Maybe a couple items for situation swaps. Too many potential effects lost over slavers for a small gain. How about some healing amp of different types? Any doubleshot? I see lots of doublestrike. Only on weapons, not items? Maybe make it both for all items that have doublestrike. I see a set bonus for ranged and melee power but one of the required items is medium armor which won't fit with a lot of ranged builds. I'm guessing some builds will fit some of these items in. Not saying they are bad, just that I'm not seeing any must haves for upgrades. Maybe double up more related effects. Instead of needing 3 items for base, insightful, quality, combine two of the three on one item and give the the other item with the third effect some other synergistic or must have effects. It's just harder to swap out 3 items vs. 2.

jakeelala
11-08-2017, 12:51 AM
Welllllllllllll.....


Cursory glance through the list for new effects:You are right, these are new. But the stance changes do nothing to change how someone would build a Monk, so what's the point? How about:

Monk Stances:
(Make it require a 3 or 5 piece set if you have to)
Water Stance: Swimming Up River
0.5% on Melee hit chance to cast Binding Chains (duration: 2 seconds, 2sec internal cooldown), works on all bosses. Your melee attacks deal cold damage instead of physical damage (handwraps only). Enemies that hit you are chilled, dealing 10% less damage, and attacking 10% slower (works on all bosses).

Fire Stance: Death is Life
Your physical melee damage is increased +2.5[W] and your attacks deal fire damage instead of physical damage (handwraps only). When you die, you deal 1000x your Strength score in fire damage in a very large radius, and are immediately resurrected with full health (Cooldown: 3 minutes).

Air Stance: Cyclonic Ascendance
You gain 1% stacking incorporality per Static Build-Up charge, float and are immune to knockdown, and ghost touch with your attacks. As you attack, you gain stacks of Static Build-Up (1 per second, stacks last 2 seconds, and all stacks are lost upon timer expiration). At 20 stacks, all stacks are removed and you are immune to all forms of damage for 2 seconds as you discharge. Your melee attacks deal lightning damage, but you unable to attack while standing in water (handwraps only).

Earth Stance: Hard Core
As long as you are not moving, you begin gaining Grounded stacks (5PRR, 5MRR, and 10DR per stack, 2 second duration, 1 stack gained per second). At 10 Grounded stacks, your attacks have a 2.5% chance of triggering an Earthquake, cast at your character level for damage, scaling 300% with Melee Power, and a Reflex DC of 6x you Monk level). At 20 Grounded stacks, all stacks are removed and for 3 seconds, your melee attacks do +100% of your physical damage as Sonic damage as your thunderous pounding reverberates against Earth itself and vibrates your enemies to pieces.

The rest of these effects are pretty recycled, or just lame. You guys are 11 years into this hulking old beast of a game. You're clearly going for broke, so if I was you, I would turn up the new game-play options up to 11 like the above. This is what makes people excited, and this is what makes the game feel fresh.

Illusory Death is power creep, but without adding anything material to how you play this game. Bad. Better: Summon a simulacrum 10 meters in front of you that takes no damage, is intimidating and vanishes after 5 seconds (1min cooldown 10x/rest).

Druidic Stoneshape is just too low of an effect to do anything. Who cares. Bad. Better: While in Bear Form, gain 50PRR, immunity to slashing damage, +3[W] to your melee attacks, and +25 Intimidate. In Wolf Form, 5% chance per attack gain phasing, which grants 25% stacking Dodge for 2 seconds, (8 second cooldown).

Subtle target is fine, but anyone who wants to not have aggro will have Improved Deception slotted anyway, which is much better than this. Bad. Better: Same effect, but also has improved deception.

Mirror Shield: keep this effect, but also, while shield blocking, all elemental damage taken is reflected back to the source scaled to 150% of base damage (the damage is not prevented from the player, the attacker just also takes damage).

Block Elements On Shield Block: Absorption, boooooo. Keep that, but add for every second you block you gain stacking 1% Elemental Absorption and 5 points of stacking Universal Elemental Resistance up to 10 stacks, which expire as soon as you stop blocking.

Dont Count Me Out: Almost interesting, and stacked with enough other sources of non-death below zero HP sources, possibly interesting. Add 50% to damage melee damage and 50% stacking dodge for 4 seconds upon regaining consciousness, 1 minute cooldown.

Satyriasys
11-08-2017, 01:46 AM
Maybe it wasn't such a great idea having an intern design all the loot for your new expansion. At least I believe that was the case, I am sorry if I misunderstood.

Another thing that puzzles me is the art department's aversion for creating any new art for orbs and runearms. Orbs especially since all they would require is simple color variety yet they are mostly that ugly blue with an ankh on them. Just look at the elemental orbs from U35, they could have at least had a color to match their element yet they are all ugly blue with an ankh. Now we have an expansion that costed us a small fortune and the new orbs are ugly blue with an ankh on them, what gives?

We also have yet to receive any decent looking runearms. I understand only one class can use them so variety is not as important but this is an expansion, an expensive expansion. Recycled art for new named items is sort of insulting.
Speaking of runearms, we have 2 new runearms in this expansion. Both which look identical, both have combustion and Tira's splendor, both have the exact same imbue. What is the deal guys? seriously.

dunklezhan
11-08-2017, 02:12 AM
/sigh.

I guess I'm just not a fan of current loot design. I don't like the 'lots of small stacking bonuses' approach, and its been in everything of late. Real switch off. I don't want to have to wear four pieces of gear to get a given stat or effect where I want it. I'm sorry, I just find it bewildering, and become paralyzed by too much choice and a need to track effects over several slots - with no easy way to do it. There's nowhere I can go to say 'ah, I'm getting fortification from here here and here', so I have to mouseover and make notes and... ugh. Just ugh. Its like trying to write a project brief, I get enough of that at work. It doesn't lead to "hard choices". It leads to ignoring choices.

I actually have a load of stuff from the last few adventure packs on a couple of my characters - I don't wear any of it because putting one item on will generally actually lessen my effectiveness until I can put on another two or three, which will no doubt then necessitate a cascade of gear replacement. So I'm carrying piles of supposedly excellent gear around with me just in case something drops that now makes sense for me to equip.

None of that is fun for me. Preferred it when I got gear that was clearly a step up from what I was wearing in that slot, put it on, and became awesome.

EDIT: kinda feel like this post was too negative. The 'weird stuff' on the loot I really like, e.g. this:



Druidic Stoneshape While in Wild Shape, you receive a Primal bonus to PRR equal to half the number of Wilderness Lore feats you have.


Its not so much the "primal bonus to PRR' I like, so much as you finally making use of all those feats you threw in however long ago then did precisely nothing with.

Its just all the insightful/quality stuff that does my head in, particularly in heroic loot.

Kza
11-08-2017, 02:34 AM
Its nice that all old items isnt just crushed of the new loot.
But isnt the set bonuses a tad uncompelling? I think slaver gear
In most ways are better? Not a bad thing. Plz consider make the set bonuses
A little stronger imho. I see some items i want! But not a single set, that is maybe
Good. Not sure!?

(This is with druid-cleric-bard point of view all pure casters)

Wizza
11-08-2017, 02:55 AM
All these seem incredibly unappealing and boring.

1) Speaking from a Charisma/Ench focused sorcerer, there is not a single item I want except maybe Kindred Pendant: Necklace. Why do all your Charisma and Ins charisma have Anthem and Perform on them?
2) There is not a single source of Doubleshot anywhere as well.
3) The sets are incredibly garbage, especially the 5-pieces:

- Adherent of the Mists Set:
When 5 pieces are equipped:
You gain a (Heroic: +10) (Legendary +30) Profane bonus to Hide, Move Silently, and Intimidate.
You gain Fear Immunity
Your weapons gain Vampirism

5 pieces to get Vampirism and Hide+Intimidate. Just no.


- Herald of Dawn Set:
When 5 pieces are equipped:
You gain Immunity to all forms of Sleep and Fatigue
Your weapons gain Ghost Touch
You have Feather Falling
(Legendary: On damage or harmful spellcast: 2% chance to generate 1 Action Boost, Rallying Cry, Smite Evil, Turn Undead, and Bard Song (This can only trigger once per 100 seconds, and does not stack with Draconic Reinvigoration)


5 pieces to replace a T3 swap item from Thunderforged. No thanks


- Anchorite Set:
When 2 pieces are equipped:
You benefit from the Mobile Spellcasting feat, allowing you to cast spells without a penalty to your movement speed.
(Legendary: Whenever you cast a friendly spell, you have a chance of healing all allies near the target for a moderate amount (this does not stack with Dragon's Blessing))

Is this a joke? Mobile Spellcasting feat? And something that doesn't stack with an already garbage ability. Much thanks.


- Silent Avenger Set:
When 2 pieces are equipped:
You gain the effects of (Heroic: Blur) (Legendary: Displacement)
You use your Dexterity for your Will saving throws
You have a -30% Artifact bonus to your threat generation with weapon attacks.

This would be ok if the Belt wasn't garbage.


- Crypt Raider Set:
When 2 pieces are equipped:
You gain +# Artifact bonus to hit, damage, and saves vs. Evil creatures
You gain (Heroic: +5) (Legendary +10) Artifact bonus to Melee and Ranged Power
You gain a -20% Artifact bonus to your threat generation with weapon attacks.

Probably what everyone will get just for the MP/RP bonus and damage even if items are very bad.


- Beacon of Magic Set:
When 2 pieces are equipped:
You gain a (Heroic: +10) (Legendary +25) Artifact bonus to Universal Spell Power

Since this is an "endgame" expansion, noone cares about USP, and noone cares about either of the items in this list. Spell power is garbage in high skull reaper.


- Knight of the Shadows Set:
When 2 pieces are equipped:
You gain a (Heroic: +10) (Legendary +20) Artifact bonus to Physical and Magical Resistance Ratings
You gain a +50% Artifact bonus to threat generation with weapon attacks

Belt is awful, set is meh.


So far, thumbs down. Items are...as expected. Some bigger numbers, that's it. Oh and BtA, because trading in DDO is still forbidden.

dunklezhan
11-08-2017, 03:04 AM
Is this a joke? Mobile Spellcasting feat? And something that doesn't stack with an already garbage ability. Much thanks.



I dunno, I quite liked that one. I mean, who takes that feat? Anyone? Not that I know of. But I think it is actually a neat feature to include as an item effect. QoL upgrade for being able to run about whilst throwing those long cast time spells, avoiding hits and the need for concentration checks? That's valuable. Its just not valuable enough on feat starved casters because of the need for all the spell pen/focus feats you are pretty much obliged to take.

Wizza
11-08-2017, 03:14 AM
I dunno, I quite liked that one. I mean, who takes that feat? Anyone? Not that I know of. But I think it is actually a neat feature to include as an item effect. QoL upgrade for being able to run about whilst throwing those long cast time spells, avoiding hits and the need for concentration checks? That's valuable. Its just not valuable enough on feat starved casters because of the need for all the spell pen/focus feats you are pretty much obliged to take.

All the better if you liked it :)

I don't think being feat starved is the only reason people don't take it, but to each their own. Also I wouldn't wear any of 2 items in that list on my Sorcerer.

EllisDee37
11-08-2017, 03:47 AM
Two things jumped out at me immediately:

Thought #1:

ML10 and ML29 means that, for me, the ML10 stuff may as well not exist. I won't wear ML10 stuff all the way to 29, which means at some point I'll be switching to a different gearset. One that likely includes cannith crafted gear. So in all likelihood, I'll just wear scaled versions of the cannith crafted gearset all the way to 29 (or 30) and then switch to the final gearset. If there were also an ML20 version of this gear, then I'd have something to think about.

Thought #2:

Shadowhail Cloak: Cloak

Hide (Heroic: +12) (Legendary: +22)
Move Silently (Heroic: +12) (Legendary: +22)
Deception (Heroic: +4) (Legendary: +16)
Ghostly
Green Augment Slot

An ML10 Cloak of Invisibility that's BTA (Cloak of Invisibility is BTC) and has Deception instead of the invisibility clickie? *swoon*




I dunno, I quite liked that one. I mean, who takes that feat? Anyone? Not that I know of. But I think it is actually a neat feature to include as an item effect. QoL upgrade for being able to run about whilst throwing those long cast time spells, avoiding hits and the need for concentration checks? That's valuable. Its just not valuable enough on feat starved casters because of the need for all the spell pen/focus feats you are pretty much obliged to take.I take Mobile Spellcasting on my favor farmers and I have to say that it kind of sucks. You still slow down when casting while running, as can be seen in the video from the linked thread. I'm assuming you don't slow down as much, but you still clearly slow down. Enough to think to yourself "Was that really worth two feats?"

Kza
11-08-2017, 04:25 AM
I really like dawns herald charm!

Why?

You get the desired effects as a turner on one item.
That is really nice. Exactly same reason i like panasonic Circlet.

Thumbs up! (Then i think it will be a swap item.. But one piece. Perfect!)

:-)

SirValentine
11-08-2017, 05:04 AM
Adherent of the Mists Set:
When 5 pieces are equipped:
You gain a (Heroic: +10) (Legendary +30) Profane bonus to Hide, Move Silently, and Intimidate.
You gain Fear Immunity
Your weapons gain Vampirism



So, I was expecting a whole bunch of power creep, and I see it...+19 stats, et cetera. Sad state when just inflating maximum numbers is the only way to make things attractive.

But this is ridiculous! +30 Profane to skills? +30 Competence would be bad enough...wouldn't +25 Competence be fine? Or, if Profane, what sources of Profane skills do we have? +1 only? So even a +3 or +5 would be a big improvement. Straight to +30 stacking is insane.

Meanwhile, Vampirism? Is that a joke? Even on the Heroic, it's useless in Reaper. But it's supposed to be ML 29 gear, too, right? If you want a cool, and useful, alternative, make it inflict a Monk-like healing curse on enemies.



Dawn's Herald-Charm: Trinket
Wisdom (Heroic: +6) (Legendary: +19)
Insightful Faith An item with this quality assists only wearers who have the ability to turn undead. Insightful Faith items provide Insight Bonuses to the owner's effective level for the turning check by +2, their maximum Hit Dice turned by +2, and their total Hit Dice turned by +4
Sacred An item with this quality assists only wearers who have the ability to turn undead. Sacred items increase the owner's effective level for the turning check by +2.
Hallowed An item with this quality assists only wearers who have the ability to turn undead. Hallowed items increase the maximum Hit Dice of undead turned by +2.
Yellow Augment Slot



Once again, useless low-level abilities on a "Legendary" item. Sacred and Hallowed? Nevermind that Eternal Faith, which is as good as both those put together, shows up on a level 7 item.

Claver
11-08-2017, 05:24 AM
General comment: I like that there are so many insightful, quality, profane bonuses and the like so that these items can be mixed and matched rather than making all existing loot immediately obsolete with a +20 bonus to each stat.

I'll add that it would be better if there were more interesting combinations and new effects not commonly seen on existing loot. I know this is tough with such a big list but a tiny bit more variety/creativity would help immensely.

I'll provide comments on the other set items throughout the week as time permits



Adherent of the Mists Set:
When 5 pieces are equipped:
You gain a (Heroic: +10) (Legendary +30) Profane bonus to Hide, Move Silently, and Intimidate.
You gain Fear Immunity
Your weapons gain Vampirism

The Vampirism is a big selling point for me. I suspect Fear Immunity will be important in this setting and I have characters who would be very interested in a profane bonus to intimidate. The hide/silence is not that interesting but thematically appropriate and I am glad it is there for flavor


Here are my Top 3 favorite items for the Adherent of the Mists group




Perfect Pinnacle: Ring

Reinforced Fists [I]This item surrounds your fists with kinetic energy. Your unarmed damage is boosted by (Heroic: one half die) (Legendary: One Die).
Deadly (Heroic: +5) (Legendary: +16)
Stunning (Heroic: +6) (Legendary: +22)
Concentration (Heroic: +12) (Legendary: +22)
Soul of the Elements While you are centered, this item grants you a bonus depending on your current monk stance.
Yellow Augment Slot



A bonus to stunning, concentration and reinforced fists on the same item make this very attractive. I LOVED 2 of the Soul of the Elements Effects....The +10 to AC in Mountain Stance and the extra electrical and bleed damage in Wind Stance... Those 2 effects make this highly desirable to my various centered builds....The Fire Stance effect (Blinding maybe) never triggered on the test dummy kobolds in the test dojo nor did the knock down effect from water stance



Lore-Fueled Packbanner: Bracers

Insightful Constitution (Heroic: +2) (Legendary: +9)
Physical Sheltering (Heroic: +14) (Legendary: +50)
Insightful Doublestrike (Heroic: +2) (Legendary: +10)
Druidic Stoneshape [I]While in Wild Shape, you receive a Primal bonus to PRR equal to half the number of Wilderness Lore feats you have.
Green Augment Slot



First, I'm a big fan of using Wilderness Lore effects on items. It provides good flavor, progressive improvement as you level and a bigger benefit to pure classes than a splash of a few levels for multi classing. Please build more itemization with Arcane Lore, Religious Lore and Wilderness Lore

Second, Druids in animal form (particularly bears) need all the help they can get as a melee combatant...more PRR is a step in the right direction

Third, all the other effects are broadly useful: insightful constitution, physical sheltering and insightful double strike



Scarlet Scale Cloak: Cloak

Breath Weapon Focus (Heroic: +3) (Legendary: +8)
Insightful Evocation Focus (Heroic: +2) (Legendary: +4)
Spellsight (Heroic: +12) (Legendary: +22)
Quality Constitution (Heroic: +1) (Legendary: +4)
Blue Augment Slot



The breath weapon focus makes this sexy...particularly when combined with insightful evocation focus and quality constitution. The spell sight is very nice as well


Here are my Bottom 3 least liked items for the Adherent of the Mists group




Adversion: Ring

Abjuration Focus (Heroic: +3) (Legendary: +8)
Insightful Abjuration Focus (Heroic: +2) (Legendary: +4)
(Heroic: This does not yet have a fourth effect but will!) (Legendary: +1)
Spell Penetration (Heroic: +3) (Legendary: +8)
Yellow Augment Slot



First, this feels like a cookie cutter copy of summoner's spectacles. Please make it more different from the other items.

Second, most Abjuration spells are buffs without any DC checks so a spell focus is of little value. What would be far more useful would be something that extends the duration of those buffs. For your fourth effect that has been yet to be determined I suggest using something like the "Magic of Patience" from the Harper tree - "Your spells benefit from the Extend Spell metamagic feat. This does not increase their Spell Point cost. (This does not stack with the actual Extend metamagic feat.)"



Summoner's Spectacles: Goggles

Conjuration Focus (Heroic: +3) (Legendary: +8)
Insightful Conjuration (Heroic: +2) (Legendary: Quality +1)
Spell Penetration (Heroic: +3) (Legendary: +8)
Quality Mystic Diversion (Heroic: +2%) (Legendary: +7%)
Green Augment Slot



Again, this is too similar. Add a unique effect to make it stand out. Summoner summon monsters!. Add 1 effect to strengthen summons, charms and hirelings. Replace Mystic Diversion with that summoning since that Mystic Diversion is used on other items and dilutes the "coolness" of those other items by being repeated in too many places

For the buff to summons I would suggest combining the existing technology of the Lore-Fuel Packbanner with Imbue Summons from the Enlightened Spirit Tree:"Your summoned creatures/hirelings/pets receive a profane bonus to Melee, Ranged, and Universal Spell Power equal to TWICE the number of Arcane Lore feats you have"



Shadowhail Cloak: Cloak

Hide (Heroic: +12) (Legendary: +22)
Move Silently (Heroic: +12) (Legendary: +22)
Deception (Heroic: +4) (Legendary: +16)
Ghostly
Green Augment Slot



I like the deception and ghostly but the Adherent of the Mist set bonus already grants hide and move silently. Do we really need to double up on those effects? Hide is less useful in the current metagame where invisibility is almost universally available. How about replacing the hide bonus with a Shadow Jaunt effect from Shader-kai : " You become invisible and charge forward. During the jaunt, you are able to move through monsters as if you were ethereal. These effects last for six seconds. (Cooldown: 1 minute)"

Sorcerio
11-08-2017, 05:34 AM
Really? The weapons are just an X weapon with a couple of static Y lists of (recycled) effects? These effects combinations somehow remind me of the starter weapons you get in the level-to-15 box when you roll up an Iconic character. Which... that's fine for those, but for rare weapons as quest rewards? Barovia? More like Bore-ovia.

I know there are going to be sentient weapons and raid loot, but if the flavor of what's been revealed here is any indication, the excitement and intrigue I feel for this expansion and the general direction of the game have been severely muted.

What happened to the spirit of flavor and imagination in this game? It's about as exciting as sitting in a gray cubicle eating leftover quiche.

Mephisto-Helix
11-08-2017, 05:52 AM
Really? The weapons are just an X weapon with a couple of static Y lists of (recycled) effects? These effects combinations somehow remind me of the starter weapons you get in the level-to-15 box when you roll up an Iconic character. Which... that's fine for those, but for rare weapons as quest rewards? Barovia? More like Bore-ovia.

I know there are going to be sentient weapons and raid loot, but if the flavor of what's been revealed here is any indication, the excitement and intrigue I feel for this expansion and the general direction of the game have been severely muted.

What happened to the spirit of flavor and imagination in this game? It's about as exciting as sitting in a gray cubicle eating leftover quiche.

Almost 100% what I was wanting to say ..... this guy gets it spot on.

mraz
11-08-2017, 06:02 AM
as a dc caster i dont think i'll ever wear any of these... both 2 or 5 (lol) pcs set. slavers sorcery set is lower lvl and you cant even compare bonuses on these two sets.

i was hoping for more new effects tbh. this is just not appealing even tho some stats on items are higher then i have now... but overall its just meh.

oh, and i agree... instead lvl10, these items should be 20. as my main still needs some past lifes (epic, heroic whatever..) i made a universal gear set for heroic and epic lvls. from 18 to 26 i wear lvl15 named, gs and some CC items...

Qhualor
11-08-2017, 06:04 AM
looking over the lists again, another thing I want to caution and point out is the Insightful to stats and skills. at ML 10 that's +8 to a stat. can you even Cannith craft a +2 Insightful item at level 10? I honestly don't know because I am not high enough a level to craft them yet. I remember when +8 to a single stat at ML 15 was a big deal when Wheloon came out. it seems to me that some of the power creep that occurred years ago is being dropped at least several levels now. stat and skill progression should be more properly scaled by the levels, especially when figuring in other effects on the same item.

bjones0064
11-08-2017, 06:36 AM
I can't wait to test it out.

draven1
11-08-2017, 06:54 AM
Insightful dex and assassinate DC on same slot : glove, but those are from different gears :(
So, you can't have both at the same time. Please don't hate dex based assassins. Even quality dex is missing :(

I am glad to have some gear set that originated from my name. Like NPC from 'Desire in the dark' :D

Some kind of tumble bonus would be nice, too. I've addicted to speedy tumble, need more blink type skills for ethereal mist type flavor.

https://www.youtube.com/watch?v=vKyT19o-Nl8

Vish
11-08-2017, 07:20 AM
Adherent of the mist
Looks like a rogues set
Not enough items for 5 piece for rogue
Key lock ring looks bis
Ring, glove, bracers, cloak, knife palm
Barely a set for rouges
The other combinations look caster
What does soul of the elements do?

Herald of the dawn
Flightfoot Boots look useful
Trinket swap item for turning
PhaseCloak looks useful
Bracers may actually slot on my monk
Likewise shadowsoul boots may be useful
Goggles look good for Artie's

Most of it looks flavorful. But not good enough to replace slavers. Slavers is just too flexible.
Realize now ppl have slavers sets, and are gonna be loathe to change them. Because the issue here is when raid loots come out, then the bis items show up, and ppl will have to rework. And that means new slavers sets. But as is ppl don't want to farm again mats for a set they already use. So this stuff has to be better than slavers. But it can't match the flexibility.
I would reduce 5 piece to 3 piece.
The set bonuses are underwhelming. It would be in accordance if it only took 3 pieces to get set. That would make me happy, and prob a lot of other ppl.

Anchorite set
Looks like could be cleric, or necro wizard
But ring and belt have overlapping healing lore. Change death warden to healing spell multiplier and we have a deal.

Silent avenger
Light armor evasion set. Needs more items, 2 more at least.

Crypt raider
Medium armor. Belts same. Need more items.

Beacon of magic
Docent caster set, needs more items

Knight of shadows
Heavy armor set, needs more items.

Comment
So far not encouraging. Some useful single items. Sets? No way.
Really tho, will have to see raid gear.
There is nothing here I see that will make me change my setup as is.
And this is 29. So it should be +1 or +2 better, which it is. So there's that for lateral progression.
But most of these items will just take up space on mules.
Won't get used.
I'm glad this is just the normal loot, I won't miss anything looting these quests. Which is just kind of same for mines, mostly only one or two pieces from entire list made usefulness.
so there's raid loot and sentient weapons left.
And if raid loot from rtso is any measure, we will get a lot of fluff.
What I'm hoping for is some mod type loots. All bis. This gotta cover you for at least a year, make some waves.

What the real problem is, is complimentarity. Need to complement slavers, since that is the goto.
What is needed is insightful items. Since slavers covers base and quality.
But slavers will come first, then other items.
But what is gonna happen is raid items will force to recreate slavers around bis.
But if you really wanted to be smart you would craft a whole lot of insightful items.

Faltout
11-08-2017, 07:30 AM
The Vampirism is a big selling point for me.
Vampirism effect of new loot (not the old one), has an internal timer of 1 second and heals for 1d2.
You will barely notice that there is a vampirism effect on.
The old vampirism effect on the other hand heals on every hit and is much better, but it still falls short at giving you an edge.
Monk's light move that heals on hit again heals on every hit and for more, but again falls short if you're counting on it to survive. It can merely keep you at full health if you are taking a grazing hit of a few hundred damage every once in a while.

blerkington
11-08-2017, 07:49 AM
I guess I'm just not a fan of current loot design. I don't like the 'lots of small stacking bonuses' approach, and its been in everything of late. Real switch off. I don't want to have to wear four pieces of gear to get a given stat or effect where I want it. I'm sorry, I just find it bewildering, and become paralyzed by too much choice and a need to track effects over several slots - with no easy way to do it. There's nowhere I can go to say 'ah, I'm getting fortification from here here and here', so I have to mouseover and make notes and... ugh. Just ugh. Its like trying to write a project brief, I get enough of that at work. It doesn't lead to "hard choices". It leads to ignoring choices.

I actually have a load of stuff from the last few adventure packs on a couple of my characters - I don't wear any of it because putting one item on will generally actually lessen my effectiveness until I can put on another two or three, which will no doubt then necessitate a cascade of gear replacement. So I'm carrying piles of supposedly excellent gear around with me just in case something drops that now makes sense for me to equip.

This is a key problem with gearing now and although I alluded to it in my other post I wish I'd made this point as well as you have here.

If I'm trying to max out a particular effect and there's an enhancement bonus to it on one item, an insightful bonus on another item and a quality bonus on a third item, upgrading leads to this horrible game of gear tetris. Because you can be damn sure the other effects I'm losing from replacing old items will not be on the new ones as well, so I also need to find a way to get them back too.

SSG, you may think that it's giving us tough choices to think about when we regear, but speaking for myself it's just causing apathy about new gear when there should be excitement instead. Do I really need that extra ability score point? No, because it's not worth the headache of changing several other items to fit it in.

Rather than simply adding larger bonuses I would have preferred to see some new effects, consolidation of multiple effects into one, more options for including important effects, a relaxing of the restrictions for which cannith crafted effects can go on which gear slots (and maybe add some more effects while you're at it), and a deconstruction option for Slaver gear.

Thanks.

Ulfo
11-08-2017, 07:49 AM
15% Speed is pretty weak. I can have 30% at level 10. 15% is like a level 4 item or something like that. the Flightfoot Greaves look more like a swap item to me when I want FoM.

If I read item description correctly - no, you cannot. Currently you can have Speed XV at ML27-28, and cannot have Speed XXX at all. Speed not only give run speed as Striding, but also bonuses to ranged/melee Alacrity. 15% Alacrity at ML10 is huge powercreep.

Shiwanabe
11-08-2017, 07:57 AM
All of the Heroic Docents are ML 15 at the moment on Lamannia.

As they have the same effects as the armours I assume this is a typo and they are intended to be ML 10 like the other items.

Steelstar
11-08-2017, 08:09 AM
We still have the MRR caps for cloth and light armor (50/100) right? That's really getting weird with the overall numbers. There's a caster necklace that gives +50 MRR all on it's own.

I don't know exactly what to do, but a flat non-level-dependent hard cap is such a crude mechanic for an important stat and it looks more and more glaring with each power step.

Yes, the cap is still in place. We have plans to alter that system, but it won't be coming until (at the earliest) after Ravenloft.


So...no Silent Avenger set bonus (Displacement) for Warforged and Bladeforged, huh?

That sucks. :mad:

"It'd be nice if Warforged and Bladeforged had access to this set" is definitely valid and useful feedback.


Question about the Mist-Laden vest: Do the Parrying and Insightful Resistance stack? I thought they were both insight bonuses to saves.

Sure are. Expect one of those two to change when we get to the polish pass.


I hope the bold part is a typo. That should be 3000, not 300.

Yes, typo.


There's no incentive to equip this permanently; it'll be a swap item for trappers. If Hide were on it, at least folks using Scion of the Ethereal Plane would have a reason to equip it permanently.

That's useful feedback, thanks. We'll look at swapping one of its effects out for a Hide bonus.



Another thing that puzzles me is the art department's aversion for creating any new art for orbs and runearms.

Like much of this loot, the art is not final yet for the Orbs or Rune Arms.


All of the Heroic Docents are ML 15 at the moment on Lamannia.

As they have the same effects as the armours I assume this is a typo and they are intended to be ML 10 like the other items.

Yes, all of the Heroic loot should be ML10.

Fivetigers33
11-08-2017, 08:10 AM
Skulled Ring: Ring
•Necromancy Focus (Heroic: +3) (Legendary: +8)
•(Heroic: This does not yet have a fourth effect but will!) (Legendary: Quality Necromancy Focus +1)
•Wizardry (Heroic: +112) (Legendary: +412)
•Exceptional Nullification (Heroic: +10) (Legendary: +10)
•Green Augment Slot


The Heroic version should be Quality Necromancy Focus +1 and the Legendary version should at least be +2.

We can get Quality Spell Focus Mastery on a lvl 8 Spinneret, +2 on the legendary version. The Quality +1 for only 1 school on a ML29 item is virtually useless.

LeslieWest_GuitarGod
11-08-2017, 08:14 AM
Thumbs up on loot! Looks like the art department has gotten quite creative this time around! I think this will play an important factor for the future success off DDO.

Im not concerned at all with gear having similar effects to previous gear. With so many different builds... our alts will need gear. I think its great we can get said gear running many different things... Its not only about LOOT options its about CONTENT options too.

JoeShmo
11-08-2017, 08:14 AM
@Steelstar I notice that for the most part, the 2 piece sets seem to cover all the armors from cloth up to heavy armor. Being a monk main, is there a reason there is no cloth armor 2 piece set that would benefit a melee monk? The cloth armor currently is geared towards casters. Could you please consider having some type of cloth armor that would be suitable for a monk that offers a 2 price set bonus as well? The "best" armor I can think of is the Celestial Avenger piece from Tempest Spine. Thanks for your consideration.

EllisDee37
11-08-2017, 08:24 AM
If I read item description correctly - no, you cannot. Currently you can have Speed XV at ML27-28, and cannot have Speed XXX at all. Speed not only give run speed as Striding, but also bonuses to ranged/melee Alacrity. 15% Alacrity at ML10 is huge powercreep.15% is Speed III, which is incredibly weak for an ML10 item. ML11 lootgen gets Speed VI, which is 30% run speed and 6% alacrity. The new mire set from Red Fens gives 30% striding at ML7.

Specifically, the combo effect named "Speed" gives (value * 5)% run speed (capped at 30%) and (value)% alacrity.

Based on the power level they're going for with these items, Speed VI is entirely justifiable for the ML10 heroic gear, and Speed V should be the absolute minimum. It really should be Speed VI, I think.

noinfo
11-08-2017, 08:29 AM
How about a staff version of the orb? There has not been a decent 2handed caster item sine TF. Give it +6 instead of 4 .

ramzes7asit4
11-08-2017, 08:35 AM
Soul of the element:

Water: While you are centered, your attack have a chance to knock your target down.
Fire: While you are centered, your attack have a chance of blinding your target and cause fear effect.
Earth: Your gain a +10 Insight bonus to AC and Reflex Saves.
Air: While you are centered, your attack do an additional 2d12 Electric damage per hit and also cause your target to bleed for 1d8 damage per hit.


Something about weapon...
https://image.ibb.co/eoCnDG/Screen_Shot00076.jpghttps://image.ibb.co/iQC9Sb/Screen_Shot00091.jpg
https://image.ibb.co/exg3nb/Screen_Shot00104.jpghttps://image.ibb.co/mem3nb/Screen_Shot00115.jpg
Will we see caster version of weapon or not?

Qhualor
11-08-2017, 08:43 AM
If I read item description correctly - no, you cannot. Currently you can have Speed XV at ML27-28, and cannot have Speed XXX at all. Speed not only give run speed as Striding, but also bonuses to ranged/melee Alacrity. 15% Alacrity at ML10 is huge powercreep.

At level 10 I was wearing a random lootgen Speed VI (30%) with some kind of guard affect.

Ballrus
11-08-2017, 08:45 AM
[QUOTE=Cocomajobo;6036841]All Heroic Items are Minimum Level 10.
All Legendary Items are Minimum Level 29.
Pink Text are effects exclusive to the Heroic Variant
Orange text are effects exclusive to the Legendary variant.

Adherent of the Mists Set:
When 5 pieces are equipped:
[INDENT]You gain a (Heroic: +10) (Legendary +30) Profane bonus to Hide, Move Silently, and Intimidate.
You gain Fear Immunity
Your weapons gain [I]Vampirism

The vampirism will heal undead toons?

Ulfo
11-08-2017, 08:51 AM
15% is Speed III, which is incredibly weak for an ML10 item. ML11 lootgen gets Speed VI, which is 30% run speed and 6% alacrity. The new mire set from Red Fens gives 30% striding at ML7.

Specifically, the combo effect named "Speed" gives (value * 5)% run speed (capped at 30%) and (value)% alacrity.

Based on the power level they're going for with these items, Speed VI is entirely justifiable for the ML10 heroic gear, and Speed V should be the absolute minimum. It really should be Speed VI, I think.

Sure, and main question - 15% Speed in item description it's really Speed III (heavily underpowered for ML10) with run speed 15% and Alacrity 3% or it's typo for Speed XV ( heavily OP for ML10) with run speed 30% and Alacrity 15%. Same question for Speed 30% in Legendary item description. Alacrity 30% do this item just BiS, because now we can have only 15% Melee 22% Ranged Alacrity at best.

Ulfo
11-08-2017, 08:55 AM
At level 10 I was wearing a random lootgen Speed VI (30%) with some kind of guard affect.

So, you try wear this new stuff with 15% Speed really? It give only 15% run speed without any alacrity or?

Fivetigers33
11-08-2017, 09:04 AM
Softsole Slippers: Boots
•Anthem Slowly regenerate Bard songs.
•Perform (Heroic: +12) (Legendary: +22)
•Insightful Charisma (Heroic: +2) (Legendary: +9)
•This will have a fourth effect but does not yet!
•Green Augment Slot


Why not have that 4th effect be regular Charisma? Give Charisma based characters a consolidated ability item like the Chieftain ring.

Carpone
11-08-2017, 09:18 AM
Where are the non-weapon items with doubleshot and insightful doubleshot? There are several non-weapon doublestrike/insightful doublestrike items.

I assume this is not the complete list of quest loot. Some of the 2pc set bonuses only have two items to choose from (belt/armor), while other 2pc sets have three item slots (ring/belt/armor) to choose from.

Iriale
11-08-2017, 09:19 AM
There's no incentive to equip this permanently; it'll be a swap item for trappers. If Hide were on it, at least folks using Scion of the Ethereal Plane would have a reason to equip it permanently.

a Hide bonus.
No, please. There are people who like to have consolidated trapping skills in a single item. It's something that we have been asking for a long time. If you want, add a 5th effect, but don't remove any effect. The set bonus already gives a hide bonus. Shadow cloak gives a hide bonus. Leave the item as is now, please.



• Adversion: Ring
• Abjuration Focus (Heroic: +3) (Legendary: +8)
• Insightful Abjuration Focus (Heroic: +2) (Legendary: +4)
• (Heroic: This does not yet have a fourth effect but will!) (Legendary: +1)
• Spell Penetration (Heroic: +3) (Legendary: +8)
• Yellow Augment Slot
Abjuration focus is not useful. Only 2 abjuration spells with DC, and they are useless even in places where they should not be. Any reason for the abishais in eberron not to be banished? Change it to spell focus mastery



• Summoner's Spectacles: Goggles
• Conjuration Focus (Heroic: +3) (Legendary: +8)
• Insightful Conjuration (Heroic: +2) (Legendary: Quality +1)
• Spell Penetration (Heroic: +3) (Legendary: +8)
• Quality Mystic Diversion (Heroic: +2%) (Legendary: +7%)
• Green Augment Slot
Augment Summoning feat is more thematic than mystic diversion, imo. Nicer if you give a improved version of the feat.



• Shadowhail Cloak: Cloak
• Hide (Heroic: +12) (Legendary: +22)
• Move Silently (Heroic: +12) (Legendary: +22)
• Deception (Heroic: +4) (Legendary: +16)
• Ghostly
• Green Augment Slot
Ghostly only appears in one object for a very specific archetype, and we have not got end game ghostly items in a long time. How about combining it with other types of bonuses more useful for other archetypes? Provide variety. Create ghostly items for melee and caster types, please.



• The Mistfallen: Orb
• Insightful Mystic Diversion (Heroic: +4%) (Legendary: +15%)
• Insightful Spell Focus Mastery (Heroic: +1) (Legendary: +4)
• Illusory Death (Heroic: I) (Legendary: III) Increases your caster level when casting illusion and necromancy spells.
• Efficient Metamagic (Heroic: Empower I) (Legendary: Empower II)
• Purple Augment
Illusory Death is terrible. We got a lv 28 item with Arcane Augmentation IX to all spells. Better than +3 only two schools. This effect works in divine spells, but illusion is useless for divines (no illusion spells in their lists)

My advice: Create Spell Augmentation IX (+2 to all spells, working in arcane and divine spells) This would be a nice new effect. Illusory Death maybe is a new effect, but is one worse than one previous. Please, create Universal Spell Augmentation IX, that would be nice.



• Blurfingered Gloves: Gloves
• Feat: Quick Draw
• Lesser Displacement
• Efficient Metamagic (Heroic: Maximize I) (Legendary: Maximize II)
• Mystic Diversion (Heroic: +9%) (Legendary: +31%)
• Blue Augment Slot
The item is weak. Change Mystic diversion with Arcane Augmentation IX, and with the augmentation working in divines too. (create Universal Augmentation IX)



Skulled Ring: Ring
•Necromancy Focus (Heroic: +3) (Legendary: +8)
•(Heroic: This does not yet have a fourth effect but will!) (Legendary: Quality Necromancy Focus +1)
•Wizardry (Heroic: +112) (Legendary: +412)
•Exceptional Nullification (Heroic: +10) (Legendary: +10)
•Green Augment Slot

The Heroic version should be Quality Necromancy Focus +1 and the Legendary version should at least be +2.

We can get Quality Spell Focus Mastery on a lvl 8 Spinneret, +2 on the legendary version. The Quality +1 for only 1 school on a ML29 item is virtually useless.
+1



15% is Speed III, which is incredibly weak for an ML10 item. ML11 lootgen gets Speed VI, which is 30% run speed and 6% alacrity. The new mire set from Red Fens gives 30% striding at ML7.
+1

-------
Global review:

These items are… disappointing There are many archetypes that do not receive adequate combinations of bonus, and they would have to choose objects that only have one or two effects that interest them and the rest would be rubbish for them. I don't want change my actual gear seeing this loot.

My advice, stop playing tetris with the gear. If I want to change an item and I have to change three for it, I will prefer not to change items. Consolidate the same type of bonus in a single item. Create separate items with bonus useful for all characters (for example, constitution/resistance etc bonuses) and others items for each archetype.

We have Sheltering to consolidate PRR and MRR, please stop dividing them into two different bonuses, we have too many different purely numeric effects. There is no longer room on the gear for fun or unique effects :(

The set bonuses are very disappointing. A 5 items set are a lot of gear slots. I expect something better to block five slots (but Silent Avenger Set set is op)

Add some new augments. It's been a long time since we got new augments

Krumm
11-08-2017, 09:40 AM
Mist-laden Vestment: Light Armor

Fortification (Heroic: +77%) (Legendary: +202%)
Parrying (Heroic: +2) (Legendary: +9)
Physical Sheltering (Heroic: +14) (Legendary: +50)
Insightful Resistance (Heroic: +2) (Legendary: +7)
Green Augment Slot





Coat of the Traveler: Medium Armor


Fortification (Heroic: +77%) (Legendary: +202%)
Parrying (Heroic: +2) (Legendary: +9)
Physical Sheltering (Heroic: +14) (Legendary: +50)
Insightful Resistance (Heroic: +2) (Legendary: +7)
Blue Augment Slot


Platemail of the Barovian Lord: Heavy Armor


Fortification (Heroic: +77%) (Legendary: +202%)
Parrying (Heroic: +2) (Legendary: +9)
Physical Sheltering (Heroic: +14) (Legendary: +50)
Insightful Resistance (Heroic: +2) (Legendary: +7)
Blue Augment Slot





Sorry if this has been mentioned already but doesn't Parry give Insightful resistance (& insightful AC)?
Isn't having Parry and Insightful Resistance redundant?
Or do they stack?

Carpone
11-08-2017, 09:45 AM
No Improved Deception items, so we're still stuck using Epic Golden Guile (ML20), Seal of House Avithoul (ML21), Epic Backstabbers Gloves (ML25) or Ring of Deceit (ML25). Please add an ML29 Improved Deception item to Ravenloft's quest loot.

One Ghostly item, not including the 5pc Herald set. The weapons don't have a red aug listed, so there's no option of using a Ruby of Ghostbane. For the legendary weapons, Holy Strike (level 26 ED feat) looks more like a requirement than an option with this expansion pack.

Iriale
11-08-2017, 09:52 AM
Sorry if this has been mentioned already but doesn't Parry give Insightful resistance (& insightful AC)?
Isn't having Parry and Insightful Resistance redundant?
Or do they stack?
they don't stack

too many bonuses, too similar ...

ThomasHunter
11-08-2017, 09:52 AM
My initial thought is WOWZA!!!

I love the thought behind the silent avenger set granting displacement. However it's my medium armor toons that suffer here more than my light armor toons. This would include my FvS, Druids and Artificer. Please consider adding a medium armor option to this set.

Thanks for asking for our thoughts!

Yamani
11-08-2017, 10:06 AM
For the 2 piece sets, is it possible to allow the players to choose which set they function as? Or atleast make the armors able to be part of different sets. I primarily play monk although the anchorite set might work for some monks I'd rather have silent avenger.

Give the armors all set bonus's and make the active bonus dependent upon the belt you are wearing.

Akoriv
11-08-2017, 10:18 AM
I like it. The fun of gearing is finding a way to make it all work together. Making items like: con, insight con, quality con, false life is just boring/easy. These items have four effects with good values for the level and a slot, and a potential set bonus. That's a lot of stuff. If it all synergized perfectly with no work it would be OP and boring powercreep.



I'm not surprised. Ranged is on the outs after hundreds of pages of lobbying the devs that melee has it too hard. Doesn't matter for my arty anyway since doubleshot got murdered for repeaters (1/3 value).

Take a better look at that list of items. If you want to gear for the SET BONUSES, you will 2-3 completely wasted slots of gear because there is just not enough variety in the item lists to make a decent set for all but maybe 3 or 4 classes. Even then, there is still going to be overlap and completely useless item effects.

ProdigyThirteen
11-08-2017, 10:26 AM
Not looked at other posts, probably repeating, but what I've found so far, I'll update it as I find more:

Not sure if it's an Americanized spelling of the word, Google didn't say. Adherant has been misspelt.

As it stands, I cannot seem to get the full 5 piece set bonus for Herald of the Dawn set as of certain bugged items.

There's a lacking supply of caster weapons offered.

Legendary Barovian Noble's Regalia:
Set bonus is terrible. Any experienced player knows you can bypass the slowed movement speed by jumping while casting and I feel like the AoE heal is going to be too unreliable to make up the difference.
Doesn't offer enough of an incentive to give up the defensive bonuses of Breastplate of the Celestial Sage, especially considering there's yet to be a helmet to outperform Legendary Pansophic Circlet in terms of spellpower.
Quote from SteelStar: "The tradeoff for casting stats that good is needing to wear robes to get 'em"

Legendary Skulled Ring:
Exceptional nullification text says it offers +10 to positive spell power

Legendary Deathwarden:
See Barovian Noble's Regalia about set bonus.
Exceptional Devotion text says it offers +10 to negative spell power

The Legendary Mistfallen:
This has The Adherant of the Mists set despite being an orb with caster stats.

Legendary Blurfingered Gloves:
As above, caster stats, Adherant of the Mists set.

Legendary Burnscar/Thrummingspark/Silverthread belts:
More of an opinion, but it'd be nice to have some light/alignment spell power items similar to these. Otherwise, they're great.

Legendary Garstone's Lenses:
Why positive spell power and not repair spell power?

Akoriv
11-08-2017, 10:38 AM
Two things jumped out at me immediately:

Thought #1:

ML10 and ML29 means that, for me, the ML10 stuff may as well not exist. I won't wear ML10 stuff all the way to 29, which means at some point I'll be switching to a different gearset. One that likely includes cannith crafted gear. So in all likelihood, I'll just wear scaled versions of the cannith crafted gearset all the way to 29 (or 30) and then switch to the final gearset. If there were also an ML20 version of this gear, then I'd have something to think about.



This is something I've been running into. I'm an on and off player of the game and still need ETRs as well as normal TRs. There are a huge gap for quality gear form 18ish up till 27. Cannith crafted is pretty much the only way get good Epic gear below level 27 now. Everything else is completely dated. There are few items from a recent updates that are 14-17ish that are just flat out better than anything you can get from level 20 gear, and they are mostly better than the 23-25 gear. It's a real pain in the ass to put together decent sets for grinding EPLs right now.

lyrecono
11-08-2017, 11:08 AM
All Heroic Items are Minimum Level 10.
All Legendary Items are Minimum Level 29.
Pink Text are effects exclusive to the Heroic Variant
Orange text are effects exclusive to the Legendary variant.

Adherent of the Mists Set:

When 5 pieces are equipped:

You gain a (Heroic: +10) (Legendary +30) Profane bonus to Hide, Move Silently, and Intimidate. why intimidate instead of bluff? are tanks supposed to hide?
You gain Fear Immunity comes on a low lv augment
Your weapons gain Vampirism has always been useless on higher settings and pretty much useless for reaper


Keylock Ring: Ring

Disable Device (Heroic: +12) (Legendary: +22)
Open Lock (Heroic: +12) (Legendary: +22)
Search (Heroic: +12) (Legendary: +22)
Spot (Heroic: +12) (Legendary: +22)
Blue Augment Slot

Blurfingered Gloves: Gloves

Feat: Quick Draw
Lesser Displacement
Efficient Metamagic (Heroic: Maximize I) (Legendary: Maximize II)
Mystic Diversion (Heroic: +9%) (Legendary: +31%)
Blue Augment Slot

Perfect Pinnacle: Ring

Reinforced Fists This item surrounds your fists with kinetic energy. Your unarmed damage is boosted by (Heroic: one half die) (Legendary: One Die).
Deadly (Heroic: +5) (Legendary: +16)
Stunning (Heroic: +6) (Legendary: +22)
Concentration (Heroic: +12) (Legendary: +22)
Soul of the Elements While you are centered, this item grants you a bonus depending on your current monk stance.
Yellow Augment Slot

Lore-Fueled Packbanner: Bracers

Insightful Constitution (Heroic: +2) (Legendary: +9)
Physical Sheltering (Heroic: +14) (Legendary: +50)
Insightful Doublestrike (Heroic: +2) (Legendary: +10)
Druidic Stoneshape While in Wild Shape, you receive a Primal bonus to PRR equal to half the number of Wilderness Lore feats you have.
Green Augment Slot

The Mistfallen: Orb

Insightful Mystic Diversion (Heroic: +4%) (Legendary: +15%)
Insightful Spell Focus Mastery (Heroic: +1) (Legendary: +4)
Illusory Death (Heroic: I) (Legendary: III) Increases your caster level when casting illusion and necromancy spells.
Efficient Metamagic (Heroic: Empower I) (Legendary: Empower II)
Purple Augment

Mantle of Fury: Cloak

Constitution (Heroic: +6) (Legendary: +19)
Raging Resilience While Raged, +4 Rage bonus to Fortitude Saves.
Doublestrike (Heroic: +6) (Legendary: +22)
Dodge (Heroic: +6%) (Legendary: +19%)
Green Augment Slot

Reflective Bloodstone: Necklace

Illusion Focus (Heroic: +3) (Legendary: +8)
Insightful Illusion Focus (Heroic: +2) (Legendary: Quality +1)
Spell Penetration (Heroic: +3) (Legendary: +8)
Magical Sheltering (Heroic: +14) (Legendary: +50)
Blue Augment Slot

Adversion: Ring

Abjuration Focus (Heroic: +3) (Legendary: +8)
Insightful Abjuration Focus (Heroic: +2) (Legendary: +4)
(Heroic: This does not yet have a fourth effect but will!) (Legendary: +1)
Spell Penetration (Heroic: +3) (Legendary: +8)
Yellow Augment Slot

Summoner's Spectacles: Goggles

Conjuration Focus (Heroic: +3) (Legendary: +8)
Insightful Conjuration (Heroic: +2) (Legendary: Quality +1)
Spell Penetration (Heroic: +3) (Legendary: +8)
Quality Mystic Diversion (Heroic: +2%) (Legendary: +7%)
Green Augment Slot

Shadowhail Cloak: Cloak

Hide (Heroic: +12) (Legendary: +22)
Move Silently (Heroic: +12) (Legendary: +22)
Deception (Heroic: +4) (Legendary: +16)
Ghostly
Green Augment Slot

Cursebane Ring: Ring

Insightful Curse Resistance (Heroic: +2) (Legendary: +7)
Vitality (Heroic: +19) (Legendary: +67)
Quality Magical Sheltering (Heroic: +3) (Legendary: +12)
Deathblock
Green Augment

Scarlet Scale Cloak: Cloak

Breath Weapon Focus (Heroic: +3) (Legendary: +8)
Insightful Evocation Focus (Heroic: +2) (Legendary: +4)
Spellsight (Heroic: +12) (Legendary: +22)
Quality Constitution (Heroic: +1) (Legendary: +4)
Blue Augment Slot

Ward-Inscribed Pendant: Necklace

Quality Curse Resistance (Heroic: +1) (Legendary: +3)
Quality Will Saves (Heroic: +1) (Legendary: +3)
Constitution (Heroic: +6) (Legendary: +19)
This will have a fourth effect but does not currently!
Yellow Augment Slot

Knifepalm: Gloves

Assassinate (Heroic: +3) (Legendary: +9)
Bluff (Heroic: +12) (Legendary: +22)
Deadly (Heroic: +5) (Legendary: +16)
Insightful Diversion (Heroic: +4%) (Legendary: +15%)
Yellow Augment Slot






Herald of Dawn Set:

When 5 pieces are equipped:

You gain Immunity to all forms of Sleep and Fatigue so does being warforged, SR and high saves, and is fatigue is removed with a cheap potion.
Your weapons gain Ghost Touch nice, so does a few heroic and epic abilities, canith crafting, a mabar augment and several other pieces of gear besides weapons
You have Feather Falling this is something i wouldn't like on a perma basis, this is more of an item swap thing.
(Legendary: On damage or harmful spellcast: 2% chance to generate 1 Action Boost, Rallying Cry, Smite Evil, Turn Undead, and Bard Song (This can only trigger once per 100 seconds, and does not stack with Draconic Reinvigoration)


Symphonic Lenses: Goggles

Charisma (Heroic: +6) (Legendary: +19)
Perform (Heroic: +12) (Legendary: +22)
Anthem Slowly regenerate bard songs
Feat: Mobility
Blue Augment Slot

Negotiators Spectacles: Goggles

Linguistics 10%
Diplomacy (Heroic: +12) (Legendary: +22)
Quality Diplomacy (Heroic: +3) (Legendary: +5)
Subtle Target Once per minute, when you use Diplomacy, you gain a -100% Profane bonus to threat generation with weapon strikes for 20 seconds.
Green Augment Slot

Flightfoot Greaves: Boots

Freedom of Movement
Speed (Heroic: +15%) (Legendary: +30%)
Natural Armor Bonus (Heroic: +6) (Legendary: +19)
Reflex Saves (Heroic: +5) (Legendary: +16)
Yellow Augment Slot

Dawn's Herald-Charm: Trinket

Wisdom (Heroic: +6) (Legendary: +19)
Insightful Faith An item with this quality assists only wearers who have the ability to turn undead. Insightful Faith items provide Insight Bonuses to the owner's effective level for the turning check by +2, their maximum Hit Dice turned by +2, and their total Hit Dice turned by +4
Sacred An item with this quality assists only wearers who have the ability to turn undead. Sacred items increase the owner's effective level for the turning check by +2.
Hallowed An item with this quality assists only wearers who have the ability to turn undead. Hallowed items increase the maximum Hit Dice of undead turned by +2.
Yellow Augment Slot

Cursebane Focus: Trinket

Curse Resistance (Heroic: +5) (Legendary: +16)
Insightful Will Saves (Heroic: +2) (Legendary: +7)
Magical Sheltering (Heroic: +14) (Legendary: +50)
Spell Saves (Heroic: +5) (Legendary: +16)
Green Augment Slot

Warsword Shield: Small Shield

Sheltering (Heroic: +14) (Legendary: +50)
Insightful Magical Sheltering (Heroic: +6) (Legendary: +24)
Incite (Heroic: +19%) (Legendary: +59%)
Riposte (Heroic: +2) (Legendary: +9)
Orange Augment Slot

Silverthread Cloak: Cloak

Wisdom (Heroic: +6) (Legendary: +19)
Insightful Evocation Focus (Heroic: +2) (Legendary: +4)
Fortification (Heroic: +77%) (Legendary: +202%)
Physical Sheltering (Heroic: +14) (Legendary: +50)
Yellow Augment Slot

Ring of Nightfall: Ring

Insightful Intelligence (Heroic: +2) (Legendary: +9)
Insightful Deadly (Heroic: +2) (Legendary: +7)
Reflex Saves (Heroic: +5) (Legendary: +16)
Physical Sheltering (Heroic: +14) (Legendary: +50)
Green Augment Slot

Phasecloak: Cloak

Intelligence (Heroic: +6) (Legendary: +19)
Evocation Focus (Heroic: +3) (Legendary: +8)
Quality Intelligence (Heroic: +1) (Legendary: +4)
Wizardry (Heroic: +112) (Legendary: +412)
Yellow Augment Slot

Bracers of the Fallen Hero: Bracers

Strength (Heroic: +6) (Legendary: +19)
Insightful Constitution (Heroic: +2) (Legendary: +9)
Stunning (Heroic: +6) (Legendary: +22)
Quality Physical Sheltering (Heroic: +3) (Legendary: +12)
Green Augment Slot

Twishallow Cloak: Cloak

Transmutation Focus (Heroic: +3) (Legendary: +8)
(Heroic: This does not currently have a fourth effect but will!) (Legendary: Quality Transmutation Focus +1)
Spell Penetration (Heroic: +3) (Legendary: +8)
Natural Armor Bonus (Heroic: +6) (Legendary: +19)
Blue Augment Slot

Shadowsole Footsteps: Boots

Dexterity (Heroic: +6) (Legendary: +19)
Insightful Dodge (Heroic: +2%) (Legendary: +9%)
Seeker (Heroic: +6) (Legendary: +19)
Accuracy (Heroic: +9) (Legendary: +31)
Yellow Augment Slot

The Best Defense: Large Shield

Fiery (Heroic: 3d6) (Legendary: 9d6)
Shield Bashing (Heroic: +9) (Legendary: +31)
Impact (Heroic: I) (Legendary: V)
(Heroic: Vorpal) (Legendary: Sovereign Vorpal)
Purple Augment Slot

Kindred Pendant: Necklace

Charisma (Heroic: +6) (Legendary: +19)
Enchantment Focus (Heroic: +3) (Legendary: +8)
Feat: Augment Summoning
This will have a fourth effect but does not yet!
Yellow Augment Slot

Crumbling Gloves: Gloves

Insightful Dexterity (Heroic: +2) (Legendary: +9)
Quality Intelligence (Heroic: +1) (Legendary: +4)
Shatter (Heroic: +6) (Legendary: +22)
Insightful Physical Sheltering (Heroic: +6) (Legendary: +24)
Blue Augment Slot

Garstone's Lenses: Goggles

Insightful Rune Arm Focus (Heroic: +2) (Legendary: +4)
Auto-Repair This item has a small percentage chance to cast a (Heroic: Repair Moderate Damage) (Legendary: Reconstruct) spell on you when you take damage.
Magnetism (Heroic: +77) (Legendary: +202)
Devotion (Heroic: +77) (Legendary: +202)
Blue Augment Slot

Softsole Slippers: Boots

Anthem Slowly regenerate Bard songs.
Perform (Heroic: +12) (Legendary: +22)
Insightful Charisma (Heroic: +2) (Legendary: +9)
This will have a fourth effect but does not yet!
Green Augment Slot

Van Richten's Cane: Buckler

Stunning (Heroic: +6) (Legendary: +22)
Riposte (Heroic: +2) (Legendary: +9)
Shield Bashing (Heroic: +9) (Legendary: +31)
Undead Bane (Heroic: 3d10) (Legendary: 9d10)
Silver, Alchemical

Feargaze: Goggles

Linguistics 10%
Intimidate (Heroic: +12) (Legendary: +22)
Quality Intimidate (Heroic: +3) (Legendary: +5)
This will have a fourth effect but does not yet!
Green Augment Slot

Mirrorplate Tower: Tower Shield

Spell Saves (Heroic: +5) (Legendary: +16)
Quality Magical Sheltering (Heroic: +3) (Legendary: +12)
Block Elements On Shield Block: Gain 15% damage absorption versus acid, cold, electric, fire, and sonic damage.
Mirror Shield This highly polished shield has highly reflective qualities. While actively blocking, you gain +50 Insight bonus to Magical Resistance Rating.
Purple Augment Slot



So, a roguish set that adds a +30 to a set of skills, whats the highest profane skill bonus these days?
and a of caster ish meh set?


All Heroic Items are Minimum Level 10.
All Legendary Items are Minimum Level 29.
Pink Text are effects exclusive to the Heroic Variant
Orange text are effects exclusive to the Legendary variant.

Anchorite Set:

When 2 pieces are equipped:

You benefit from the Mobile Spellcasting feat, allowing you to cast spells without a penalty to your movement speed.
(Legendary: Whenever you cast a friendly spell, you have a chance of healing all allies near the target for a moderate amount (this does not stack with Dragon's Blessing))


Barovian Nobles Regalia: Clothing

Exceptional Universal Spell Lore (Heroic: +3%) (Legendary: +10%)
Exceptional Universal Spell Power (Heroic: +8) (Legendary: +20)
Fortification (Heroic: +77%) (Legendary: +202%)
Shield Bonus to Armor Class (Heroic: +6) (Legendary: +19)
Green Augment Slot

Deathwarden: Ring

Deathblock
Healing Lore (Heroic: +11%) (Legendary: +29%)
Efficient Metamagic [COLOR="#DDA0DD"](Heroic: Empower Healing I) (Legendary: Empower Healing II)
Exceptional Devotion (Heroic: +10) (Legendary: +10)
Blue Augment Slot

Skulled Ring: Ring

Necromancy Focus (Heroic: +3) (Legendary: +8)
(Heroic: This does not yet have a fourth effect but will!) (Legendary: Quality Necromancy Focus +1)
Wizardry (Heroic: +112) (Legendary: +412)
Exceptional Nullification (Heroic: +10) (Legendary: +10)
Green Augment Slot

Silverthread Belt: Belt

Devotion (Heroic: +77) (Legendary: +202)
Nullification (Heroic: +77) (Legendary: +202)
Healing Lore (Heroic: +11%) (Legendary: +29%)
Void Lore (Heroic: +11%) (Legendary: +29%)
Blue Augment Slot




A 2 piece spell caster set, got it

Silent Avenger Set:

When 2 pieces are equipped:

You gain the effects of (Heroic: Blur) (Legendary: Displacement)
You use your Dexterity for your Will saving throws
You have a -30% Artifact bonus to your threat generation with weapon attacks.


Mist-laden Vestment: Light Armor

Fortification (Heroic: +77%) (Legendary: +202%)
Parrying (Heroic: +2) (Legendary: +9)
Physical Sheltering (Heroic: +14) (Legendary: +50)
Insightful Resistance (Heroic: +2) (Legendary: +7)
Green Augment Slot

Braided Cutcord: Belt

Quality Dodge (Heroic: +1%) (Legendary: +4%)
Blurry
Deathblock
Diversion (Heroic: +9%) (Legendary: +31%)
Green Augment Slot



Cute ranger/rogue set, got it

Crypt Raider Set:

When 2 pieces are equipped:

You gain +# Artifact bonus to hit, damage, and saves vs. Evil creatures
You gain (Heroic: +5) (Legendary +10) Artifact bonus to Melee and Ranged Power
You gain a -20% Artifact bonus to your threat generation with weapon attacks.


Rune -Sigiled Belt: Belt

Fortitude (Heroic: +5) (Legendary: +16)
Quality Fortitude (Heroic: +1) (Legendary: +3)
Spell Saves (Heroic: +5) (Legendary: +16)
Protection from Evil
Blue Augment Slot

Coat of the Traveler: Medium Armor

Fortification (Heroic: +77%) (Legendary: +202%)
Parrying (Heroic: +2) (Legendary: +9)
Physical Sheltering (Heroic: +14) (Legendary: +50)
Insightful Resistance (Heroic: +2) (Legendary: +7)
Blue Augment Slot

Plateshard Belt: Belt

Fortitude (Heroic: +5) (Legendary: +16)
Quality Fortitude (Heroic: +1) (Legendary: +3)
Spell Saves (Heroic: +5) (Legendary: +16)
This will have a fourth effect but does not currently!
Yellow Augment Slot




protection from evil? isn't that broken for years now? or was it just the potions?
Does ins spell resistance add up to a usefull number for a non drow/deep gnome? isn't it just a waste of a enh slot at this point?
So, who is this intended for? a barb? why does a barb need fortitude and quality fortitude? why not change this to +19 con and insightful con 9?
Ass a forth effect, why not add in 20% hp (not stacking with fighter/paladin/warlock stance) bonus to hp when greater/might raging? (lv 11/20 barb)
But honestly, this looks more like a burst lock and melee arty set, or a joke set.

Beacon of Magic Set:

When 2 pieces are equipped:

You gain a (Heroic: +10) (Legendary +25) Artifact bonus to Universal Spell Power


Blightstone Core: Docent

Exceptional Universal Spell Lore (Heroic: +3%) (Legendary: +3)
Exceptional Universal Spell Power (Heroic: +8) (Legendary: +8)
Fortification (Heroic: +77%) (Legendary: +202%)
Shield Bonus to AC (Heroic: +6) (Legendary: +19)
Green Augment Slot

Burnscar Sash: Belt

Corrosion (Heroic: +77) (Legendary: +202)
Combustion (Heroic: +77) (Legendary: +202)
Acid Lore (Heroic: +11%) (Legendary: +29%)
Fire Lore (Heroic: +11%) (Legendary: +29%)
Green Augment Slot

Thrummingspark Cord: Belt

Magnetism (Heroic: +77) (Legendary: +202)
Glaciation (Heroic: +77) (Legendary: +202)
Lightning Lore (Heroic: +11%) (Legendary: +29%)
Ice Lore (Heroic: +11%) (Legendary: +29%)
Yellow Augment Slot




Another caster set, elemental style, got it


Knight of the Shadows Set:

When 2 pieces are equipped:

You gain a (Heroic: +10) (Legendary +20) Artifact bonus to Physical and Magical Resistance Ratings
You gain a +50% Artifact bonus to threat generation with weapon attacks


Vistani Fighter's Sash: Belt

Stunning (Heroic: +6) (Legendary: +22)
Vertigo (Heroic: +6) (Legendary: +22)
Vitality (Heroic: +19) (Legendary: +67)
Deadly (Heroic: +5) (Deadly: +16)
Yellow Augment Slot

Platemail of the Barovian Lord: Heavy Armor

Fortification (Heroic: +77%) (Legendary: +202%)
Parrying (Heroic: +2) (Legendary: +9)
Physical Sheltering (Heroic: +14) (Legendary: +50)
Insightful Resistance (Heroic: +2) (Legendary: +7)
Blue Augment Slot




A decent tank set (wich should have come with a medium armor too) but what good is the 50% thread gen, when melees are getting hit for too much damage as it is in LE and reaper?


All Heroic Items are Minimum Level 10.
All Legendary Items are Minimum Level 29.
Pink Text are effects exclusive to the Heroic Variant
Orange text are effects exclusive to the Legendary variant.

Not in a set:




Blightpurge: Rune Arm

Exploding Fire Shot Fires an explosive ball of flame that damages your enemies. Opponents struck by the fireball receive a Reflex save for half damage.
Combustion (Heroic: +77) (Legendary: +202)
Quality Combustion (Heroic: +23) (Legendary: +45)
Fore Lore (Heroic: +14%) (Legendary: +27%)
Tira's Splendor Any weapon you wield becomes able to bypass silver damage reduction
Rune Arm Imbue: Fire (Heroic: IV) (Legendary: VI)
Green Augment Slot

Suppressive Fire: Rune Arm

Exploding Cannon Shot Fires a conjured stone projectile that explodes when it strikes an enemy or object. Opponents in the blast radius take both bludgeoning and fire damage.
Combustion (Heroic: +77) (Legendary: +202)
Immunity to Fear
Fire Resistance (Heroic: +29) (Legendary: +68)
Tira's Splendor Any weapon you wield becomes able to bypass silver damage reduction
Rune Arm Imbue: Fire (Heroic: IV) (Legendary: VI)
Green Augment Slot

Dreadcursed Defender: Iron Defender Armor

Fortification (Heroic: +77%) (Legendary: +202%)
Physical Sheltering (Heroic: +14) (Legendary: +50)
Vitality (Heroic: +19) (Legendary: +67)
Don't Count Me Out! Your range of unconciousness extends by 400 hitpoints.
Blue Augment Slot

Kindred Spirit: Pet Collar

Foritification (Heroic: +77%) (Legendary: +202%)
Physical Sheltering (Heroic: +14) (Legendary: +50)
Vitality (Heroic: +19) (Legendary: +67)
Don't Count Me Out! Your range of unconciousness extends by 400 hitpoints.
This does not have an Augment Slot yet but will!




More stuff for a class that never needed it, are the devs playing arties exclusively?


Weapons:


Heroic: Minimum level 10

Barovian's (One of each weapon type)

Silver, Alchemical
Keen I
Undead Bane 3d10
Maiming 3

Macabre's (One of each weapon type)

Mother Night's Embrace This weapon is unholy and imbued by one of the two dieties of Barovia - the Mother Night. This weapon is evil, dealing an additional 3d6 evil damage on each hit.
Human Bane 3d10
Doublestrike +6
Deception +4



Legendary: Minimum Level 29

Morninglord's (One of each weapon type)

Silver, Alchemical
Keen V
Sovereign Disruption On hit: 4 to 24 Bane damage to Undead. On Vorpal Hit: If undead struck by this weapon has fewer than 300 Hit Points, it is instantly slain. If the Undead has above 3000 Hit Points, it takes 300 damage.
Greater Maiming

Nightmother's (One of each weapon type)

Mother Night's Embrace This weapon is unholy and imbued by one of the two dieties of Barovia - the Mother Night. This weapon is evil, dealing an additional 9d6 evil damage on each hit.
Human Bane 9d10
Doublestrike +22
Deception +16




I'm beginning to think all this loot resembles the Motu beginners gear (the faction sets in evening star), something meant to give the noobs and newbs a start up.
they come over as terribly weak in some cases, op for others. Then i read your initial post ad saw this was the quest loot.

Next time, please remember people like to play 2hf toons too, most of these sets are terrible for 2hf fighters and barbs.
Melees are suffering due to the design decisions of the dev team concerning LE (raids), when you guys came up with Reaper mode, (real 2hf) melees were thrown under the bus because they couldn't exploit the system by going ranged (the lack of server population didn't help either but that's another discussion).
Please throw us a bone here, i'm already forced to make sacrifices to tank and heal besides doing dps because the player population is so low, not getting any good gear to deal with an already overly badly balanced content while dealing with a broken melee class isn't a lot of fun.

Nachomammashouse
11-08-2017, 11:18 AM
Any heroic item with fortification 77% at level 10 is not enough. I recommend changing to 100% or remove and replace with an extra blue slot so we can just add our own heavy fort augment, which is level 8. Or better yet, pre-slot it for us. I understand that 77% fortification corresponds to what is available on random loot and cannith crafting at that level, but with 100% fortification available to us as a level 8 augment, any gear with less than that at this point is silly, inadequate for our needs, and provides little value to the loot.

Thar
11-08-2017, 11:47 AM
Cursory glance through the list for new effects:

Soul of the Elements While you are centered, this item grants you a bonus depending on your current monk stance.
Illusory Death (Heroic: I) (Legendary: III) Increases your caster level when casting illusion and necromancy spells.
Druidic Stoneshape While in Wild Shape, you receive a Primal bonus to PRR equal to half the number of Wilderness Lore feats you have.
Subtle Target Once per minute, when you use Diplomacy, you gain a -100% Profane bonus to threat generation with weapon strikes for 20 seconds.
Block Elements On Shield Block: Gain 15% damage absorption versus acid, cold, electric, fire, and sonic damage.
Mirror Shield This highly polished shield has highly reflective qualities. While actively blocking, you gain +50 Insight bonus to Magical Resistance Rating.
Don't Count Me Out! Your range of unconciousness extends by 400 hitpoints.


There are some others that I’m pretty sure are new but don’t want to be wrong about while on my phone at home. Regardless, that list (I believe) is all new. And, please remember that this list does not include the Raid loot which is where the weirder stuff tends to go. There may or may not be things like a scepter that cycles through different elements and a deck of throwing cards that has randomized fortunes when it hits enemies amongst the Raid loot.

There are a signifigant amount of new item effects in the total Ravenloft loot scheme. I know because it’s a mountain of testing that I am about to finally jump into.

not saying these are not useful or intriguing but some are either similar to current rare items or epic destiny enhancements. Where are the strange things like torc sp effect, bauble, docent of defiance, abbott gear? I think the way it was stated was that ravenloft would have a lot of more unique items vs the increase max stats a point. most of the items seem to have a similar focus for a class or build. ie no melee and caster items on the same item. so at first look seems ok, just not wow. The armors seems weak compared to current options stand alone so the set bonus makes them maybe compariable.

Akoriv
11-08-2017, 11:49 AM
Sorry if this has been mentioned already but doesn't Parry give Insightful resistance (& insightful AC)?
Isn't having Parry and Insightful Resistance redundant?
Or do they stack?

Yes, Parry gives an Insightful Resistance bonus
NO, these would NOT stack. The last time I checked both are still typed as "Insight" bonuses and do not stack.

Iriale
11-08-2017, 11:56 AM
I'm not a fan of giving Displacement as a permanent bonus. It is a spell of short duration, and it should mean something to have it as a spell. They should be clikies, but not something permanent.

Jetrule
11-08-2017, 11:56 AM
Wish List

1) I would love to see one of the weapons made into a named scythe. Like the one held by the npc in the harbor and by zombie shepards ect. Even if it is just a different great axe cosmetic. Though ideally It should be a 2d4 base damage 20x4 crit profile slashing and piercing weapon. Using it provides a -5 -10 charisma skills debuff..

2) A on hit bestow curse effect with stacking debuff and dot. Perhaps with a evil damage feedback to the weilder when the curse goes off. Or debufs similar to various champion effects and debuffs. This could be added to any weapon.

3) A Item that adds dodge and max dodge instead of one of the quality dodges. Perhaps on the belt that provides blur remove that and replace woith 5 heroic and 10 epic dodge and max dodge. The set bonus gives displace anyway. For a downside let it reduce prr by 15/30

4) Flight foot greaves needs 30% move speed heroic and break the ceiling 40% move speed legendary. Remove the reflex save. with a effect that removes fear immunity...

5) Shadow Knight armor set needs to provide wraith form shadow form or vampire form feat for a limited time with appropriate cooldown. Let it do roting damage like jibbers blade while undead form is active, or it removes death immunity when worn in normal form.

Think outside the box and move away from the spread sheet on some of these items. Think flavor that wows! Items from Ravenloft should not just be super powered loot upgrades on generic abilities. They should have unique benefits and drawbacks. Curses and things that remove deathmagic and fear or blindness immunities. Does it give incredible threat decrease and diplomacy bonuses? Then let it have a -5 / -10 drawback for intim and bluff and haggle. Doese it have a incredible efficacy against the undead, allowing every turning bonus? then let it come with a -15/-30 spellpower debuff or it buffs undead who make the saving throw with rage bonuses. as the dark powers wouldn't allow its existence without cost.. Every boon in Ravenloft comes with a price.

Qhualor
11-08-2017, 12:09 PM
So, you try wear this new stuff with 15% Speed really? It give only 15% run speed without any alacrity or?

As the boots are now, it's nothing more than a swappable item for FoM. Other than that, no I wouldn't wear them all the time or want them for the set bonus. There is more wrong with those boots than the Speed.

Cantor
11-08-2017, 12:28 PM
"It'd be nice if Warforged and Bladeforged had access to this set" is definitely valid and useful feedback.



Similarly beacon of magic is forged only.

cru121
11-08-2017, 12:30 PM
As the boots are now, it's nothing more than a swappable item for FoM.

Non-raid FoM boots, BtA, ML10 - that's excellent stuff. Yes, if they had a bunch of other extremely useful enchantments, they'd be even stronger. But for me they are good enough.

Thrudh
11-08-2017, 12:37 PM
Here's some feedback:




Anchorite Set:

When 2 pieces are equipped:

You benefit from the Mobile Spellcasting feat, allowing you to cast spells without a penalty to your movement speed.
(Legendary: Whenever you cast a friendly spell, you have a chance of healing all allies near the target for a moderate amount (this does not stack with Dragon's Blessing))


Barovian Nobles Regalia: Clothing

Exceptional Universal Spell Lore (Heroic: +3%) (Legendary: +10%)
Exceptional Universal Spell Power (Heroic: +8) (Legendary: +20)
Fortification (Heroic: +77%) (Legendary: +202%)
Shield Bonus to Armor Class (Heroic: +6) (Legendary: +19)
Green Augment Slot

Deathwarden: Ring

Deathblock
Healing Lore (Heroic: +11%) (Legendary: +29%)
Efficient Metamagic (Heroic: Empower Healing I) (Legendary: Empower Healing II)
Exceptional Devotion (Heroic: +10) (Legendary: +10)
Blue Augment Slot

Skulled Ring: Ring

Necromancy Focus (Heroic: +3) (Legendary: +8)
(Heroic: This does not yet have a fourth effect but will!) (Legendary: Quality Necromancy Focus +1)
Wizardry (Heroic: +112) (Legendary: +412)
Exceptional Nullification (Heroic: +10) (Legendary: +10)
Green Augment Slot

Silverthread Belt: Belt

Devotion (Heroic: +77) (Legendary: +202)
Nullification (Heroic: +77) (Legendary: +202)
Healing Lore (Heroic: +11%) (Legendary: +29%)
Void Lore (Heroic: +11%) (Legendary: +29%)
Blue Augment Slot





These are very nice items. I like that both healers and necro casters have options here. Might be nice if there were options for other spell schools as well.



Silent Avenger Set:

When 2 pieces are equipped:

You gain the effects of (Heroic: Blur) (Legendary: Displacement)
You use your Dexterity for your Will saving throws
You have a -30% Artifact bonus to your threat generation with weapon attacks.


Mist-laden Vestment: Light Armor

Fortification (Heroic: +77%) (Legendary: +202%)
Parrying (Heroic: +2) (Legendary: +9)
Physical Sheltering (Heroic: +14) (Legendary: +50)
Insightful Resistance (Heroic: +2) (Legendary: +7)
Green Augment Slot

Braided Cutcord: Belt

Quality Dodge (Heroic: +1%) (Legendary: +4%)
Blurry
Deathblock
Diversion (Heroic: +9%) (Legendary: +31%)
Green Augment Slot



These items seem very underwhelming. That belt offers almost nothing. Deathblock can be placed in any augment slot. Blurry is part of the set bonus. Dodge bonus is small, and may not be useful since Max Dodge isn't raised. The armor seems weak too. Do Parrying and Insightful Resistance stack now? If so, that makes it somewhat decent. My Dex-based evasion character would possibly go for that armor if they stacked. The set bonus would be nice too to bump up my Will save super high, but the belt is so worthless, I'm not sure it's worth the set bonus.





Crypt Raider Set:

When 2 pieces are equipped:

You gain +# Artifact bonus to hit, damage, and saves vs. Evil creatures
You gain (Heroic: +5) (Legendary +10) Artifact bonus to Melee and Ranged Power
You gain a -20% Artifact bonus to your threat generation with weapon attacks.


Rune -Sigiled Belt: Belt

Fortitude (Heroic: +5) (Legendary: +16)
Quality Fortitude (Heroic: +1) (Legendary: +3)
Spell Saves (Heroic: +5) (Legendary: +16)
Protection from Evil
Blue Augment Slot

Coat of the Traveler: Medium Armor

Fortification (Heroic: +77%) (Legendary: +202%)
Parrying (Heroic: +2) (Legendary: +9)
Physical Sheltering (Heroic: +14) (Legendary: +50)
Insightful Resistance (Heroic: +2) (Legendary: +7)
Blue Augment Slot

Plateshard Belt: Belt

Fortitude (Heroic: +5) (Legendary: +16)
Quality Fortitude (Heroic: +1) (Legendary: +3)
Spell Saves (Heroic: +5) (Legendary: +16)
This will have a fourth effect but does not currently!
Yellow Augment Slot




Same question about the armor. Does parrying and insightful resistance stack now? These belts are somewhat better, but why are they almost exactly the same? If you're going to make two of the same item, put them in two different slots. Also, I understand why you only put Physical Sheltering on light armor, but medium and heavy armor should have Sheltering.




Beacon of Magic Set:

When 2 pieces are equipped:

You gain a (Heroic: +10) (Legendary +25) Artifact bonus to Universal Spell Power


Blightstone Core: Docent

Exceptional Universal Spell Lore (Heroic: +3%) (Legendary: +3)
Exceptional Universal Spell Power (Heroic: +8) (Legendary: +8)
Fortification (Heroic: +77%) (Legendary: +202%)
Shield Bonus to AC (Heroic: +6) (Legendary: +19)
Green Augment Slot

Burnscar Sash: Belt

Corrosion (Heroic: +77) (Legendary: +202)
Combustion (Heroic: +77) (Legendary: +202)
Acid Lore (Heroic: +11%) (Legendary: +29%)
Fire Lore (Heroic: +11%) (Legendary: +29%)
Green Augment Slot

Thrummingspark Cord: Belt

Magnetism (Heroic: +77) (Legendary: +202)
Glaciation (Heroic: +77) (Legendary: +202)
Lightning Lore (Heroic: +11%) (Legendary: +29%)
Ice Lore (Heroic: +11%) (Legendary: +29%)
Yellow Augment Slot




These are good items, and set bonus is good. I wish there was a robe option. Great DPS caster stuff, and this time it's the right thing to do to build two belts, so a caster has to choose.




Knight of the Shadows Set:

When 2 pieces are equipped:

You gain a (Heroic: +10) (Legendary +20) Artifact bonus to Physical and Magical Resistance Ratings
You gain a +50% Artifact bonus to threat generation with weapon attacks


Vistani Fighter's Sash: Belt

Stunning (Heroic: +6) (Legendary: +22)
Vertigo (Heroic: +6) (Legendary: +22)
Vitality (Heroic: +19) (Legendary: +67)
Deadly (Heroic: +5) (Deadly: +16)
Yellow Augment Slot

Platemail of the Barovian Lord: Heavy Armor

Fortification (Heroic: +77%) (Legendary: +202%)
Parrying (Heroic: +2) (Legendary: +9)
Physical Sheltering (Heroic: +14) (Legendary: +50)
Insightful Resistance (Heroic: +2) (Legendary: +7)
Blue Augment Slot




I like this set a lot as well. Love that belt for a tactics character. Same questions about the armor about the stacking of parrying and insightful resistances, and I do think that Sheltering (not just Physical Sheltering) should be offered on heavy and medium armors, since the character is giving up evasion.

Thrudh
11-08-2017, 12:42 PM
I dunno, I quite liked that one. I mean, who takes that feat? Anyone? Not that I know of. But I think it is actually a neat feature to include as an item effect. QoL upgrade for being able to run about whilst throwing those long cast time spells, avoiding hits and the need for concentration checks? That's valuable. Its just not valuable enough on feat starved casters because of the need for all the spell pen/focus feats you are pretty much obliged to take.

Yes, I agree with this. Putting feats on items can be a good bonus.

Thrudh
11-08-2017, 12:52 PM
I'm not a fan of giving Displacement as a permanent bonus. It is a spell of short duration, and it should mean something to have it as a spell. They should be clikies, but not something permanent.

I agree with this, even though I'd love to have permanent displacement item. But it should be a clickable only.

JOTMON
11-08-2017, 12:55 PM
I'm not a fan of giving Displacement as a permanent bonus. It is a spell of short duration, and it should mean something to have it as a spell. They should be clikies, but not something permanent.

We already have the clickies from the heroic levels..
isn't that the point of trading up at higher levels.. move a way from level 11 clickies and equipping longer duration or permanent items...

as we head into the endgame gear we are looking to eliminate the need of dragging along our old heroic items and replacing them with better Epic items..




Any heroic item with fortification 77% at level 10 is not enough. I recommend changing to 100% or remove and replace with an extra blue slot so we can just add our own heavy fort augment, which is level 8. Or better yet, pre-slot it for us. I understand that 77% fortification corresponds to what is available on random loot and cannith crafting at that level, but with 100% fortification available to us as a level 8 augment, any gear with less than that at this point is silly, inadequate for our needs, and provides little value to the loot.

I would have expected to see more of these items utilizing insightful/quality bonuses within the sets.. this way we could augment the fort and add the stacking bonuses from different bonus types.

Cantor
11-08-2017, 12:56 PM
Wish List

1) I would love to see one of the weapons made into a named scythe. Like the one held by the npc in the harbor and by zombie shepards ect. Even if it is just a different great axe cosmetic. Though ideally It should be a 2d4 base damage 20x4 crit profile slashing and piercing weapon. Using it provides a -5 -10 charisma skills debuff..

2) A on hit bestow curse effect with stacking debuff and dot. Perhaps with a evil damage feedback to the weilder when the curse goes off. Or debufs similar to various champion effects and debuffs. This could be added to any weapon.

3) A Item that adds dodge and max dodge instead of one of the quality dodges. Perhaps on the belt that provides blur remove that and replace woith 5 heroic and 10 epic dodge and max dodge. The set bonus gives displace anyway. For a downside let it reduce prr by 15/30

4) Flight foot greaves needs 30% move speed heroic and break the ceiling 40% move speed legendary. Remove the reflex save. with a effect that removes fear immunity...

5) Shadow Knight armor set needs to provide wraith form shadow form or vampire form feat for a limited time with appropriate cooldown. Let it do roting damage like jibbers blade while undead form is active, or it removes death immunity when worn in normal form.

Think outside the box and move away from the spread sheet on some of these items. Think flavor that wows! Items from Ravenloft should not just be super powered loot upgrades on generic abilities. They should have unique benefits and drawbacks. Curses and things that remove deathmagic and fear or blindness immunities. Does it give incredible threat decrease and diplomacy bonuses? Then let it have a -5 / -10 drawback for intim and bluff and haggle. Doese it have a incredible efficacy against the undead, allowing every turning bonus? then let it come with a -15/-30 spellpower debuff or it buffs undead who make the saving throw with rage bonuses. as the dark powers wouldn't allow its existence without cost.. Every boon in Ravenloft comes with a price.
I like 2,3,4 but for 1 I see where you are going, but - cha skills on a 2hnd weapon is nothing but a lag booster as you have to swap it off to scroll anyway.

WetWip
11-08-2017, 01:01 PM
Feedback from a tank perspective as I like to tank and I still dream of making an effective Druid Bear Tank.
I am really excited about the possibility of Lore-Fueled Packbanner and the Druidic Stoneshape.

The Primal bonus to PRR equal to half the number of Wilderness Lore feats is not that strong by itself and could probably stand to be full number instead of half. Keep in mind a Druid animal can not take many of the nice new Aasimar enhancements including the PRR bonuses. This is a good place to give Druid animals a little extra love.

Consider adding to it:
- When Bear you receive a Profane bonus to Intimidate equal to the number of Wilderness Lore feats you have
- When Wolf you receive a Profane bonus to hide and move silently equal to the number of Wilderness Lore feats you have

This is consistent with the Bear/Wolf themes and will help without being overpowered given there is no way for a Druid to increase these skills in their trees.


Overall there is not a lot to get excited about for a tank. I logged onto Lam with a capped tank and looked at all the items - I didn't find one that made me overall better. Sure - there are a few stat increases but swapping that gear in left huge holes from what was removed so overall the slightly better stats don't overcome what is lost.

There is a lot of threat mitigation but not much to increase threat. The only item with "Incite" is a small shield. I don't get this at all as a tank using a small shield is a very niche build. The set bonus with threat gen requires you to use heavy armor and belt does not do much if you are not a tactics (Dire Charge) build.

There are no Protection/Deflection AC items or interesting buffs to AC.

The Adherent of the Mists Set +30 Intim is very interesting, especially for a Druid Bear that gets to no enhancements to increase intim. But looking over the items in the set - there are at most 3 items that even make sense for a tank to equip so I don't see how you could ever justify getting to 5 for the bonus.

Knight of the Shadows Set is the oblivious defense/tank set but requires you to use the only two items in the set. If you are a tactics heavy armor build you could work these items in, as a medium armor, non-tactics tank build it does not fit. Also, I equipped both of these items and did not receive the set bonus.

It would be nice if there were items with Ghostly and Healing Amp. Something more unique like an ability to increase max armor dex bonus would be really nice.

Overall if I was a caster or an Arti I would likely be pretty excited about this loot. As a melee tank there is not much that currently excites me.

Carpone
11-08-2017, 01:03 PM
I'm not a fan of giving Displacement as a permanent bonus. It is a spell of short duration, and it should mean something to have it as a spell. They should be clikies, but not something permanent.
It's only applicable to rangers, artificers and rogues, since it's light armor. Any reason to get more melee into higher quest difficulties where they get one-shot today gets a thumbs up from me.

JOTMON
11-08-2017, 01:06 PM
"It'd be nice if Warforged and Bladeforged had access to this set" is definitely valid and useful feedback.



Would be nice to see a feat added for the forged body choices..


WF/BF body type choices..

They may not be humanoid but they were formed/molded to look like them..
add the body type choice for the WF/BF to select a body mold type that allows them to wear armor like fleshies instead of docents
http://eberronunlimited.wikidot.com/feat:unarmored-body

Feat: Unarmored Body
Your body is crafted without its normal layer of armor, trading off physical strength for magical potential.
Prerequisites: Warforged/Bladeforged, 1st level only.
Benefit: You lose the normal +2 armor bonus and light fortification common to warforged characters, but you have no inherent chance of arcane spell failure and can wear armor or magic robes and gain their full effects.
Special: Unlike most feats, this feat must be taken at 1st level, during character creation. If you later select any warforged feat that grants or adjusts an armor bonus or damage reduction, you lose this feat and all its effects.


would alleviate the issues of docents never quite matching up to the available armors..

ThomasHunter
11-08-2017, 01:14 PM
I noticed a docent for Iron Defenders. Could we have a leather or hide armor for wolf pets?

Thanks!

SpartanKiller13
11-08-2017, 01:21 PM
Shadowhail Cloak: Cloak

A ML10 Cloak of Invisibility that's BTA (Cloak of Invisibility is BTC) and has Deception instead of the invisibility clickie? *swoon*

I like my invisi clicky, so I'll keep my Cloak of Invisibility lol. Bind status matters very little to me, I mostly play one main.

I keep reading this as Shado-Whale. Ninja sploosh, ya'know.

I really liked a few items so far, but mostly I figure it'll be cool if I get it but if not whatever. I expect the fun goodies to be raid gear anyway.

Comments:


Adherent of the Mists Set:
Your weapons gain Vampirism

Is this the 1d2/2 seconds thing that was made useless by Reaper? Please at least make it 5d2/10 seconds, that way it'll be a non-zero heal. Basically the same outside of Reaper.


Keylock Ring: Ring

Disable Device (Heroic: +12) (Legendary: +22)
Open Lock (Heroic: +12) (Legendary: +22)
Search (Heroic: +12) (Legendary: +22)
Spot (Heroic: +12) (Legendary: +22)


Fantastic! This item makes me interested in trapping again (been a few years since I tried last). I'm super happy to have a single swap item for trapping.

Saves me from having to craft any trapping items before like lvl 15, so I can probably be viable 1-20 with only crafting ~2 pieces of gear :D


Blurfingered Gloves: Gloves

Feat: Quick Draw
Lesser Displacement


Lesser Displacement at ML10 makes this a must-have item for most melees (IMO). Kind of awkward to slot for only one effect, although Quick Draw could be nice I guess.


Perfect Pinnacle: Ring

Reinforced Fists This item surrounds your fists with kinetic energy. Your unarmed damage is boosted by (Heroic: one half die) (Legendary: One Die).
Deadly (Heroic: +5) (Legendary: +16)
Stunning (Heroic: +6) (Legendary: +22)
Concentration (Heroic: +12) (Legendary: +22)
Soul of the Elements While you are centered, this item grants you a bonus depending on your current monk stance.


Seems like a perfect Monk item :D if only I played monks :P


Adversion: Ring

Abjuration Focus (Heroic: +3) (Legendary: +8)
Insightful Abjuration Focus (Heroic: +2) (Legendary: +4)


Please consider something more useful instead of Abjuration Focus - Abjuration is defensive by design, and really doesn't have DC casting - maybe a CL/MCL bonus on Abjuration (cool for like Stoneskin, and durations of effects)?


Flightfoot Greaves: Boots

Freedom of Movement
Speed (Heroic: +15%) (Legendary: +30%)


FoM boots, I definitely like. Speed seems pretty low, but that's been mentioned.


Garstone's Lenses: Goggles

Insightful Rune Arm Focus (Heroic: +2) (Legendary: +4)
Auto-Repair This item has a small percentage chance to cast a (Heroic: Repair Moderate Damage) (Legendary: Reconstruct) spell on you when you take damage.
Devotion (Heroic: +77) (Legendary: +202)


Why does an Arti item have Auto-Repair and Devotion? Like why not Auto-Repair and Repair or Insight Repair or something?


Deathwarden: Ring

Pretty solid item for healing (and Deathblock!), and it's finally not a neck/head piece lol.


Silverthread Belt: Belt

Devotion (Heroic: +77) (Legendary: +202)
Nullification (Heroic: +77) (Legendary: +202)
Healing Lore (Heroic: +11%) (Legendary: +29%)
Void Lore (Heroic: +11%) (Legendary: +29%)


While this is a cool theme, who bothers to use both Healing and Negative Energy? Maybe the rare capstone'd Divine Disciple, but this item feels incredibly niche.


Silent Avenger Set: Mist-laden Vestment: Light Armor, Braided Cutcord: Belt
When 2 pieces are equipped:
[INDENT]You gain the effects of (Heroic: Blur) (Legendary: Displacement)


Blur and Displacement are hugely strong, and seems required on melees especially - lvl 29 Displacement, but only if you wear Light Armor and a Belt; this gets kinda awkward for heavy armor melees (which is what I mainly play). Also not good for robe melees, so yeah. Ouch. Do I give up defender stance? Can I afford to live without Displacement?


Beacon of Magic Set: Docent, 2 Belts
[INDENT]When 2 pieces are equipped:
[INDENT]You gain a (Heroic: +10) (Legendary +25) Artifact bonus to Universal Spell Power

Is this really supposed to be only available to Warforged/BF? Seems pretty peculiar.


Blightpurge: Rune Arm - Exploding Fire Shot Fires an explosive ball of flame that damages your enemies. Opponents struck by the fireball receive a Reflex save for half damage.
Suppressive Fire: Rune Arm - Exploding Cannon Shot Fires a conjured stone projectile that explodes when it strikes an enemy or object. Opponents in the blast radius take both bludgeoning and fire damage.

Nice! I'm curious as to how they shoot. Also they seem quite similar, although Blightpurge seems superior (single spellpower scaling, comes with Quality Spellpower). Unless Suppressive fire doesn't have a save? Considering Blightpurge lists one and it doesn't?


Dreadcursed Defender: Iron Defender Armor
Don't Count Me Out! [I]Your range of unconciousness extends by 400 hitpoints.
Kindred Spirit: Pet Collar
Don't Count Me Out! Your range of unconciousness extends by 400 hitpoints.


Do these stack? Would be pretty cool if they did. Pretty cool either way, makes it possible for your pet to be useful a bit more easily :P

SpartanKiller13
11-08-2017, 01:24 PM
It's only applicable to rangers, artificers and rogues, since it's light armor. Any reason to get more melee into higher quest difficulties where they get one-shot today gets a thumbs up from me.

Being entirely honest, Displacement is strong enough to use the set on a all melees. Assuming you're wearing Blurfinger Gloves (Lesser Displacement) then swapping to this set gives 33% reduction in incoming hits, which is probably worth more than most heavy armor bonuses. Little iffy if you rely on a Defender Stance, but still Displacement is huge.

I built my current character (Pally/Warlock 15/5) in large part to have access to Displacement. Luck domain came out and it's similarly high value - expect to see a bunch of Cleric 5 dips on melees just for it.

red_kain
11-08-2017, 01:34 PM
Basically my thoughts on the items as shown here. Not really gonna talk about power creep or anything like that as it is up to the developers if they want to go that direction.
I'm going to be talking exclusively about the legendary versions, and ignoring the heroic.

P.S. After writing this I've realized there is very little insightful spell power. Raid items?





Adherent of the Mists Set:
When 5 pieces are equipped:
You gain a (Heroic: +10) (Legendary +30) Profane bonus to Hide, Move Silently, and Intimidate.
You gain Fear Immunity
Your weapons gain Vampirism

The profane bonus is pretty good, +30 for a 5 piece set is strong, as it should be. Fear immunity and vampirism is kind of weak, unless the vampirism is going to be like 25d2 on hit or something. /doubt
Personally, drop it down to a 3piece set and make it +15-20 profane to intim/move/hide, or make that vampirism STRONG.





Keylock Ring: Ring

Disable Device (Heroic: +12) (Legendary: +22)
Open Lock (Heroic: +12) (Legendary: +22)
Search (Heroic: +12) (Legendary: +22)
Spot (Heroic: +12) (Legendary: +22)
Blue Augment Slot


This is good, a one stop shop for trapper swaps. There's been mention about adding hide to it, but this is clearly a swap item, which can be good. The only changes I'd make is remove spot for insightful disable and
make it a clicky enchant giving the same stuff with "lasts until rest" as the duration, would add a great quality of life, no need for swapping, appeal. It wouldn't be a must have, but for my trapper, it would become a "WANT REAL BAD!!!"
As is, there are similar items already in game, such as the Legendary Magewright's Toolkit - Disable Device +22, Open Lock +22, my current trap swap item, making this a clicky would make it unique and very desireable.




Blurfingered Gloves: Gloves

Feat: Quick Draw
Lesser Displacement
Efficient Metamagic (Heroic: Maximize I) (Legendary: Maximize II)
Mystic Diversion (Heroic: +9%) (Legendary: +31%)
Blue Augment Slot


I see what this does, seems pretty niche, no real problem here. Doesn't seem great, but giving feats is kind of strong, no complaints.



Perfect Pinnacle: Ring

Reinforced Fists This item surrounds your fists with kinetic energy. Your unarmed damage is boosted by (Heroic: one half die) (Legendary: One Die).
Deadly (Heroic: +5) (Legendary: +16)
Stunning (Heroic: +6) (Legendary: +22)
Concentration (Heroic: +12) (Legendary: +22)
Soul of the Elements While you are centered, this item grants you a bonus depending on your current monk stance.
Yellow Augment Slot


This looks good. Reinforced fists in different slots is great for options, this is more geared to monks but still usable for others with the deadly/stunning. Soul of the elements, new effects and creativity are welcome ^.^



Lore-Fueled Packbanner: Bracers

Insightful Constitution (Heroic: +2) (Legendary: +9)
Physical Sheltering (Heroic: +14) (Legendary: +50)
Insightful Doublestrike (Heroic: +2) (Legendary: +10)
Druidic Stoneshape While in Wild Shape, you receive a Primal bonus to PRR equal to half the number of Wilderness Lore feats you have.
Green Augment Slot


Looks good, again new effects and creativity for the druids. Not sure if PRR is really what druid needs but it never hurts to have more survivablity and if you're planning on finally making bear tanks a thing, keep it coming.



The Mistfallen: Orb

Insightful Mystic Diversion (Heroic: +4%) (Legendary: +15%)
Insightful Spell Focus Mastery (Heroic: +1) (Legendary: +4)
Illusory Death (Heroic: I) (Legendary: III) Increases your caster level when casting illusion and necromancy spells.
Efficient Metamagic (Heroic: Empower I) (Legendary: Empower II)
Purple Augment


This... I have mixed feelings for. the spell mastery is good, though I'd change the Illusory death for a flat Arcane Augmentation+2 or 3. There are very few items in the game that offer Arcane Augmentation, adding one more could be good.
This basically competes with The Legendary Multilator of Minds, which I'll be mentioning again later on, however unless Sentient weapons (and I really hope they do) have an artifact bonus to DC, similar to slave lords set bonus, DC casters are trapped into wearing slave lords until CHR/spell focus ramps up, or another competitive artifact bonus comes out. Seriously, put artifact bonuses for DC on sentient weapons PLEASE!



Mantle of Fury: Cloak

Constitution (Heroic: +6) (Legendary: +19)
Raging Resilience While Raged, +4 Rage bonus to Fortitude Saves.
Doublestrike (Heroic: +6) (Legendary: +22)
Dodge (Heroic: +6%) (Legendary: +19%)
Green Augment Slot


This is fine, as mentioned earlier raging resilence is a bit weak, but dodge doublestrike and con, nothing wrong with that.



Reflective Bloodstone: Necklace

Illusion Focus (Heroic: +3) (Legendary: +8)
Insightful Illusion Focus (Heroic: +2) (Legendary: Quality +1)
Spell Penetration (Heroic: +3) (Legendary: +8)
Magical Sheltering (Heroic: +14) (Legendary: +50)
Blue Augment Slot

Adversion: Ring

Abjuration Focus (Heroic: +3) (Legendary: +8)
Insightful Abjuration Focus (Heroic: +2) (Legendary: +4)
(Heroic: This does not yet have a fourth effect but will!) (Legendary: +1)
Spell Penetration (Heroic: +3) (Legendary: +8)
Yellow Augment Slot

Summoner's Spectacles: Goggles

Conjuration Focus (Heroic: +3) (Legendary: +8)
Insightful Conjuration (Heroic: +2) (Legendary: Quality +1)
Spell Penetration (Heroic: +3) (Legendary: +8)
Quality Mystic Diversion (Heroic: +2%) (Legendary: +7%)
Green Augment Slot


These should be talked about together, as they as similar in purpose. First, nice to see a conjuration item for acid, thank you. Now for the criticism, Adversion got it right.
Each should be, +8 enhancement focus, +4 insightful focus, and then a +2 quality focus.
I see several spots where items grant +1 quality focus, did you forget legendary mutilator and legendary spinneret offer +2 quality spell mastery? +1 to a single type isn't worth a damn by comparison.
The diversion, spell penetration, and MRR, are fine to each piece. Taking them off would be fine too considering the changes I'm suggesting would offer plenty incentive to wear the item with just the focus benefits.



Shadowhail Cloak: Cloak

Hide (Heroic: +12) (Legendary: +22)
Move Silently (Heroic: +12) (Legendary: +22)
Deception (Heroic: +4) (Legendary: +16)
Ghostly
Green Augment Slot


The concept here is fine, but I think you guys are overestimating the value of +22hide/move silent, considering +15 augments are a thing. Deception and Ghostly is fine but I feel this needs a little more. A new effect for sneak attacks would be great, maybe 30% to tendon slice when sneaking? Or perhaps a bonus to movement speed while sneaking that stacks with enhancements? Being able to move at full speed while sneaking would be a nifty bonus on this cloak. +30-40%
would be lots. I wouldn't do more then that.



Cursebane Ring: Ring

Insightful Curse Resistance (Heroic: +2) (Legendary: +7)
Vitality (Heroic: +19) (Legendary: +67)
Quality Magical Sheltering (Heroic: +3) (Legendary: +12)
Deathblock
Green Augment


Curse resistance seems new. Are there going to be new curses/effects this applies to? If so this is fine. If not, what is this and why is it here?



Scarlet Scale Cloak: Cloak

Breath Weapon Focus (Heroic: +3) (Legendary: +8)
Insightful Evocation Focus (Heroic: +2) (Legendary: +4)
Spellsight (Heroic: +12) (Legendary: +22)
Quality Constitution (Heroic: +1) (Legendary: +4)
Blue Augment Slot


This works fine. I would have preferred CHR+19 instead of quality con, but overall, this item has no problems.



Ward-Inscribed Pendant: Necklace

Quality Curse Resistance (Heroic: +1) (Legendary: +3)
Quality Will Saves (Heroic: +1) (Legendary: +3)
Constitution (Heroic: +6) (Legendary: +19)
This will have a fourth effect but does not currently!
Yellow Augment Slot


Incomplete item is incomplete. Again, is curses going to be a new thing or what?



Knifepalm: Gloves

Assassinate (Heroic: +3) (Legendary: +9)
Bluff (Heroic: +12) (Legendary: +22)
Deadly (Heroic: +5) (Legendary: +16)
Insightful Diversion (Heroic: +4%) (Legendary: +15%)
Yellow Augment Slot


Personally, scrap this item completely. We just got a new bracer for +8 assassinate, and I'm not saying that assassins don't need better DC, but this is just so bland. The new Vistani tree puts dex assassin above the harper/INT version, so the dex + assassinate bracer is just better, even if the bonus to assassinate is lower. We've gotten plenty of deadly items in this update already, and sure, bluff+22 is nice, but I just don't feel this item is bringing anything to the game.
You'd be better off starting from scratch with a whole new item concept, and that is coming from a guy whose main is an assassin rogue.



Herald of Dawn Set:
When 5 pieces are equipped:
[INDENT]You gain Immunity to all forms of Sleep and Fatigue
Your weapons gain Ghost Touch
You have Feather Falling
(Legendary: On damage or harmful spellcast: 2% chance to generate 1 Action Boost, Rallying Cry, Smite Evil, Turn Undead, and Bard Song (This can only trigger once per 100 seconds, and does not stack with Draconic Reinvigoration)

So, its hard to judge the value of sleep/fatigue immunity, but I'll say sure, 5 piece set, that'll be fine. Ghost touch and feather falling... weak weak WEAK. Those bonuses are like... 2 piece set. 3 with the Immunity. Garbage, there.
The action boost charges is... interesting. 2% seems low if you combine withe the cooldown, one of those needs to be changed. Personally just remove the cooldown altogether, leave it at 2% and live with it.
Overall, as with the first set, this feels more like the power of a 3 piece set, not 5.



[LIST]
Symphonic Lenses: Goggles
[LIST]
Charisma (Heroic: +6) (Legendary: +19)
Perform (Heroic: +12) (Legendary: +22)
Anthem [I]Slowly regenerate bard songs
Feat: Mobility
Blue Augment Slot


We've been getting a lot of anthem items lately, its a good effect but maybe go with something else? Putting the bard song 2% regen here would have been great. Mobility is a weird feat choice, mobile casting would be better.



Negotiators Spectacles: Goggles

Linguistics 10%
Diplomacy (Heroic: +12) (Legendary: +22)
Quality Diplomacy (Heroic: +3) (Legendary: +5)
Subtle Target Once per minute, when you use Diplomacy, you gain a -100% Profane bonus to threat generation with weapon strikes for 20 seconds.
Green Augment Slot


Diplomacy is kind of whatever. This item is fine but I don't really see it as useful. No changes needed.



Flightfoot Greaves: Boots

Freedom of Movement
Speed (Heroic: +15%) (Legendary: +30%)
Natural Armor Bonus (Heroic: +6) (Legendary: +19)
Reflex Saves (Heroic: +5) (Legendary: +16)
Yellow Augment Slot


Looks good, would be nice to see reflex saves changed to flat resistance +16 to all saves but that is mostly just wishful thinking.



Dawn's Herald-Charm: Trinket

Wisdom (Heroic: +6) (Legendary: +19)
Insightful Faith An item with this quality assists only wearers who have the ability to turn undead. Insightful Faith items provide Insight Bonuses to the owner's effective level for the turning check by +2, their maximum Hit Dice turned by +2, and their total Hit Dice turned by +4
Sacred An item with this quality assists only wearers who have the ability to turn undead. Sacred items increase the owner's effective level for the turning check by +2.
Hallowed An item with this quality assists only wearers who have the ability to turn undead. Hallowed items increase the maximum Hit Dice of undead turned by +2.
Yellow Augment Slot


This is a good turning item, it will be used. Personally I think you should add one more thing to it. Maybe just quality or insightful wisdom, or a new effect on turn undead effect would be cool. For a "herald" item, "turn undead deals Xd6 sonic damage to enemies" maybe? Could be light damage instead to follow the "dawn" part. Again new effects and creativity are welcome.



Cursebane Focus: Trinket

Curse Resistance (Heroic: +5) (Legendary: +16)
Insightful Will Saves (Heroic: +2) (Legendary: +7)
Magical Sheltering (Heroic: +14) (Legendary: +50)
Spell Saves (Heroic: +5) (Legendary: +16)
Green Augment Slot


This item has no problems. I personally put it at low value, because I follow the "death is the best CC" plan. There are players who will like it, and it does what its intended to.
...
Really starting to think new curses MIGHT be a thing.



Warsword Shield: Small Shield

Sheltering (Heroic: +14) (Legendary: +50)
Insightful Magical Sheltering (Heroic: +6) (Legendary: +24)
Incite (Heroic: +19%) (Legendary: +59%)
Riposte (Heroic: +2) (Legendary: +9)
Orange Augment Slot


This is a pretty basic shield with nice stats, works fine as is. No complaints.



Silverthread Cloak: Cloak

Wisdom (Heroic: +6) (Legendary: +19)
Insightful Evocation Focus (Heroic: +2) (Legendary: +4)
Fortification (Heroic: +77%) (Legendary: +202%)
Physical Sheltering (Heroic: +14) (Legendary: +50)
Yellow Augment Slot

Phasecloak: Cloak

Intelligence (Heroic: +6) (Legendary: +19)
Evocation Focus (Heroic: +3) (Legendary: +8)
Quality Intelligence (Heroic: +1) (Legendary: +4)
Wizardry (Heroic: +112) (Legendary: +412)
Yellow Augment Slot

It appears you missed an item. I'll add it for you.


Sorcerer's Cloak: Cloak

Charisma (Heroic: +6) (Legendary: +19)
Evocation Focus (Heroic: +3) (Legendary: +8)
Insightful Evocation Focus (Heroic: +2) (Legendary: +4)
Wizardry (Heroic: +112) (Legendary: +412)
Yellow Augment Slot


Seriously, you guys missed sorcerer here. Would double as an evocation bard item too. The silverthread and phasecloak are good items. I do like my sorcerer version better by comparison. I know there are other items with that insightful evocation bonus, but as I mentioned earlier, slave lords 5 piece set is king unless sentient weapons give artifact bonuses (and they totally should). That makes it pretty hard to fit everything in.



Ring of Nightfall: Ring

Insightful Intelligence (Heroic: +2) (Legendary: +9)
Insightful Deadly (Heroic: +2) (Legendary: +7)
Reflex Saves (Heroic: +5) (Legendary: +16)
Physical Sheltering (Heroic: +14) (Legendary: +50)
Green Augment Slot


Insightful deadly is a bit rare, but other then that this ring comes off a little lacking. Not sure what do about it to be honest. Just gonna move on.



Bracers of the Fallen Hero: Bracers

Strength (Heroic: +6) (Legendary: +19)
Insightful Constitution (Heroic: +2) (Legendary: +9)
Stunning (Heroic: +6) (Legendary: +22)
Quality Physical Sheltering (Heroic: +3) (Legendary: +12)
Green Augment Slot


This item is fine, no problems here. To be honest, +strength has been missing so far, good to see that.



Twishallow Cloak: Cloak

Transmutation Focus (Heroic: +3) (Legendary: +8)
(Heroic: This does not currently have a fourth effect but will!) (Legendary: Quality Transmutation Focus +1)
Spell Penetration (Heroic: +3) (Legendary: +8)
Natural Armor Bonus (Heroic: +6) (Legendary: +19)
Blue Augment Slot


Just toss transmutation +4 insght in that missing spot, done. With that this item is fine, fits with the above Reflective Bloodstone, Summoner's Spectacles, and Adversion Ring. Bring it in line with the changes above and it should be good.



Shadowsole Footsteps: Boots

Dexterity (Heroic: +6) (Legendary: +19)
Insightful Dodge (Heroic: +2%) (Legendary: +9%)
Seeker (Heroic: +6) (Legendary: +19)
Accuracy (Heroic: +9) (Legendary: +31)
Yellow Augment Slot


Good item. Nuff said.



The Best Defense: Large Shield

Fiery (Heroic: 3d6) (Legendary: 9d6)
Shield Bashing (Heroic: +9) (Legendary: +31)
Impact (Heroic: I) (Legendary: V)
(Heroic: Vorpal) (Legendary: Sovereign Vorpal)
Purple Augment Slot


This is fine, no problems here, the vorpal is cool, if not illogical.



Kindred Pendant: Necklace

Charisma (Heroic: +6) (Legendary: +19)
Enchantment Focus (Heroic: +3) (Legendary: +8)
Feat: Augment Summoning
This will have a fourth effect but does not yet!
Yellow Augment Slot


So, for whats going on here, this would be a really good opportunity for you guys to add something like +3 exceptional charm spell DC replacing charisma bonus. Or maybe follow the augment summoning and grant 50PRR/25MRR and double duration of charm spells. A creative boost to charming would be good here. Looking at the stats you could do both and have a nice charming necklace for those builds. Don't miss this opportunity.



Crumbling Gloves: Gloves

Insightful Dexterity (Heroic: +2) (Legendary: +9)
Quality Intelligence (Heroic: +1) (Legendary: +4)
Shatter (Heroic: +6) (Legendary: +22)
Insightful Physical Sheltering (Heroic: +6) (Legendary: +24)
Blue Augment Slot


Pretty crummy, if this is designed to be a bad drop that a few niche players can use, job accomplished. For its intended purpose, item is fine, just that purpose is bleh. Don't change it, its ok to have a few below average items in an update.



Garstone's Lenses: Goggles

Insightful Rune Arm Focus (Heroic: +2) (Legendary: +4)
Auto-Repair This item has a small percentage chance to cast a (Heroic: Repair Moderate Damage) (Legendary: Reconstruct) spell on you when you take damage.
Magnetism (Heroic: +77) (Legendary: +202)
Devotion (Heroic: +77) (Legendary: +202)
Blue Augment Slot


So, auto repair and then devotion? Replace devotion with reconstruction power, repair spell power fits better. Or replace auto repair reconsctruct with Heal. Otherwise this looks fine.




Softsole Slippers: Boots

Anthem Slowly regenerate Bard songs.
Perform (Heroic: +12) (Legendary: +22)
Insightful Charisma (Heroic: +2) (Legendary: +9)
This will have a fourth effect but does not yet!
Green Augment Slot


This goes with what I said earlier about anthem being overused, maybe put insightful perform on it instead?
Toss freedom of movement on there. Alternatively, speed, 15%attack speed and 30% movement speed.



Van Richten's Cane: Buckler

Stunning (Heroic: +6) (Legendary: +22)
Riposte (Heroic: +2) (Legendary: +9)
Shield Bashing (Heroic: +9) (Legendary: +31)
Undead Bane (Heroic: 3d10) (Legendary: 9d10)
Silver, Alchemical


Cane shield, not sword. Hmmm. Whatever, silver is nice.



Feargaze: Goggles

Linguistics 10%
Intimidate (Heroic: +12) (Legendary: +22)
Quality Intimidate (Heroic: +3) (Legendary: +5)
This will have a fourth effect but does not yet!
Green Augment Slot


Throw insightful intim on there, make it a one stop intim shop. Or get creative and put a new intimidate effect on there. Successfully intimidating an enemy adds 1-5 stacks of vulnerablity would be really cool. Or removes PRR/MRR. Either one would make this a unique and desirable item.



Mirrorplate Tower: Tower Shield

Spell Saves (Heroic: +5) (Legendary: +16)
Quality Magical Sheltering (Heroic: +3) (Legendary: +12)
Block Elements On Shield Block: Gain 15% damage absorption versus acid, cold, electric, fire, and sonic damage.
Mirror Shield This highly polished shield has highly reflective qualities. While actively blocking, you gain +50 Insight bonus to Magical Resistance Rating.
Purple Augment Slot


As an insight bonus, the value of that MRR while blocking is halved, at best. Make it a different type, like quality or exceptional. Personally I'd change the absorb elements to be a constant effect, instead of just blocking.
I like the concept here, but it feels a bit limited in effectiveness.

red_kain
11-08-2017, 01:35 PM
Continuing here.



Anchorite Set:
When 2 pieces are equipped:
You benefit from the Mobile Spellcasting feat, allowing you to cast spells without a penalty to your movement speed.
(Legendary: Whenever you cast a friendly spell, you have a chance of healing all allies near the target for a moderate amount (this does not stack with Dragon's Blessing))


Seems fine, actually would be strong enough for 3 piece set depending on much the heal is. Good set bonuses.



Barovian Nobles Regalia: Clothing

Exceptional Universal Spell Lore (Heroic: +3%) (Legendary: +10%)
Exceptional Universal Spell Power (Heroic: +8) (Legendary: +20)
Fortification (Heroic: +77%) (Legendary: +202%)
Shield Bonus to Armor Class (Heroic: +6) (Legendary: +19)
Green Augment Slot


Wow, 10 excpetional spell lore. I'm going to be using this. You could literally remove the other effects and have nothing else on the body and I'd still probably use it.



Deathwarden: Ring

Deathblock
Healing Lore (Heroic: +11%) (Legendary: +29%)
Efficient Metamagic (Heroic: Empower Healing I) (Legendary: Empower Healing II)
Exceptional Devotion (Heroic: +10) (Legendary: +10)
Blue Augment Slot


You should add 202 enhancement devotion here, otherwise good item. Maybe replace the empower heal, some people get that for free.



Skulled Ring: Ring

Necromancy Focus (Heroic: +3) (Legendary: +8)
(Heroic: This does not yet have a fourth effect but will!) (Legendary: Quality Necromancy Focus +1)
Wizardry (Heroic: +112) (Legendary: +412)
Exceptional Nullification (Heroic: +10) (Legendary: +10)
Green Augment Slot


Replace exceptional nullification with insightful and adjust values accordingly. Again, change quality focus 1 to insightful +4. Or at least quality 2.



Silverthread Belt: Belt

Devotion (Heroic: +77) (Legendary: +202)
Nullification (Heroic: +77) (Legendary: +202)
Healing Lore (Heroic: +11%) (Legendary: +29%)
Void Lore (Heroic: +11%) (Legendary: +29%)
Blue Augment Slot


This item works pretty well. I'd like to see some insight devotion/nullification bonuses on here too.



Silent Avenger Set:
When 2 pieces are equipped:
You gain the effects of (Heroic: Blur) (Legendary: Displacement)
You use your Dexterity for your Will saving throws
You have a -30% Artifact bonus to your threat generation with weapon attacks.


This is really good. dex for will is powerful and definitely something I want for my rogue.



Mist-laden Vestment: Light Armor

Fortification (Heroic: +77%) (Legendary: +202%)
Parrying (Heroic: +2) (Legendary: +9)
Physical Sheltering (Heroic: +14) (Legendary: +50)
Insightful Resistance (Heroic: +2) (Legendary: +7)
Green Augment Slot


This is fine, add deathblock on and its very similar to the celestial stuff I'm already wearing. This would be for the set bonus over celestial. People have already raised concerns about parrying and insightful resistance.
We see that kind of not stacking mistake a bit too often in my opinion. Makes me wonder if there's one guy on the item creation team that doesn't really know whats up. Fire that intern? I dunno whats going on for these mistakes but I'd like to see them fade into oblivion, never to be seen again.



Braided Cutcord: Belt

Quality Dodge (Heroic: +1%) (Legendary: +4%)
Blurry
Deathblock
Diversion (Heroic: +9%) (Legendary: +31%)
Green Augment Slot[/INDENT][/INDENT]


Kind of feels weak but the set bonus makes up for it. Is fine.



Crypt Raider Set:
[INDENT]When 2 pieces are equipped:
[INDENT]You gain +# Artifact bonus to hit, damage, and saves vs. Evil creatures
You gain (Heroic: +5) (Legendary +10) Artifact bonus to Melee and Ranged Power
You gain a -20% Artifact bonus to your threat generation with weapon attacks.


Who doesn't love more melee/ranged power. reduced threat generation is a good choice here, barbarians. Worth noting that monks seem to lack a set here, and this would be the set bonuses I see them getting.



Rune -Sigiled Belt: Belt

Fortitude (Heroic: +5) (Legendary: +16)
Quality Fortitude (Heroic: +1) (Legendary: +3)
Spell Saves (Heroic: +5) (Legendary: +16)
Protection from Evil
Blue Augment Slot


Protection from evil. Did you guys EVER get that effect working? If not... why is it here?



Coat of the Traveler: Medium Armor

Fortification (Heroic: +77%) (Legendary: +202%)
Parrying (Heroic: +2) (Legendary: +9)
Physical Sheltering (Heroic: +14) (Legendary: +50)
Insightful Resistance (Heroic: +2) (Legendary: +7)
Blue Augment Slot


Pretty much the same as with the light armor, similar to celestial, choose it for the set bonus or stick with celestial.



Plateshard Belt: Belt

Fortitude (Heroic: +5) (Legendary: +16)
Quality Fortitude (Heroic: +1) (Legendary: +3)
Spell Saves (Heroic: +5) (Legendary: +16)
This will have a fourth effect but does not currently!
Yellow Augment Slot


For that missing spot, something stoneskin like, absorbs 150 total up to 20 damage when hit, effect refreshes every 60 seconds. To prevent abuse, it only refreshes when timer hits zero, checks to see if the item is equipped and if it is, reapply. Or how about DR for that missing spot? 20-30 flat DR? Add one of those and the item works well.



Beacon of Magic Set:
[INDENT]When 2 pieces are equipped:
[INDENT]You gain a (Heroic: +10) (Legendary +25) Artifact bonus to Universal Spell Power


Blightstone Core: Docent

Exceptional Universal Spell Lore (Heroic: +3%) (Legendary: +3)
Exceptional Universal Spell Power (Heroic: +8) (Legendary: +8)
Fortification (Heroic: +77%) (Legendary: +202%)
Shield Bonus to AC (Heroic: +6) (Legendary: +19)
Green Augment Slot



Ok so, move that outfit with 10 exceptional spell lore into this set, make the spell lore the set bonus, move the artifact spell power to the outfit and docent. Otherwise warforged are getting the short end of the stick with only +3 spell lore.
Honestly, that exceptional spell lore SHOULD be the set bonus, its more than strong enough. A 25 artifact spell power bonus is actually kind of weak for a set bonus. Much better on the actual clothing/docent power wise.



Burnscar Sash: Belt

Corrosion (Heroic: +77) (Legendary: +202)
Combustion (Heroic: +77) (Legendary: +202)
Acid Lore (Heroic: +11%) (Legendary: +29%)
Fire Lore (Heroic: +11%) (Legendary: +29%)
Green Augment Slot


Thrummingspark Cord: Belt

Magnetism (Heroic: +77) (Legendary: +202)
Glaciation (Heroic: +77) (Legendary: +202)
Lightning Lore (Heroic: +11%) (Legendary: +29%)
Ice Lore (Heroic: +11%) (Legendary: +29%)
Yellow Augment Slot


These are great. I'd like to see more combinations, like fire+lightning and acid+cold. Personally I want a fire/sonic for a dragonborn I'm planning. Consider it part of my Christmas list?



Knight of the Shadows Set:
[INDENT]When 2 pieces are equipped:
[INDENT]You gain a (Heroic: +10) (Legendary +20) Artifact bonus to Physical and Magical Resistance Ratings
You gain a +50% Artifact bonus to threat generation with weapon attacks


I'd like to see that threat generation include magical attacks. Otherwise, it seems fine.



Vistani Fighter's Sash: Belt

Stunning (Heroic: +6) (Legendary: +22)
Vertigo (Heroic: +6) (Legendary: +22)
Vitality (Heroic: +19) (Legendary: +67)
Deadly (Heroic: +5) (Deadly: +16)
Yellow Augment Slot


This looks fine, no complaints.



Platemail of the Barovian Lord: Heavy Armor

Fortification (Heroic: +77%) (Legendary: +202%)
Parrying (Heroic: +2) (Legendary: +9)
Physical Sheltering (Heroic: +14) (Legendary: +50)
Insightful Resistance (Heroic: +2) (Legendary: +7)
Blue Augment Slot


Again with the parrying/insightful resistance. I'd replace it with something new, like 10% of damage taken, before PRR and other defenses are applied, is returned to your attacker.

Paladin_of_Power
11-08-2017, 01:39 PM
Unless I'm misunderstanding this, that seems a little weird - I know you could wear the belt alone without the set, but it seems a little off to have a set bonus that necessarily creates a redundancy.

Agreed, the blur set bonus becomes useless. How about some stacking Melee Alacrity [? Barovia Bonus to: ] or a stacking Dodge +1% that also raises the Max Dodge Amount to keep with the defense theme.

I' m looking for some gear for my Vistani Dagger Tempest Ranger with evasion. Was hoping the light armor would be helpful but 77% Fort is a wasted slot since I can get a heavy Fort Sapphire. {Or perhaps that is the point} And I don't parry much so thats a second slot wasted. Some Negative Resistance or Spell Resistance instead would rock. Even Good Guard or +2 Balance would help. This armor is a bit off, actually lots of the gear is off and overall I prefer Slavers Named Loot. They did that right, Slavers loot has synergies and they work very well together. I was expecting better, more useful loot from an Expansion Pack I have to pay extra for.

No named daggers for us poor Vistanis?


=================
Silent Avenger Set:
When 2 pieces are equipped:
You gain the effects of (Heroic: Blur) (Legendary: Displacement)
You use your Dexterity for your Will saving throws
You have a -30% Artifact bonus to your threat generation with weapon attacks.

Mist-laden Vestment: Light Armor
Fortification (Heroic: +77%) (Legendary: +202%)
Parrying (Heroic: +2) (Legendary: +9)
Physical Sheltering (Heroic: +14) (Legendary: +50)
Insightful Resistance (Heroic: +2) (Legendary: +7)
Green Augment Slot

Braided Cutcord: Belt
Quality Dodge (Heroic: +1%) (Legendary: +4%)
Blurry
Deathblock
Diversion (Heroic: +9%) (Legendary: +31%)
Green Augment Slot

Iriale
11-08-2017, 01:55 PM
It's only applicable to rangers, artificers and rogues, since it's light armor. Any reason to get more melee into higher quest difficulties where they get one-shot today gets a thumbs up from me.
The highest difficulties need a revamp, not melees. Even a child knows that you can not scale things to infinity without getting absurd results. High skull reaper is absurd because of the lazy implementation of reaper, not because the melees are bad. Devs should have stopped the debuffs in r4 or r5 and add other forms of difficulty in high skull. So do not confuse things. There are no melees who need change, it's the lazy reaper design.

Saekee
11-08-2017, 02:07 PM
[QUOTE=Cocomajobo;6036843]All Heroic Items are Minimum Level 10.
All Legendary Items are Minimum Level 29.


Silent Avenger Set:
When 2 pieces are equipped:
You gain the effects of (Heroic: Blur) (Legendary: Displacement)
You use your Dexterity for your Will saving throws
You have a -30% Artifact bonus to your threat generation with weapon attacks.


Mist-laden Vestment: Light Armor

Fortification (Heroic: +77%) (Legendary: +202%)
Parrying (Heroic: +2) (Legendary: +9)
Physical Sheltering (Heroic: +14) (Legendary: +50)
Insightful Resistance (Heroic: +2) (Legendary: +7)
Green Augment Slot


Braided Cutcord: Belt

Quality Dodge (Heroic: +1%) (Legendary: +4%)
Blurry
Deathblock
Diversion (Heroic: +9%) (Legendary: +31%)
Green Augment Slot





Perma displacement for legendary? Dex for will saves? This is insanely good for assassins and dex-based toons


Adherent of the Mists Set:
When 5 pieces are equipped:
You gain a (Heroic: +10) (Legendary +30) Profane bonus to Hide, Move Silently, and Intimidate.
You gain Fear Immunity
Your weapons gain Vampirism
This is a nice boost to stealth and the vampirism will help with burst attacks. Not sure if that will be worth it in Legendary content--maybe do 'improved vampirism' or something whereas the boost to hide will help with sneak damage for Scion of Ethereal. Heroic stealth on a dex toon barely needs any more bonuses than the basic stuff for heroic content. There are some real sacrifices here to have all five pieces though. Will need to really think about what an assassin or stealth character would use over the others as this evolves.


Keylock Ring: Ring

Disable Device (Heroic: +12) (Legendary: +22)
Open Lock (Heroic: +12) (Legendary: +22)
Search (Heroic: +12) (Legendary: +22)
Spot (Heroic: +12) (Legendary: +22)
Blue Augment Slot


Blurfingered Gloves: Gloves

Feat: Quick Draw
Lesser Displacement
Efficient Metamagic (Heroic: Maximize I) (Legendary: Maximize II)
Mystic Diversion (Heroic: +9%) (Legendary: +31%)
Blue Augment Slot


Perfect Pinnacle: Ring

Reinforced Fists This item surrounds your fists with kinetic energy. Your unarmed damage is boosted by (Heroic: one half die) (Legendary: One Die).
Deadly (Heroic: +5) (Legendary: +16)
Stunning (Heroic: +6) (Legendary: +22)
Concentration (Heroic: +12) (Legendary: +22)
Soul of the Elements While you are centered, this item grants you a bonus depending on your current monk stance.
Yellow Augment Slot


Lore-Fueled Packbanner: Bracers

Insightful Constitution (Heroic: +2) (Legendary: +9)
Physical Sheltering (Heroic: +14) (Legendary: +50)
Insightful Doublestrike (Heroic: +2) (Legendary: +10)
Druidic Stoneshape While in Wild Shape, you receive a Primal bonus to PRR equal to half the number of Wilderness Lore feats you have.
Green Augment Slot


Reflective Bloodstone: Necklace

Illusion Focus (Heroic: +3) (Legendary: +8)
Insightful Illusion Focus (Heroic: +2) (Legendary: Quality +1)
Spell Penetration (Heroic: +3) (Legendary: +8)
Magical Sheltering (Heroic: +14) (Legendary: +50)
Blue Augment Slot


Shadowhail Cloak: Cloak

Hide (Heroic: +12) (Legendary: +22)
Move Silently (Heroic: +12) (Legendary: +22)
Deception (Heroic: +4) (Legendary: +16)
Ghostly
Green Augment Slot


Cursebane Ring: Ring

Insightful Curse Resistance (Heroic: +2) (Legendary: +7)
Vitality (Heroic: +19) (Legendary: +67)
Quality Magical Sheltering (Heroic: +3) (Legendary: +12)
Deathblock
Green Augment


Ward-Inscribed Pendant: Necklace


Quality Curse Resistance (Heroic: +1) (Legendary: +3)
Quality Will Saves (Heroic: +1) (Legendary: +3)
Constitution (Heroic: +6) (Legendary: +19)
This will have a fourth effect but does not currently!
Yellow Augment Slot


Knifepalm: Gloves

Assassinate (Heroic: +3) (Legendary: +9)
Bluff (Heroic: +12) (Legendary: +22)
Deadly (Heroic: +5) (Legendary: +16)
Insightful Diversion (Heroic: +4%) (Legendary: +15%)
Yellow Augment Slot

PsychoBlonde
11-08-2017, 02:26 PM
All Heroic Items are Minimum Level 10.
Kindred Spirit: Pet Collar

Foritification (Heroic: +77%) (Legendary: +202%)
Physical Sheltering (Heroic: +14) (Legendary: +50)
Vitality (Heroic: +19) (Legendary: +67)
Don't Count Me Out! Your range of unconciousness extends by 400 hitpoints.
This does not have an Augment Slot yet but will!



Uh, correct me if I'm wrong, but pets don't GO unconscious, so what's the point of extending their unconscious range? They just get gacked when they hit zero the same way mobs do.

Thalimus67
11-08-2017, 02:30 PM
Love that you're adding the stance-specific benefit gear. At high level, I tend not to use the Jidz-Tet'ka anymore and obviously not the sun soul set.

However, could we get a little more Ki generation love? Maybe that instead of the Greater Fists on the ring?

I think our real only option with ki gen at high level gear is the goggles from Defiler of the Just. (Or sticking to fire stance)

Satyriasys
11-08-2017, 02:44 PM
We already have the clickies from the heroic levels..
isn't that the point of trading up at higher levels.. move a way from level 11 clickies and equipping longer duration or permanent items...

as we head into the endgame gear we are looking to eliminate the need of dragging along our old heroic items and replacing them with better Epic items..





I would have expected to see more of these items utilizing insightful/quality bonuses within the sets.. this way we could augment the fort and add the stacking bonuses from different bonus types.

Then they can increase the charges and/or duration. Permanent Displacement is absurd.

Mephisto-Helix
11-08-2017, 02:48 PM
By the hammers people, stop quoting the entire first post, it's mouse wheel murder up in here! One word and snip is so, clean and fresh :p :D

WetWip
11-08-2017, 02:51 PM
Then they can increase the charges and/or duration. Permanent Displacement is absurd.

Permanent Displacement is simply a QOL enhancement. Many people already have "Full Time Displacement" as it is really table stakes to higher level content as a melee. It's just that currently it requires managing short term clickies so a true Permanent feature makes life nicer.

SerPounce
11-08-2017, 02:55 PM
Being entirely honest, Displacement is strong enough to use the set on a all melees. Assuming you're wearing Blurfinger Gloves (Lesser Displacement) then swapping to this set gives 33% reduction in incoming hits, which is probably worth more than most heavy armor bonuses. Little iffy if you rely on a Defender Stance, but still Displacement is huge.

I built my current character (Pally/Warlock 15/5) in large part to have access to Displacement. Luck domain came out and it's similarly high value - expect to see a bunch of Cleric 5 dips on melees just for it.

At least for medium armor I think it was already a toss up whether the PRR from medium or the higher dodge cap from light was better. I wouldn't hesitate to use light armor with a nice effect on say a barbarian, druid, or artificer.

pyntsized
11-08-2017, 02:58 PM
Adherent of the Mists looks to me like a set made mostly for rogues or melees - Hide/Move Silently are rogue skills, Intim is rarely used by casting or ranged characters, Fear Immunity is generally not a problem for divine (remove fear) or arcane (GH) casters, and Vampirism only works on melee weapons.
With this in mind, Adherent of the Mists has some awkward items that do not fit the theme of the set (rogues/melees).


Blur Fingered Gloves
Outside of quickdraw and lesser displacement, this has almost no use for a melee character. Metamagic Maximize and Mystic Diversion only benefit a small portion of melee builds.

The Mistfallen
Entirely a caster item. Even SWF builds wouldn't use this orb, as it has no benefit to them.

Reflective Bloodstone
Another Caster item. I've never heard of a Illusion/melee hybrid build, and its doubtful this would inspire anyone to make one.

Adversion
Barring the 4th effect being the greatest effect ever, this is also entirely a caster ring.

Summoner's Spectacles
Same deal. DC casters don't melee well.

Scarlet Scale Cloak
Mostly castery, but its not the worst. A gimmicky Dragonborn melee/caster would wear this.

Someone who wants the set bonus then has 5-6 items that they definitely don't want to wear, which leaves them with 8 item options for 6 slots (Bracers/Cloak/Ring1/Ring2/Necklace/Gloves). Not a lot of slotting diversity, and very strong rings already exist which make slotting this set really hard (Legendary Ring of Prowess, Legendary Band of Insightful Commands, etc)

Note: Legendary Ward-Inscribed Pendant has Herald of Dawn set bonus on it currently, instead of Adherent of Mist set bonus
Note: Adherent of Mist set isn't giving bonuses currently.
Note: When the Adherent of Mist set is equipped, Silent Avenger set icon isn't shown in buff bar. Also Adherent is spelled Adherant on the icon.


Some suggested solutions -

Ring of Nightfall should be part of Adherent of Mist set.
Great ring, however it fits more in the theme of adherent of mist set - int helps rogue skills, reflex for evading traps, ins deadly increases damage and physical sheltering helps melees more than ranged/caster characters as melee is more likely to be hit than a ranged or casting character.

Shadowsole Footsteps should be part of Adherent of Mist set.
Dexterity, Ins Dodge, Seeker, Accuracy - all very useful to a roguelike character and thematically feels like it would be part of the Adherent of Mist set instead of Herald of Dawn (shadows and dawn? Don't go together well). This also creates a new slot for the Adherent set, making it easier to fit the set into your existing gear.

Crumbling Gloves should be part of the Adherent of Mist set.
This item is a rogue and melee arti wet dream, and gives another option for glove slot if you don't assassinate. Again, thematically works better with Adherent of Mist than Herald of Dawn.

The caster-y items I listed above should be part of the Herald of Dawn set
Herald of Dawn seems more like a general set than Adherent of Mist - therefore putting the caster items in the general set as opposed to the more rogue-like set makes a lot of sense.

The net change of these suggestions would be three less items in the Adherent of Mist set (but the items added would be more thematic and be easier to slot on a rogue or melee character), giving 11 rogue or melee focused item options for 7 slots (Bracers/Cloak/Ring1/Ring2/Boots/Gloves/Necklace). Herald of Dawn would gain three items, and would be more caster-y.




Some additional thoughts:
Braided Cutcord having blurry and being part of a set that grants passive displacement doesn't make a lot of sense since they don't stack.
Dreadcursed Defender and Kindred Spirit shouldn't have the exact same effects. Maybe Kindred Spirit grants insightful bonuses instead of enhancement and grants a stacking +200 bonus to unconscious range.
The quest weapons are kinda boring. Sentient and other Raid weapons are obviously the highlighted weapons of the xpack, but I would have enjoyed seeing Drow Weapons part 2. :cool:

Selvera
11-08-2017, 03:03 PM
What I see...

Power creep in numbers obsoleting old loot with similar minimum levels; even very good/the best items of the past like the ring of prowess is in danger of becoming effectively useless.

Adherent of the Mists:
Keylock ring - A good swap item for trapping if you don't have LGS.
Blurfingered gloves - Not good on a melee (except maybe some hybrid warlock build; but who builds hybrid?)
Perfect Pinnacle - Only good on monks; possibly only good on shintao monks, depending on if the stance bonuses are good enough to make it good on all monks or not.
Lore-Fueled Packbanner - Is now mandatory on all melee builds, the stats it gives are too good on one item to not be.
The Mistfallen - Not good on melee. I also like orb-healers, and this isn't good on them either.
Mantle of Fury - Is now mandatory on all melee builds, the stats it gives are too good on one item to not be.
Reflective Bloodstone - Not good on melee.
Adversion - Not good on melee.
Summoner Specticles - Not good on melee.
Shadowhail Cloak - Almost a good item, but not good enough to replace the mantle of fury, meaning that melee can't really make use of this unless you can get mantle of fury's stats on a different item slot.
Cursebane Ring - Feels a little weak for what it does. Possibly useful on a pure tank with no focus on dps.
Scarlet scale cloak - Not good on melee.
Ward-Inscribed Pendant - The only useful effect on this is constitution, An item with only 1 stat on it is not useful. And melees get their con from Mantle of Fury.
Knifepalm - Possibly good on assassins, but not other melee. Deadly is a required stat for all melee, so this means you'll have to design a gear-set specifically for your assassin, or you'll just have to accept that you'll have a dead stat on the gloves.

Set bonus: It takes 5 items to get the set bonus; but on most melee I would only be able to use 2 items as everything else is useless or close to it. (while the other useful item is in the same slot as one of the items you're already wearing from the set). Monks or assassins could get a 3rd useful item, but still can't get to 5 easily. Meanwhile the set bonus is lacking and not worth pushing past all the useless-on-melee items to get. The skill bonuses are only useful if you take scion of the ethereal plane or you are a pure tank, fear immunity is easy to get for paladins, warlocks, bards, or anyone with enough UMD to scroll greater heroism. Vampirism, if it has a cooldown and very low healing like the new cannith crafting stuff, is pretty underwhelming and not worth completing the set bonus for.

Herald of Dawn Set:
Symphonic Lenses: Only good for Bards
Negotiators Spectacles: Unsure if this is useful. Maybe as a swap item to shed agro.
Flight-foot Greaves: The new Kundarak Delving boots. Better in every way. (Thanks! I get to get rid of a btc item and replace it with bta! It's still a swap item.)
Dawn's Herald-Charm: Only good for Clerics
Cursebane Focus: Likely only good for tanks because of the very specilized/edge cases in which the stats are useful. Melee don't have enough item slots to fit something this specilized/small defense bonus into their gear.
Warsword Shield: Who uses small shields? Fighter/rogues or something? The stats are decent, but it seems like a super niche build item. And the stats will overlap with a generic melee gearset, so you can't just pop this item onto a generic melee gearset if you're running that niche build.
Silverthread Cloak: Not good on melee.
Ring of Nightfall: It seems super strange to have insightful int and insightful deadly on the same item. Most high-int builds will use Know the Angles, which makes insightful deadly useless. Meanwhile reflex saves and physical sheltering are kind of like half-stats when you can get sheltering and all saves of similar numbers on similar items. In all... pretty bad item.
Phasecloak: Not good on melee.
Bracers of the Fallen Hero: Possibly good on strength-based melees. On any other melee it's significantly worse then the Lore-fueled Packbanner.
Twishallow Cloak: Not good on melee.
Shadowsole Footsteps: Possibly good on dexterity-based melees.
The Best Defense: A great shield for vanguards, especially for paladins. Would be nice for fighters to see a tower shield version of this as well.
Kindred Pendant: Not good on melees. If you have this on when you summon a hireling do they permanently get the bonuses? If yes then it becomes a swap item for everyone.
Crumbling Gloves: Possibly good on dexterity based melees.
Garstone's Lenses: Possibly good on war-forged artificers.
Softsole Slippers: These look like 2/3 of their effects don't stack with the Symphonic Lenses, so bards will have to choose one or the other.
Van Richten's Cane: Good for swashbucklers.
Feargaze: Possibly good on full-tanks
Mirrorplate Tower: Possibly good on full-tanks.

Set bonus: This set requires wearing 5 items, but NONE of the items jump out at me as good on any type of melee build that I would want to do. There are a number of niche-build items here, but are there enough to make up a set bonus? Swashbucklers probably get closest with 3 or 4 useful items on the list. Full tanks might be able to get that many as well. No obvious 5-piece-useful set for anyone.
So how does the set bonus itself stack up?
Immune to sleep and fatigue - An decent bonus unless you happen to be a warforged, an elf, a paladin or a war-chanter.
Your weapons gain ghost-touch - If you can't find an acceptable ghostly item this is useful. If there is a useful item with ghostly you can fit in your gearset, that's better because it gives incorporeal as well.
You have featherfalling - I hate having feather-falling on permanently. It's a swap effect or a clickie for me and I wouldn't want it any way. This is a detriment to the set bonus.
The set bonus doesn't appear to be worth having dead items to make it work.

Anchorite Set:
Cool looking set, but useless on melees. I might want it on my healers though.

Silent Avenger Set:
Light armor limits this to a subset of builds, of which many are melee (yay!). However the belt is terrible and most of its effects are mirrored/replaced by the set bonus. If the belt was good, I'd likely look at using this set.

Proposed belt which would be useful:
Quality Dexterity (+1 heroic) (+4 legendary)
Ghostly
Deathblock
Deception (+4 heroic) (+16 legendary)
Green Augment slot

Crypt Raider Set:
Medium armor limits this to a very small subset of builds; either for barbarians or for fighters/paladins who have dodge high enough to want to not wear heavy armor.
Set bonus looks good and appropriate, although it looks like it's in danger of obsoleting the ring of power.
The belts look almost identical.
Parrying doesn't stack with insightful resistance and I'm not too fond of fortification in general.

Beacon of Magic Set:
Not good on melee.

Knight of the Shadows set:
Set bonus looks good and appropriate.
Not a huge fan of the armor, for the same reasons as the Crypt raider set. (insightful resistance doesn't stack, fortification isn't a great stat except as an augment).

Not in a set items:
These are all for artificers and aren't super impressive looking for melee artificers.

Weapons:
Let me list the things that I value on weapons:

Improved critical profiles - especially for those builds which essentially rely on named items with improved critical profiles to survive; such as stick builds, morning-star builds and bow builds. None of these have stated improved critical profiles.
Flexible stats to hit/damage - None of these have any of that.
Vorpal - The level 30 Morninglord's have a version of this which sounds useful. None of the others do.
DR bypass - The boravian/morninglord's have silver bypass. Which is 1 damage type which is not too useful right now, but hopefully will be useful in the expansion.
Lots of +damage dice - The boravian/morninglord have a small amount of +damage dice, and the morninglord has Keen V which should have base damage dice (which are very nice) attached to it. The nightmother's has a decent amount of +damage through evil and human bane.
Keen on weapons below level 9 - These weapons are not below level 9.

Which leaves us with... The Boravian and morninglord weapons look like they're not very good, but not terrible. The Macabre/nightmother weapons really don't have much on them to encourage me to ever use them.

But... I'm expecting these weapons to be overshadowed by sentient weapons anyways, so it's not too likely they're going to have that much use in the long run.

lyrecono
11-08-2017, 03:19 PM
Then they can increase the charges and/or duration. Permanent Displacement is absurd.

They had the opportunity with leg. shroud crafting, they choose not to.
People asked them to increase the time on a leg. displacement
Perma displacement would be a nice option, but the items are meh and perma displacement is not worth 2 slots, imho.
Besides, this will only mean that mobs will get some kind of bypass to it anyway. true seeing for every one!!!!

Fivetigers33
11-08-2017, 03:24 PM
Legendary: Minimum Level 29
•Morninglord's (One of each weapon type)
•Silver, Alchemical
•Keen V
•Sovereign Disruption On hit: 4 to 24 Bane damage to Undead. On Vorpal Hit: If undead struck by this weapon has fewer than 300 Hit Points, it is instantly slain. If the Undead has above 3000 Hit Points, it takes 300 damage.
•Greater Maiming

I think the same kooky crafter that's been making all those Full Plate armors of Repair Amplification has started making weapons.

Adding extra crit damage on a weapon designed to fight enemies that immune to critical hits... Hmmm.....

Arkat
11-08-2017, 03:48 PM
"It'd be nice if Warforged and Bladeforged had access to this set" is definitely valid and useful feedback.

Ok, take a look at my original post again. I made the change.

Thanks.

Steel, I've been primarily a WF (and now BF) player for almost 12 years now. WF and BF have been getting the shaft on armor for almost that long because, with a few exceptions, no one has thought to make docent equivalents of the new armors despite the fact I and several others have kept pointing this out over the years. The docents that came out with the Dragonborn expansion were a pleasant surprise and I thought making Docent equivalents for armor would now be SOP. But I was disappointed again.

Honestly, it gets to be exhausting as well as demoralizing making the same observation (complaint) update after update.

I don't mean to dump on you specifically but it would sure be nice if we WF/BF players were not forgotten as often as we seem to be.

Thanks again for tolerating my rant.

cru121
11-08-2017, 03:58 PM
Summoner's Spectacles: Goggles
Conjuration Focus (Heroic: +3) (Legendary: +8)
Insightful Conjuration (Heroic: +2) (Legendary: Quality +1)
Spell Penetration (Heroic: +3) (Legendary: +8)
Quality Mystic Diversion (Heroic: +2%) (Legendary: +7%)
Green Augment Slot

You can cannith craft very similar ML10 goggles. +2 diversion does not really motivate me to chase this item. If this wasn't a goggle, it'd be more valuable (because with CC, you can IIRc only put it on goggles). But it is a goggle so it could use a better effect than diversion.


Shadowhail Cloak: Cloak
Hide (Heroic: +12) (Legendary: +22)
Move Silently (Heroic: +12) (Legendary: +22)
Deception (Heroic: +4) (Legendary: +16)
Ghostly
Green Augment Slot

We already have a bunch of Ghostly cloaks. Would be better in a different slot imho.


Curse Resistance items
I fear this might be an useless enchantment. Consider instead adding some fun stuff like:
- makes your weapon cursespewing
- Restoring the Balance (shintao) as a clicky or guard
- Polycurse enchantment. Chaotic Curse enchantment. (ddowiki them)


Kindred Pendant: Necklace
Charisma (Heroic: +6) (Legendary: +19)
Enchantment Focus (Heroic: +3) (Legendary: +8)
Feat: Augment Summoning
This will have a fourth effect but does not yet!
Yellow Augment Slot

I could see summon clicky. Something useful, or at least flavorful.


Softsole Slippers: Boots
Anthem Slowly regenerate Bard songs.
Perform (Heroic: +12) (Legendary: +22)
Insightful Charisma (Heroic: +2) (Legendary: +9)
This will have a fourth effect but does not yet!
Green Augment Slot

We could use Inspiring Echoes or Alchemical Conservation on additional items...


Van Richten's Cane: Buckler
Stunning (Heroic: +6) (Legendary: +22)
Riposte (Heroic: +2) (Legendary: +9)
Shield Bashing (Heroic: +9) (Legendary: +31)
Undead Bane (Heroic: 3d10) (Legendary: 9d10)
Silver, Alchemical

Ditch Silver in favor of Tira's Splendor.
Ditch Undead Bane in favor of Weaken Undead. (or at least make it unnatural bane)


Braided Cutcord: Belt
Quality Dodge (Heroic: +1%) (Legendary: +4%)
Blurry
Deathblock
Diversion (Heroic: +9%) (Legendary: +31%)
Green Augment Slot

Instead of Diversion add Deception / Improved Deception (the bluff thing)
On heroic give us enhancement dodge instead of piddly +1 quality


Crypt Raider Set
set bonus is good. items are weak. on the belts replace quality fort with quality save. Add something useful. Maybe a crypt raider item could add True Seeing. Or Radiance Guard. Or fort bypass (weaken undead effect).


The magic sets
unhappy that exceptional lore is not available for light/medium/heavy aarmor casters :(



Underutilized enchantments:
- arcane augmentation
- arcane casting dexterity
- armored agility
- deception / improved deception
- energy siphon
- enhanced ki
- extra smites
- greensteel guards (enervation, radiance,,)
- fleshmaker
- nimbleness
- lesser turning
- soundproof
- web immunity
...

SerPounce
11-08-2017, 04:10 PM
Legendary: Minimum Level 29
•Morninglord's (One of each weapon type)
•Silver, Alchemical
•Keen V
•Sovereign Disruption On hit: 4 to 24 Bane damage to Undead. On Vorpal Hit: If undead struck by this weapon has fewer than 300 Hit Points, it is instantly slain. If the Undead has above 3000 Hit Points, it takes 300 damage.
•Greater Maiming

I think the same kooky crafter that's been making all those Full Plate armors of Repair Amplification has started making weapons.

Adding extra crit damage on a weapon designed to fight enemies that immune to critical hits... Hmmm.....

Pretty sure you get maiming damage even if the crit is blocked by fort as long as you roll to crit and confirm.

Fivetigers33
11-08-2017, 04:13 PM
Pretty sure you get maiming damage even if the crit is blocked by fort as long as you roll to crit and confirm.

Even so, thematically I don't like it. :-P

Satyriasys
11-08-2017, 04:14 PM
Ok, take a look at my original post again.

Thanks.

WF and BF have been getting the shaft on armor for almost that long because, with a few exceptions, no one has thought to make docent equivalents of the new armors despite the fact I and several others have kept pointing this out over the years

Sort of a drawback at playing an OP race. Sooner or later it's time to ditch the training wheels.

Qhualor
11-08-2017, 04:24 PM
Permanent Displacement is simply a QOL enhancement. Many people already have "Full Time Displacement" as it is really table stakes to higher level content as a melee. It's just that currently it requires managing short term clickies so a true Permanent feature makes life nicer.

these "many" players must be in some private grouping somewhere, but in all my years of playing DDO I have never seen anyone with anything close to perm displacement. I personally have 1 GS clickie on 3 of 4 of my characters and using it primarily for boss fights or I am alone and things are going seriously sideways.

I remember when players were discussing how OP perm blur was with GS at level 11. now look, you can find it as low as ML 4 or as an enhancement for only 6 AP. its "expected" these days to be able to UMD it in upper heroic levels on any build or at least have a perm blur item.

something big like displacement or blur should be a clicky for those builds that don't get it in a spell list, but imo, be more exclusive. something like that should require clicking to use rather than make things easier and just make it a permanent affect so players don't have to bother with swapping and clicking to use.

Fivetigers33
11-08-2017, 04:27 PM
these "many" players must be in some private grouping somewhere, but in all my years of playing DDO I have never seen anyone with anything close to perm displacement. I personally have 1 GS clickie on 3 of 4 of my characters and using it primarily for boss fights or I am alone and things are going seriously sideways.

I remember when players were discussing how OP perm blur was with GS at level 11. now look, you can find it as low as ML 4 or as an enhancement for only 6 AP. its "expected" these days to be able to UMD it in upper heroic levels on any build or at least have a perm blur item.

something big like displacement or blur should be a clicky for those builds that don't get it in a spell list, but imo, be more exclusive. something like that should require clicking to use rather than make things easier and just make it a permanent affect so players don't have to bother with swapping and clicking to use.

Maybe this is SSG trying to throw a bone to melee's for tougher content.

Arkat
11-08-2017, 04:40 PM
Sort of a drawback at playing an OP race. Sooner or later it's time to ditch the training wheels.

If they were as OP as you seem to believe, the power-gamers would play nothing but. However, a simple, short perusal of Frets' (and others') posts in the Achievement Forum would seem to indicate otherwise.

WetWip
11-08-2017, 05:26 PM
these "many" players must be in some private grouping somewhere, but in all my years of playing DDO I have never seen anyone with anything close to perm displacement. I personally have 1 GS clickie on 3 of 4 of my characters and using it primarily for boss fights or I am alone and things are going seriously sideways.

I remember when players were discussing how OP perm blur was with GS at level 11. now look, you can find it as low as ML 4 or as an enhancement for only 6 AP. its "expected" these days to be able to UMD it in upper heroic levels on any build or at least have a perm blur item.

something big like displacement or blur should be a clicky for those builds that don't get it in a spell list, but imo, be more exclusive. something like that should require clicking to use rather than make things easier and just make it a permanent affect so players don't have to bother with swapping and clicking to use.

No offense intended but with an eternal displacement flask (relatively easy to get from remnants now) you don't really need that many Heroic GS clickies to get close to full time displacement. The flask has a 25% uptime - 1 minute displacement, 3 minute cool down. 1 heroic GS clickie gives you 3 min of displacement. So 1 flask and one clicke gives 5 continuous minutes, flask and 2 clickies gives 9 minutes, flask and 3 clickies gives 13 min, etc.

Heroic GS clickies are pretty easy to get - you can buy most of the items needed (including the blank) off the auction house and last time I ran shroud, people were leaving shards in the chests because they didn't want to inventory them. You can also get most everything but the blanks from non raid quests - mainly DA.

The hassle in keeping up full time displacement is managing the clickies - easy to do but not a lot of fun. And no - I don't see a lot of people running with full time displacement because there is no reason to burn clickies when you don't need them. But I see a lot of people running with displacement in every fight.

Iriale
11-08-2017, 06:05 PM
No offense intended but with an eternal displacement flask (relatively easy to get from remnants now) you don't really need that many Heroic GS clickies to get close to full time displacement. The flask has a 25% uptime - 1 minute displacement, 3 minute cool down. 1 heroic GS clickie gives you 3 min of displacement. So 1 flask and one clicke gives 5 continuous minutes, flask and 2 clickies gives 9 minutes, flask and 3 clickies gives 13 min, etc.

Heroic GS clickies are pretty easy to get - you can buy most of the items needed (including the blank) off the auction house and last time I ran shroud, people were leaving shards in the chests because they didn't want to inventory them. You can also get most everything but the blanks from non raid quests - mainly DA.

The hassle in keeping up full time displacement is managing the clickies - easy to do but not a lot of fun. And no - I don't see a lot of people running with full time displacement because there is no reason to burn clickies when you don't need them. But I see a lot of people running with displacement in every fight.
4 mins cooldown, and set in cooldown other eternal flasks.

Permanent displacement is not a good idea. It is a mistake to devalue spells of short duration in this way. SSG has to work reaper mechanics and make them better (high skull reaper is utterly absurd with the buffs of mobs&debuff of characters), not devalue unique traits of classes

Qhualor
11-08-2017, 06:10 PM
No offense intended but with an eternal displacement flask (relatively easy to get from remnants now) you don't really need that many Heroic GS clickies to get close to full time displacement. The flask has a 25% uptime - 1 minute displacement, 3 minute cool down. 1 heroic GS clickie gives you 3 min of displacement. So 1 flask and one clicke gives 5 continuous minutes, flask and 2 clickies gives 9 minutes, flask and 3 clickies gives 13 min, etc.

Heroic GS clickies are pretty easy to get - you can buy most of the items needed (including the blank) off the auction house and last time I ran shroud, people were leaving shards in the chests because they didn't want to inventory them. You can also get most everything but the blanks from non raid quests - mainly DA.

The hassle in keeping up full time displacement is managing the clickies - easy to do but not a lot of fun. And no - I don't see a lot of people running with full time displacement because there is no reason to burn clickies when you don't need them. But I see a lot of people running with displacement in every fight.

I wasn't aware of this flask. thanks for bringing this to my attention. too busy spending remnants on the tomes. I wouldn't exactly call 10,000 remnants really that easy though. as I level through heroics I am seeing a lot less remnants and remnant chest drops unlike the last time I was in heroics about a year ago.

the cooldown lasts for 5 minutes on a 60 second clickie that occasionally appears at the remnant vendor and can be used at level 1 according to wiki and all other flasks like DW and FoM are unable to be used during this cooldown. that means every 5 minutes you are choosing which flask to use if you have more than 1. I can see DW and FoM not being used much in a group with others who are able to cast those spells.

again, I have yet to see players in general grouping and even when I used to be in guilds be perm displaced. perhaps this is a Reaper thing and in more secluded grouping? I don't know. I see many using blur though and, unless your graphics are not good, its easy to tell the difference. I know its pretty easy these days to make GS clickies, they only need to be T2. the issue is more getting players into a heroic Shroud group when I rarely see an lfm, though DA is still somewhat popular. I personally think its harder to get shards in DA because I hardly see them drop.

guess its too late to suggest upping the flask ML :(

QuantumFX
11-08-2017, 07:00 PM
Inital thoughts:
- Why do Garstone's Lenses have devotion spell power instead of reconstruction? Seems thematically backasswards, and there are no other sources of it in the list of items you provided.

- Kinda wish the Adherent and Herald sets had multiple tiers for 3/4/5 items. Like the old Tharne's and Glacial Assault sets.

- The Beacon of Magic set needs a ring. And, preferably, that ring would support Clerics/FvS's of the Lord of Blades. Because the fleshie equivilent has 2 rings and a belt, and supports both arcane and divine casters.

- The lack of marital oriented cloth and docent sets is disturbing.

- Tira's Splendor. Ugh. Change the name of this enchantment. The original rune arm will still keep it’s name, and the enchantment showing up on a non-Eberron item won’t be immersion breaking.

- Dreadcursed Defender / Kindred Spirit: Legendary “Don’t Count Me Out” is 4,000 hitpoints, right? RIGHT!?!?

PermaBanned
11-08-2017, 07:13 PM
Dreadcursed Defender: Iron Defender Armor
Fortification (Heroic: +77%) (Legendary: +202%)
Physical Sheltering (Heroic: +14) (Legendary: +50)
Vitality (Heroic: +19) (Legendary: +67)
Don't Count Me Out! Your range of unconciousness extends by 400 hitpoints.
Blue Augment Slot

Kindred Spirit: Pet Collar
Fortification (Heroic: +77%) (Legendary: +202%)
Physical Sheltering (Heroic: +14) (Legendary: +50)
Vitality (Heroic: +19) (Legendary: +67)
Don't Count Me Out! Your range of unconsciousness extends by 400 hitpoints.
This does not have an Augment Slot yet but will!
Why a Collar & Docent that are identical?

Fecerak
11-08-2017, 07:45 PM
Please consider not restricting every item to exactly 4 abilities. For one it is pretty boring, but more importantly some types of abilities are just a lot more valuable than others. Some of the items with skill bonuses really might need some more bonuses to make them worthwhile, while others (like the caster robe) could easily have been fine even with 3 effects. When not all effects are equal in value you should really consider compensating for it by adding more abilities to the ones with the weaker abilities.

For instance the Hide/MS/Ghostly/Deception item could probably just have another 1-2 bonuses (diversion/insightful or quality hide+ms, or maybe something entirely different, iunno). Same with the items with things like curse resistance - it's not really worth an entire slot by itself, so give it together with other weak bonuses.

apocaladle
11-08-2017, 08:39 PM
for the item
Kindred Pendant: Necklace

Charisma (Heroic: +6) (Legendary: +19)
Enchantment Focus (Heroic: +3) (Legendary: +8)
Feat: Augment Summoning
This will have a fourth effect but does not yet!
Yellow Augment Slot

having augment summons seems pretty useless as if you are going summoning you would need to take the feat anyway to get improved augment summons in epic feats.

perhaps a stacking bonus to summons/companions/charmed/hirelings would be suited better and it may help push summons in the direction of being useful as right now they are pretty behind and could use a lot of love wherever they can get it.

Fezz1k
11-08-2017, 09:05 PM
Oh I meant to add yesterday - it's pretty disappointing that the only caster armor here is cloth. That it's pretty great stacking cloth would be disappointing on its own, but that said cloth armor is part of a set that could be useful and doesn't have two other pieces of good gear for a number of the heavier armor classes as well makes it worse. There are more offensive caster classes that don't use cloth than the three that do, and their options from this gear are all generic defensive ones.

Zeklijan
11-08-2017, 09:21 PM
Would be nice to have a fleshy and docent version of each version of those set armours.

I would really like to use the universal spellpower set but it's limited to warforged.

lyrecono
11-08-2017, 11:25 PM
I wasn't aware of this flask. thanks for bringing this to my attention. too busy spending remnants on the tomes. I wouldn't exactly call 10,000 remnants really that easy though. as I level through heroics I am seeing a lot less remnants and remnant chest drops unlike the last time I was in heroics about a year ago.

the cooldown lasts for 5 minutes on a 60 second clickie that occasionally appears at the remnant vendor and can be used at level 1 according to wiki and all other flasks like DW and FoM are unable to be used during this cooldown. that means every 5 minutes you are choosing which flask to use if you have more than 1. I can see DW and FoM not being used much in a group with others who are able to cast those spells.

again, I have yet to see players in general grouping and even when I used to be in guilds be perm displaced. perhaps this is a Reaper thing and in more secluded grouping? I don't know. I see many using blur though and, unless your graphics are not good, its easy to tell the difference. I know its pretty easy these days to make GS clickies, they only need to be T2. the issue is more getting players into a heroic Shroud group when I rarely see an lfm, though DA is still somewhat popular. I personally think its harder to get shards in DA because I hardly see them drop.

guess its too late to suggest upping the flask ML :(
Really? After getting every tome on all my mains and every cosmetic i ended up with 150k rems prior to reaper, currently i'm sitting on 448k rems. I suggest playing more elite or higher reaper setting to farm rems more efficiently.

Running permanantly with greensteel displacement here, i have 5 clickies on my 2main melees and 3 on my rog and healer.
It is prety much a requirement for end game here, especially melee.(my bard and warlock have their own) without it you die to much in EE, LE and reaper, wich gets you tossed out of parties in no time over here. And let me put some emphasis on this, it's a requirement, it is a manditory situation. Over here you get tossed out of the end game scene without it.

To bad the perma displacement isn't on good gear that maters, my barb would have loved it, since rage can easily last 9 minutes and displacement only lasts 1,5 minute. And thats 9 minutes on a non con race prior to racial past lives and the new gear. I might be able to break 10 min when back to cap.
Another reason why people were sad to find out the legendairy greensteel clickies only lasted as long as the heroic ones. 1,5 min is nothing in the duration of a quest but due to its manditory nature in endgame, it's a needles bother, just like frenzy and death frenzy that i need to click on every minute. Its needless bussy work.

Perma displacement is a nice quality of life fix, however i assume that the devs will resort to true seeing or somekind of bypass wich will screw over melees again, purely based on how they handled all the other defencive stats in the game in the past.

Edit: i have no idea why there is a thumbs down icon in the title, i didn't recal putting it there, please ignore it.

korgzz_bloodaxe
11-08-2017, 11:42 PM
As a someone who almost exclusively plays melee characters I am against perm displacement.


Really? After getting every tome on all my mains and every cosmetic i ended up with 150k rems prior to reaper, currently i'm sitting on 448k rems. I suggest playing more elite or higher reaper setting to farm rems more efficiently.


Errrr, you do realise you are in the extreme minority? You would have to be hardcore to have that many rems. More typical for a reasonable player would be anywhere up to 50k. I think I get roughly 9k rems a life running a mix of reaper with the odd elite thrown in. Even if you were getting 10k a life that would be in excess of 60 lives assuming you purchased all tomes and cosmetics! Then you are saying you have a vast number of displacement clickies (16), more typical would be 3-4 tops.

The cooldown on Eternal Flask of Displacement is 5 mins.

Kielbasa
11-08-2017, 11:59 PM
The first question I ask myself when looking at the expansion gear is can I make a passable gear set for a new character? When Motu was first released if I were to take the commendations gear and quest drops I could make something that would cover most of my basic needs back then. Based on what I am seeing here I am not sure that I could do that. Things that I see missing right from the get go no head gear. I would guess this means there are going to be a lot of different helms in the raid but 2 or 3 in the regular quests wouldn't hurt. There is only one item with base strength, dexterity, and intelligence. There are no false life items. There are no enhanced ki items. There are no doubleshot items. There is no plain old resistance item. I hate the trend of splitting this up into fort, reflex, will, spell, curse, disease, etc saves. I am fine with insightful and quality bonuses being split up but can we just have our base bonus to saves back please? The same goes for sheltering keep the base effect together and then do what you will with the insightful and quality versions. Just a quick rundown of gear by slot:

head gear: No Gear at all. I hope we can get a few non raid options.

Goggles: 5 options mostly for caster, bard, or artificer. Five options is nice but it would be great to get something for the other classes.

Necklace: 3 options. A bard necklace, an illusion dc one, and one with constitution and nothing else useful on it. The bard necklace is nice but the constitution necklace could use some mass appeal since the other two are so niche.

Cloaks: 6 options. Many different options looks like something nice for everyone here best gear slot design of all the stuff I have seen so far.

Trinket: 2 options. If I played a turn based cleric or paladin I might be interested in the first one. Cursebane Focus could use some inspiration anything would be better than it currently is. Suggestion have it give cursespewing to your weapons or weaken undead, maybe light damage to spells.

Armor: Needs an outfit for monks and a non caster docent for robots.

Belt: 5 options. Some caster and non caster options. The vistani one I like. The two belts that are part of the medium armor set suck. Replace Fortitude with plain resistance saves and spell saves with spell resistance if you want to keep the same theme or just go back to the drawing board and make something melee barbarians, druids, and favored souls might actually like. Then make the other one for caster based druids, favored souls and artificers.

Bracers: 2 options. These are solid items. You could use a caster and a ranged bracer option as well.

Gloves: 3 options. If I had to wear one of these I would pick the lesser displacement pair every time. The other two could use some love. Is there a reason we are getting a level 10 item with assassinate dc? I guess this is for shadow dagger.

Boots: 3 options. Can't go wrong with a FoM swap in. The dexterity boots are nice. More options for anthem are always appreciated.

Rings: 5 options. I like the monk ring. The other rings could use some love.

Weapons:

Not a fan of doublestrike or deception on weapon unless that is the type of deception that allows sneak attack. Most veteran players will have those already slotted in their gear somewhere.

lyrecono
11-09-2017, 01:41 AM
As a someone who almost exclusively plays melee characters I am against perm displacement.



Errrr, you do realise you are in the extreme minority? You would have to be hardcore to have that many rems. More typical for a reasonable player would be anywhere up to 50k. I think I get roughly 9k rems a life running a mix of reaper with the odd elite thrown in. Even if you were getting 10k a life that would be in excess of 60 lives assuming you purchased all tomes and cosmetics! Then you are saying you have a vast number of displacement clickies (16), more typical would be 3-4 tops.

The cooldown on Eternal Flask of Displacement is 5 mins.
Realy?
We run reaper exlusively and there is no one below 300k rems in my channel and guild.

Vast number of displacement clickies? Here every melee has 3-4 as a base minimum, some have more then i do.

korgzz_bloodaxe
11-09-2017, 03:04 AM
Realy?
We run reaper exlusively and there is no one below 300k rems in my channel and guild.

Vast number of displacement clickies? Here every melee has 3-4 as a base minimum, some have more then i do.

Yes, YOU do. You are most likely in an elite guild. Back to the point - for you permanent displacement may be QoL but for MOST people it would be a significant amount of power creep.

lyrecono
11-09-2017, 03:25 AM
As a someone who almost exclusively plays melee characters I am against perm displacement.



Errrr, you do realise you are in the extreme minority? You would have to be hardcore to have that many rems. More typical for a reasonable player would be anywhere up to 50k. I think I get roughly 9k rems a life running a mix of reaper with the odd elite thrown in. Even if you were getting 10k a life that would be in excess of 60 lives assuming you purchased all tomes and cosmetics! Then you are saying you have a vast number of displacement clickies (16), more typical would be 3-4 tops.

The cooldown on Eternal Flask of Displacement is 5 mins.


Yes, YOU do. You are most likely in an elite guild. Back to the point - for you permanent displacement may be QoL but for MOST people it would be a significant amount of power creep.

Elite guild? My guild leadster would like to thank you for the compliment, however, it's a mere adaptation to the poorly ballanced content and getting tier 1&2 heroic shroud ingredients and shards isn't that hard when the cap is 30.

Displacement is as essential to endgame melee, just like fortrification. noboddy i know would enjoy having to refresh a full fort clicky every 1,5 minutes. One slip up and you're dead or half way there.

You do have a point though, the set is so weak, newbies would be the ones benefitting the most from this. Better remove the effect, melees are way too powerfull in LE and reaper.

Qhualor
11-09-2017, 04:38 AM
Really? After getting every tome on all my mains and every cosmetic i ended up with 150k rems prior to reaper, currently i'm sitting on 448k rems. I suggest playing more elite or higher reaper setting to farm rems more efficiently.

Running permanantly with greensteel displacement here, i have 5 clickies on my 2main melees and 3 on my rog and healer.
It is prety much a requirement for end game here, especially melee.(my bard and warlock have their own) without it you die to much in EE, LE and reaper, wich gets you tossed out of parties in no time over here. And let me put some emphasis on this, it's a requirement, it is a manditory situation. Over here you get tossed out of the end game scene without it.

To bad the perma displacement isn't on good gear that maters, my barb would have loved it, since rage can easily last 9 minutes and displacement only lasts 1,5 minute. And thats 9 minutes on a non con race prior to racial past lives and the new gear. I might be able to break 10 min when back to cap.
Another reason why people were sad to find out the legendairy greensteel clickies only lasted as long as the heroic ones. 1,5 min is nothing in the duration of a quest but due to its manditory nature in endgame, it's a needles bother, just like frenzy and death frenzy that i need to click on every minute. Its needless bussy work.

Perma displacement is a nice quality of life fix, however i assume that the devs will resort to true seeing or somekind of bypass wich will screw over melees again, purely based on how they handled all the other defencive stats in the game in the past.

Edit: i have no idea why there is a thumbs down icon in the title, i didn't recal putting it there, please ignore it.

there must be more to this story to have 448,000 remnants after buying out the store. I have been collecting them on all of my characters since the beginning having only bought the tomes so far and I don't even come close to 100,000. I think total I have less than 50,000. I dare say you are in the minority here to have that many.

eh, we have always disagreed with how to build and play melees. many things you think are weak, I think are strong or well balanced. many things you think would be QoL changes, I think would be game breaking or increase the unnecessary power creep. when I play EE and LE on my melees I only ever use Displacement for really tough fights and bosses. I never considered it a must have. I was actually waiting for someone to challenge me on this because the only place I have seen players use Displacement 24/7 is in forum content.

the only place I really see players talking about "melees being screwed over" is in Reaper. from what I have been reading, it sounds like perm Displacement is not even close to what would help them in there. in LE and EE, blur does the job just fine. I think the devs are going to keep Displacement, but my concern was more for the level 10 item and not so much the epic item. lesser displacement at level 10 means just a matter of time until it becomes a level 4 enhancement or on another item. that's the way the power creep trend goes and than the devs design tougher content/difficulties which makes players like you come to the forums and say "melees are screwed".

Iriale
11-09-2017, 05:53 AM
there must be more to this story to have 448,000 remnants after buying out the store. I have been collecting them on all of my characters since the beginning having only bought the tomes so far and I don't even come close to 100,000. I think total I have less than 50,000. I dare say you are in the minority here to have that many.

eh, we have always disagreed with how to build and play melees. many things you think are weak, I think are strong or well balanced. many things you think would be QoL changes, I think would be game breaking or increase the unnecessary power creep. when I play EE and LE on my melees I only ever use Displacement for really tough fights and bosses. I never considered it a must have. I was actually waiting for someone to challenge me on this because the only place I have seen players use Displacement 24/7 is in forum content.

the only place I really see players talking about "melees being screwed over" is in Reaper. from what I have been reading, it sounds like perm Displacement is not even close to what would help them in there. in LE and EE, blur does the job just fine. I think the devs are going to keep Displacement, but my concern was more for the level 10 item and not so much the epic item. lesser displacement at level 10 means just a matter of time until it becomes a level 4 enhancement or on another item. that's the way the power creep trend goes and than the devs design tougher content/difficulties which makes players like you come to the forums and say "melees are screwed".
The problem, Qhualor, is that a fast and lazy game design currently prevails over careful game design thinking in the long term. Reaper was a solution hastily implemented to respond to the power creep that the designers had introduced with so little foresight. The correct answer to the obvious detail that an infinite scaling of the reaper debuffs is ridiculous (leading to stupid low character damage, npcs that are meatbags of hps and one-shots of toons in high skulls) is to take some time after the expansion and review the mechanics of reaper, reducing the scaling of the debuffs and adding other more balanced challenge mechanisms.

Issue? We continue with the mentality of the fast food. It is easier to introduce a couple of OP things as a permanent displacement than to think about real long-term solutions.

While there is no long-term plan for the game, we will continue to see these things. And the future of the game will be compromised.

As sad as it is to write this, there is nothing new in this type of OP design. It is the one that has led us in the first place to need reaper. And it is the one that is already showing other types of problems. But it is easier to close your eyes to reality and think in the short term. OP items will help sell the expansion, and more when the value of the packages is very questionable in the first place

Regarding the remnants, I suppose that if I played only one character, I would have hundreds of thousands of remnants. As I play a lot of alts despite the attempts of SSG to kill the viability of the alts (well, every time I play less my alts, but I have correctly geared them and I have bought everything I could with remnants), I have about 50k. If you follow the meta of a single character, however, it is viable.

But do not be fooled, the clickies and those flasks are not perma-displacement. The effect disappears in death. It disappears when the duration of the spell ends. It disappears in anti-magical fields. Perma-displacement is something absurdly better than having the spell, a clickie or an eternal flask. It is not a QoL change, it is something absurdly better.

lyrecono
11-09-2017, 06:37 AM
there must be more to this story to have 448,000 remnants after buying out the store. I have been collecting them on all of my characters since the beginning having only bought the tomes so far and I don't even come close to 100,000. I think total I have less than 50,000. I dare say you are in the minority here to have that many.

eh, we have always disagreed with how to build and play melees. many things you think are weak, I think are strong or well balanced. many things you think would be QoL changes, I think would be game breaking or increase the unnecessary power creep. when I play EE and LE on my melees I only ever use Displacement for really tough fights and bosses. I never considered it a must have. I was actually waiting for someone to challenge me on this because the only place I have seen players use Displacement 24/7 is in forum content.

the only place I really see players talking about "melees being screwed over" is in Reaper. from what I have been reading, it sounds like perm Displacement is not even close to what would help them in there. in LE and EE, blur does the job just fine. I think the devs are going to keep Displacement, but my concern was more for the level 10 item and not so much the epic item. lesser displacement at level 10 means just a matter of time until it becomes a level 4 enhancement or on another item. that's the way the power creep trend goes and than the devs design tougher content/difficulties which makes players like you come to the forums and say "melees are screwed".

We have argued in the past about various numbers. We both have different ideas on how end game seems to be run. Might be due to different communities and player experience.

I do run mid skull(5-8) non stop with high perfoming party members, so content flies by, i'm now running my second main through racial lives ane raking up remnants so fast i bought the third shared ingredient bank expansion while it was on sale in oder to store them.
Like i said, guild and channel members reported having oodles of rems at this point. Maybe its a server thing? Does it mater though? Atm they are rotting at the bank, nothing worthy to buy(i really don't need stat potions for heroic tr'ing.
Have you considered that the way i play and the amount of time played might be different?
I log in and play non stop, no wait, no chit chat unless voice, take my bio whille in a quest etc, its all about efficiency.

I get he distict impression from our discussions on the barb pass years ago, that the way you play is far different from mine and sadly, those chats didn't do the poor barb class much good in the long run but you didn't notice because the endgame you run in is far different from mine.

I think this difference might account for the lack of remnants on your part.
Take a good look at how long, how fast and how hard you play, other people might run faster, harder and longer a day then you might.
And thats ok, to each his or her own pace.

Saekee
11-09-2017, 06:53 AM
please change perma-displacement to “+10%” (or whatever) profane (or insight) bonus to ethereal miss chance

shinsirhc
11-09-2017, 06:55 AM
nevermind :)

Vish
11-09-2017, 07:28 AM
On barovia
Ok, I watched the live stream yesterday
And saw barovia
Jerry did a walk though,
And it looks hauntingly beautiful
So it kinda changed my perspective on the loot

Mostly looking at it as usefulness is priority,
Instead of looking at it as coming from barovia
A Demi plane of darkness
Where they got fortune tellers,
And an intricate backstory
So I'm ok with the loot being flavorful
Still haven't seen the big stuff
In the end this will be bigger than slavers,
And slavers will fill the gaps


And on displacement
You're all a bunch of wussies,
Hiding behind a spell
Dont you know?
All the monsters in barovia have true sight?
Not just the champs,
So that crutch you built for,
Is gonna get you killed
At least in legendary
Ha, ya it's bugged
Just it's a secret

Draculetta
11-09-2017, 09:11 AM
I bought and equipped the Barvoian Longbow...

it's not working at all, I hold it, but I punch with my other hand when trying to attack. so it's like it's just a cosmetic or something...

scipiojedi
11-09-2017, 09:19 AM
I bought and equipped the Barvoian Longbow...

it's not working at all, I hold it, but I punch with my other hand when trying to attack. so it's like it's just a cosmetic or something...

Oh cool they found a way to nerf ranged characters

Qhualor
11-09-2017, 09:23 AM
I dont want to distract the loot discussion thread further with play styles discussions, so I will comment more specifically on lesser displacement on a ML 10 item.

If designing questionably OP loot to sell content is necessary, than we might as well dismiss any discussions on character power balanced against content. If more players stopped embracing the power creep, than DDO might be a very different game.

Perm Lesser Displacement on an item devalues further specific classes. The game continues to trend towards homogenization.

It devalues clickies like GS, as if heroic Shroud needs more reasons to not be run, and flasks from the remnant vendor. Why spend remnants on a flask with a short duration and long cooldown when I can equip an item that never dispels or have to manage clickies usage?

A caster specific spell, especially one that is a big boost to survivability, should at best be found on very limited loot and rare to find or as a clicky also limited and rare to craft/find. Things like this just helps trivialize content more.

Reaper is not a good benchmark to use to accept more power creep. There are casual through elite difficulties that many other players play in. Bench marking Reaper as the standard to discussions just hurts the game in other areas. Reaper related issues should be discussed in Reaper threads.

Iriale
11-09-2017, 09:32 AM
I dont want to distract the loot discussion thread further with play styles discussions, so I will comment more specifically on lesser displacement on a ML 10 item.

If designing questionably OP loot to sell content is necessary, than we might as well dismiss any discussions on character power balanced against content. If more players stopped embracing the power creep, than DDO might be a very different game.

Perm Lesser Displacement on an item devalues further specific classes. The game continues to trend towards homogenization.

It devalues clickies like GS, as if heroic Shroud needs more reasons to not be run, and flasks from the remnant vendor. Why spend remnants on a flask with a short duration and long cooldown when I can equip an item that never dispels or have to manage clickies usage?

A caster specific spell, especially one that is a big boost to survivability, should at best be found on very limited loot and rare to find or as a clicky also limited and rare to craft/find. Things like this just helps trivialize content more.

Reaper is not a good benchmark to use to accept more power creep. There are casual through elite difficulties that many other players play in. Bench marking Reaper as the standard to discussions just hurts the game in other areas. Reaper related issues should be discussed in Reaper threads.
Wise words

Anaximandroz
11-09-2017, 09:33 AM
Putting the expected power creep aside, the thing i'm missing is blunt and lacerating ammunition. You know the "good" weapons look like made for hunting undead and, while melees can switch, ranged players are stuck with piercing, being ineffective against half the most abundant types of undead. This is even worst in reaper where the drs are sky high. The ideal (IMO) is adding a/to vendor (maybe house D or the unused collectors in necro).

MistaMagic
11-09-2017, 09:40 AM
Well my Honest opinion is that 99.9% of this suck. I will stick with my 5 Piece Slavers, Cannith crafted and LGS Gear mainly with the odd exception for an infill if one fits the bill.
I will run these quests purely for RXP as I want one of these set bonus as much as a House on the Moon.
I do hope that the named loot is a lot better as otherwise we have been sold a pup with this Expansion

mr420247
11-09-2017, 09:57 AM
I like the heroic fom boots thats it def upgrade over the kundaraks

Epic i'd probly still use my 3bc boots

I kind of like the beacon of magic set but why are there only 2 belts and a docent option

How are non forged casters supposed to ever get to use this set or am i missing something

And is this really another update with out a radiance spell power crit option

Qeistalan
11-09-2017, 10:34 AM
Shadowhail Cloak: Cloak
•Hide (Heroic: +12) (Legendary: +22)
•Move Silently (Heroic: +12) (Legendary: +22)
•Deception (Heroic: +4) (Legendary: +16)
•Ghostly
•Green Augment Slot

Phasecloak: Cloak
•Intelligence (Heroic: +6) (Legendary: +19)
•Evocation Focus (Heroic: +3) (Legendary: +8)
•Quality Intelligence (Heroic: +1) (Legendary: +4)
•Wizardry (Heroic: +112) (Legendary: +412)
•Yellow Augment Slot


Only ONE Ghostly item out of all the Ravenloft gear? Seems to me "Ghostly" -- by name alone -- should be on more than just one item for Ravenloft.

The Phasecloak has abilities that have nothing to do with PHASING? Ghostly or Lesser Displacement, improved invisibility, something. I would replace the Evo Focus with Ghostly, IMO.

Separately: Why aren't there any items with True Seeing? Seems like a miss/gap. Maybe some goggles called "Vision of the Vistani": Wisdom, True Sight, Green Slot.

Sam-u-r-eye
11-09-2017, 10:41 AM
Many of your disagreeing ideas don't matter...

If we had interesting items then we wouldn't need creep. Straight up my friends.

Sam-u-r-eye
11-09-2017, 10:47 AM
The devs are gonna spend time balancing items made with cookie cutter stat inflation.

OR

Give us new and interesting effects----on par with enhancements.

Sure new effects are time consuming, but that's what keeps loot fun. Not just skipping 18 enhancement bonus for 19 or fidgeting with displacement.

Sam-u-r-eye
11-09-2017, 10:50 AM
The consensus to me seems...

1. Making the set bonuses MUCH more original.
2. Shoring up low impact items and adding some options for sets.

Yarrr??

mr420247
11-09-2017, 10:50 AM
Id farm for a litany augment and a dd clicky would be so nice

Sam-u-r-eye
11-09-2017, 10:57 AM
Id farm for a litany augment and a dd clicky would be so nice

How about a new spellbuff on a clicky...
...and no to more stat inflation...

Even recycling turn the page is a bad idea. It reduces the unique flavor of another item further damning a raid into nothingness.

mr420247
11-09-2017, 10:57 AM
Now your talking like what kind of spell buffs

Wizza
11-09-2017, 11:00 AM
How about a new spellbuff on a clicky...
...and no to more stat inflation...

Even recycling turn the page is a bad idea. It reduces the unique flavor of another item further damning a raid into nothingness.

Rememeber clickies?

We can go back and check how many items were farmed exclusively for the clickies. Hint: it's a lot.

Too bad the current Devs hate clickies and trading :rolleyes:

Sam-u-r-eye
11-09-2017, 11:03 AM
Some people may think this is unrelated but...

http://contentmarketinginstitute.com/2011/03/content-marketing-diversification

mr420247
11-09-2017, 11:08 AM
New augments and clickies would be great

I'd just be happy to finally update my mod trinket slot

Now i'm wondering about removing the mrr cap from robes if there not going to un nerf some of the armor up nerfs

Armor will be pointless again or am i missing something there

Sam-u-r-eye
11-09-2017, 11:09 AM
Which is sad beacause MMOs are built on social interaction, and taking that out makes it more chalky.

Aelonwy
11-09-2017, 11:19 AM
I was going to give detailed feedback. I'm far too disillusioned to do so right now, however. I gave some detailed feedback on these items a month and a half ago and I don't see much to indicate that my feedback (or anyone else's for that matter) was heard before. Sorry if that sounded rude my tone was intended to sound frustrated not snarky.

So just a couple of points that I'm going to reiterate:

1: FULLSTOP with the separate base saves.

If you guys want to add a separate quality save fine, however we have been using Resistance (a bonus to all saves) for years and we like it that way! When you separate the base saves (for example Reflex on Flightfoot Greaves) I personally see it as a WASTED item enchantment.

That's right, fluff occupying an enchantment on the item that makes it look less worthwhile. A reminder: we can insert a Resistance augment into ANY blue or green slot. Just one further note on the subject, be careful with insightful bonus to saves as well, because we also have Parrying and in case you weren't aware this ALSO gives an insightful bonus to... wait for it... ALL saves.

2: Deathblock

Deathblock is awesome for the heroic items but only because you can't (augment) slot Deathblock till level 12. So Deathblock occupying an enchantment slot on a heroic level 10 item is fine. However, the epic items need the old style Deathblock VI used on the Glorious Dawn ring for me not to feel cheated because otherwise its exactly the same enchantment as a level 12 augment... on a level 29 item. Do you see my point?

3: Heroic Vs. Epic and NON-scaling effects.

There are a number of items that simply DO NOT have enough difference between the heroic and epic version. Which is weird because the level difference is extreme. For the most part this is caused by so many NON-scaling effects. Some items have only one non-scaling effect, some have two, at least one has 3 (Dawn's Herald). The result of this is that the heroic item looks awesome but the epic item looks pathetic. My suggestion would be to add an extra SCALING effect to the item to give the epic version more differentiation from the heroic version. In the example (Dawn's Herald) insightful or quality wisdom, or either of charisma, or something to do with light or positive spellpower. Anything that scales. Or and this is an equal possibility, give the epic version an effect that the heroic version doesn't have at all.

4: Caster items

There are a number of caster belts listed. One gives fire/acid, one is cold/electrical, and the final one is negative/positive. You are missing a force/light option for ALL the evoker clerics/favored souls that you just made so much effort to make viable again. I suggest -

Rope of Divine Power
Waist, ML 10
Radiance +77, Impulse +77, Radiant Lore +11%, Kinetic Lore +11%, Empty Blue Augment Slot

Legendary Rope of Divine Power
Waist, ML 29
Radiance +202, Impulse +202, Radiant Lore +29%, Kinetic +29%, Empty Blue Augment Slot

For clerics and favored souls so we can have fun with Implosion, Blade Barrier, Cometfall, Sunburst, Sunbolt, Searing Light, etc.

5: Old rare effects that could be recycled for more interesting items:

Scorching Sun
Eternal Fire
Healer's Bounty
Radiance Guard
Sunburst/Greater Sunburst
Weaken Undead
Weaken Construct (those scarecrows are definitely scary)
From the Shadows
Shadow Spike
Improved Deception
Nightmare Guard
Boon/Greater Boon of Undeath
Fearsome/Roar
Permanent Nihil
Nightsinger
Smoke Screen (renamed something to do with mists)

I combed through wiki looking for old effects that might be flavorful for Ravenloft, I'm sure I missed some but these strike me as having potential. Also just an aside but how in Shavarath did Halcyon Mind get left off of the epic Halcyonia? I mean, really, that seems so obvious.

I could give detailed feedback again, at least on the items I think are the worst offenders. I genuinely care about this game and want this expansion to go well and be a must have adventure like Vale was back in the day.

mr420247
11-09-2017, 11:24 AM
I do like the caster belts for the 2 piece set but according to list it can only be used with the docent maybe robes not on it is just a typo

Now it would be easier to set if they weren't all belts aka 1 belt 1 boots 1 bracers n 1 robe boom almost a full 5 piece set see how easy that is

1 idk spell club or shield n done

Lagin
11-09-2017, 11:27 AM
1: FULLSTOP with the separate base saves.



2: Deathblock

Deathblock is awesome for the heroic items but only because you can't (augment) slot Deathblock till level 12. So Deathblock occupying an enchantment slot on a heroic level 10 item is fine. However, the epic items need the old style Deathblock VI used on the Glorious Dawn ring for me not to feel cheated because otherwise its exactly the same enchantment as a level 12 augment... on a level 29 item. Do you see my point?

3: Heroic Vs. Epic and NON-scaling effects.



4: Caster items



5: Old rare effects that could be recycled for more interesting items:

Scorching Sun
Eternal Fire
Healer's Bounty
Radiance Guard
Sunburst/Greater Sunburst
Weaken Undead
Weaken Construct (those scarecrows are definitely scary)
From the Shadows
Shadow Spike
Improved Deception
Nightmare Guard
Boon/Greater Boon of Undeath
Fearsome/Roar
Permanent Nihil
Nightsinger
Smoke Screen (renamed something to do with mists)

I combed through wiki looking for old effects that might be flavorful for Ravenloft, I'm sure I missed some but these strike me as having potential. Also just an aside but how in Shavarath did Halcyon Mind get left off of the epic Halcyonia? I mean, really, that seems so obvious.

I could give detailed feedback again, at least on the items I think are the worst offenders. I genuinely care about this game and want this expansion to go well and be a must have adventure like Vale was back in the day.

Good post, you are not alone, As for the "must have" pack. That's everybody's hope, SSG's more than us imho.

Thrudh
11-09-2017, 11:29 AM
It's only applicable to rangers, artificers and rogues, since it's light armor. Any reason to get more melee into higher quest difficulties where they get one-shot today gets a thumbs up from me.

Ah, that balances permanent displacement out a little better.

mr420247
11-09-2017, 11:34 AM
Another item worth farming for at least heroic some thing with some poison damage defense that actually works

Lagin
11-09-2017, 11:42 AM
Another item worth farming for at least heroic some thing with some poison damage defense that actually works


I knew this was going to come up. CitW Spider Mask is the root of the useless items, I dont see how any new item can change and/or circumvent the issue.

Unless the devs classify the poison damage in Ravenloft is unique, and merits it's own set of rules, anything w/ poison on it is (fluff)? yup.

Thrudh
11-09-2017, 11:44 AM
[QUOTE=Cocomajobo;6036843]All Heroic Items are Minimum Level 10.
All Legendary Items are Minimum Level 29.


Silent Avenger Set:
When 2 pieces are equipped:
You gain the effects of (Heroic: Blur) (Legendary: Displacement)
You use your Dexterity for your Will saving throws
You have a -30% Artifact bonus to your threat generation with weapon attacks.


Mist-laden Vestment: Light Armor

Fortification (Heroic: +77%) (Legendary: +202%)
Parrying (Heroic: +2) (Legendary: +9)
Physical Sheltering (Heroic: +14) (Legendary: +50)
Insightful Resistance (Heroic: +2) (Legendary: +7)
Green Augment Slot


Braided Cutcord: Belt

Quality Dodge (Heroic: +1%) (Legendary: +4%)
Blurry
Deathblock
Diversion (Heroic: +9%) (Legendary: +31%)
Green Augment Slot





Perma displacement for legendary? Dex for will saves? This is insanely good for assassins and dex-based toons

Well, the belt is nearly a completely wasted slot. So maybe that's the big trade-off for Perma displacement

mr420247
11-09-2017, 11:46 AM
I meant an item that actually defends from champs poison dot damage even by 10 percent would be useful

Thrudh
11-09-2017, 11:58 AM
Take a good look at how long, how fast and how hard you play, other people might run faster, harder and longer a day then you might.

I believe that was his point to you. That other people (most people) might run slower, easier, and less hours a day than you.

You acted like everyone plays like you. You are definitely a minority. The majority of players do not play hours and hours of efficient questing at reaper level 5-8 every day. The majority do not have hundreds of thousands of extra remnants in the bank. The majority do not have 5 displacement clickables.

Thrudh
11-09-2017, 12:00 PM
I dont want to distract the loot discussion thread further with play styles discussions, so I will comment more specifically on lesser displacement on a ML 10 item.

If designing questionably OP loot to sell content is necessary, than we might as well dismiss any discussions on character power balanced against content. If more players stopped embracing the power creep, than DDO might be a very different game.

Perm Lesser Displacement on an item devalues further specific classes. The game continues to trend towards homogenization.

It devalues clickies like GS, as if heroic Shroud needs more reasons to not be run, and flasks from the remnant vendor. Why spend remnants on a flask with a short duration and long cooldown when I can equip an item that never dispels or have to manage clickies usage?

A caster specific spell, especially one that is a big boost to survivability, should at best be found on very limited loot and rare to find or as a clicky also limited and rare to craft/find. Things like this just helps trivialize content more.

Reaper is not a good benchmark to use to accept more power creep. There are casual through elite difficulties that many other players play in. Bench marking Reaper as the standard to discussions just hurts the game in other areas. Reaper related issues should be discussed in Reaper threads.

This is an excellent post. Maybe some of these new items should only work in reaper.

mr420247
11-09-2017, 12:05 PM
I'm with Saekee on this one

please change perma-displacement to “+10%” (or whatever) profane (or insight) bonus to ethereal miss chance

Perma displace is barely ok considering almost all champs and reapers now buypass it kind of meh

Its as useful as invis these days not so much

Mephisto-Helix
11-09-2017, 12:06 PM
I spent a genuine good few hours yesterday and today just going over this loot and can safely and sadly say, I do not want more than the Orb and that goes for heroic and legendary. From that big list, wanting 1 item, that's a let down. Ravenloft was the big savior because it seemed to be worked on like it was in the old days, caring about the players and delivering a truly wonderful expansion but the writing was on the wall when the editions were listed already. SSG, people love this game and when we say what we're saying, we're not saying it out of hate and derision at all. Please take some feedback into consideration and see that so far, the playerbase is overwhelmingly unhappy with some aspects of Ravenloft.

I know this will fall on deaf ears but I wanted to say it anyway :(

SerPounce
11-09-2017, 01:08 PM
Summoner's Spectacles: Goggles

Conjuration Focus (Heroic: +3) (Legendary: +8)

Insightful Conjuration (Heroic: +2) (Legendary: Quality +1)

Spell Penetration (Heroic: +3) (Legendary: +8)

Quality Mystic Diversion (Heroic: +2%) (Legendary: +7%)


Quality Mystic diversion 2% cracks me up each time look at this list. It's not a bad item all in all or anything, but that effect seems like absurdism. How did we ever make it through heroics in the past without that 2% reduction in threat generation from magical damage?

Aelonwy
11-09-2017, 01:27 PM
Quality Mystic diversion 2% cracks me up each time look at this list. It's not a bad item all in all or anything, but that effect seems like absurdism. How did we ever make it through heroics in the past without that 2% reduction in threat generation from magical damage?

Agreed. Somehow I don't think the Legendary 7% is going to make much difference either.

Rob_65270
11-09-2017, 02:01 PM
I'm curious as to why there's Kobolds in Ravenloft? When I previewed the Ravenloft stuff Monday/Tuesday ran into 2 kobolds. Don't know about anyone else, but that, that took me out of the immersion of Ravenloft. Please don't let there be Kobolds in the final version.

Cocomajobo
11-09-2017, 02:09 PM
I'm curious as to why there's Kobolds in Ravenloft? When I previewed the Ravenloft stuff Monday/Tuesday ran into 2 kobolds. Don't know about anyone else, but that, that took me out of the immersion of Ravenloft. Please don't let there be Kobolds in the final version.

As mentioned in the known issues post (https://www.ddo.com/forums/showthread.php/491316-Ravenloft-Preview-1-11-7-11-10?p=6036835&viewfull=1#post6036835) Kobolds are in place of new monster types that are not yet in such as Shambling Mounds.



Misc

Many NPCs and monsters do not have final/correct names, or dialog.

Some monsters do not have correct appearances.
Animated brooms currently look like animated armors.
Shambling Mounds currently look like Kobolds.
Vargouilles look like the dev instead of the D&D monster.
Flameskulls are still being tweaked.
Barovian Witches, Barovian Trappers, Mountain Folk, Corrupt Watchmen, and most rares do not have correct appearances.

Rob_65270
11-09-2017, 02:13 PM
As mentioned in the known issues post (https://www.ddo.com/forums/showthread.php/491316-Ravenloft-Preview-1-11-7-11-10?p=6036835&viewfull=1#post6036835) Kobolds are in place of new monster types that are not yet in such as Shambling Mounds.

Ah. Had not seen that List.

memloch
11-09-2017, 03:17 PM
as a dc caster i dont think i'll ever wear any of these... both 2 or 5 (lol) pcs set. slavers sorcery set is lower lvl and you cant even compare bonuses on these two sets.

i was hoping for more new effects tbh. this is just not appealing even tho some stats on items are higher then i have now... but overall its just meh.

oh, and i agree... instead lvl10, these items should be 20. as my main still needs some past lifes (epic, heroic whatever..) i made a universal gear set for heroic and epic lvls. from 18 to 26 i wear lvl15 named, gs and some CC items...

As a DC caster I completely agree with this. I also think that the legendary versions of Cleric abilities like sacred etc should be better than the heroic versions to make turning a bit easier at elite and reaper level.

Lagin
11-09-2017, 03:30 PM
As mentioned in the known issues post (https://www.ddo.com/forums/showthread.php/491316-Ravenloft-Preview-1-11-7-11-10?p=6036835&viewfull=1#post6036835) Kobolds are in place of new monster types that are not yet in such as Shambling Mounds.


Nor should they be, I'd really like to NOT see a bunch of stuff right now. TMI also relates to preview servers.

Major drawback to a preview is the surprise is ruined at the sake and cost of finding bugs and glitches.

Sam-u-r-eye
11-09-2017, 03:56 PM
I was going to give detailed feedback. I'm far too disillusioned to do so right now, however. I gave some detailed feedback on these items a month and a half ago and I don't see much to indicate that my feedback (or anyone else's for that matter) was heard before. Sorry if that sounded rude my tone was intended to sound frustrated not snarky.

So just a couple of points that I'm going to reiterate:

1: FULLSTOP with the separate base saves.

If you guys want to add a separate quality save fine, however we have been using Resistance (a bonus to all saves) for years and we like it that way! When you separate the base saves (for example Reflex on Flightfoot Greaves) I personally see it as a WASTED item enchantment.

That's right, fluff occupying an enchantment on the item that makes it look less worthwhile. A reminder: we can insert a Resistance augment into ANY blue or green slot. Just one further note on the subject, be careful with insightful bonus to saves as well, because we also have Parrying and in case you weren't aware this ALSO gives an insightful bonus to... wait for it... ALL saves.

2: Deathblock

Deathblock is awesome for the heroic items but only because you can't (augment) slot Deathblock till level 12. So Deathblock occupying an enchantment slot on a heroic level 10 item is fine. However, the epic items need the old style Deathblock VI used on the Glorious Dawn ring for me not to feel cheated because otherwise its exactly the same enchantment as a level 12 augment... on a level 29 item. Do you see my point?

3: Heroic Vs. Epic and NON-scaling effects.

There are a number of items that simply DO NOT have enough difference between the heroic and epic version. Which is weird because the level difference is extreme. For the most part this is caused by so many NON-scaling effects. Some items have only one non-scaling effect, some have two, at least one has 3 (Dawn's Herald). The result of this is that the heroic item looks awesome but the epic item looks pathetic. My suggestion would be to add an extra SCALING effect to the item to give the epic version more differentiation from the heroic version. In the example (Dawn's Herald) insightful or quality wisdom, or either of charisma, or something to do with light or positive spellpower. Anything that scales. Or and this is an equal possibility, give the epic version an effect that the heroic version doesn't have at all.

4: Caster items

There are a number of caster belts listed. One gives fire/acid, one is cold/electrical, and the final one is negative/positive. You are missing a force/light option for ALL the evoker clerics/favored souls that you just made so much effort to make viable again. I suggest -

Rope of Divine Power
Waist, ML 10
Radiance +77, Impulse +77, Radiant Lore +11%, Kinetic Lore +11%, Empty Blue Augment Slot

Legendary Rope of Divine Power
Waist, ML 29
Radiance +202, Impulse +202, Radiant Lore +29%, Kinetic +29%, Empty Blue Augment Slot

For clerics and favored souls so we can have fun with Implosion, Blade Barrier, Cometfall, Sunburst, Sunbolt, Searing Light, etc.

5: Old rare effects that could be recycled for more interesting items:

Scorching Sun
Eternal Fire
Healer's Bounty
Radiance Guard
Sunburst/Greater Sunburst
Weaken Undead
Weaken Construct (those scarecrows are definitely scary)
From the Shadows
Shadow Spike
Improved Deception
Nightmare Guard
Boon/Greater Boon of Undeath
Fearsome/Roar
Permanent Nihil
Nightsinger
Smoke Screen (renamed something to do with mists)

I combed through wiki looking for old effects that might be flavorful for Ravenloft, I'm sure I missed some but these strike me as having potential. Also just an aside but how in Shavarath did Halcyon Mind get left off of the epic Halcyonia? I mean, really, that seems so obvious.

I could give detailed feedback again, at least on the items I think are the worst offenders. I genuinely care about this game and want this expansion to go well and be a must have adventure like Vale was back in the day.

+1

John3000
11-09-2017, 04:22 PM
Barovian Nobles Regalia: Clothing

Exceptional Universal Spell Lore (Heroic: +3%) (Legendary: +10%)
Exceptional Universal Spell Power (Heroic: +8) (Legendary: +20)
Fortification (Heroic: +77%) (Legendary: +202%)
Shield Bonus to Armor Class (Heroic: +6) (Legendary: +19)
Green Augment Slot


The "exceptional" spell lore and power bonusees seem to be bugged... I tried it on Lamania and I'm not getting the full listed legendary values.

Instead i'm getting a +3 on spell crits (instead of listed +10)
and +8 spell power (instead of the listed +20)

The AC and fortification bonus however are showing up correctly.

Silverleafeon
11-09-2017, 06:37 PM
Set bonuses would be automatically improved if all the two set packages could be part of the five set packages.

Also, perhaps make all the five set packages only require four items instead?

That would help, then refine/balance/improve the set bonuses.

Pnumbra
11-09-2017, 06:43 PM
Knight of the Shadows Set:
When 2 pieces are equipped:
You gain a (Heroic: +10) (Legendary +20) Artifact bonus to Physical and Magical Resistance Ratings
You gain a +50% Artifact bonus to threat generation with weapon attacks

Vistani Fighter's Sash: Belt
Stunning (Heroic: +6) (Legendary: +22)
Vertigo (Heroic: +6) (Legendary: +22)
Vitality (Heroic: +19) (Legendary: +67)
Deadly (Heroic: +5) (Deadly: +16)
Yellow Augment Slot
Platemail of the Barovian Lord: Heavy Armor
Fortification (Heroic: +77%) (Legendary: +202%)
Parrying (Heroic: +2) (Legendary: +9)
Physical Sheltering (Heroic: +14) (Legendary: +50)
Insightful Resistance (Heroic: +2) (Legendary: +7)
Blue Augment Slot

Why would a dual wielding dagger user, wear platemail armor? I know the Vistani lore pretty well, and I don't recall platemail being a staple armor. Wear is the scarf? The Vistani are gypsy-like nomads, roaming, exploring, and masters of information gathering and selling. A Vistani caravan is both beautiful and dangerous to encounter. Music and dance hide the trail of blood from some unfortunate soul who stuck their nose in places best ignored.

Satyriasys
11-09-2017, 07:03 PM
I'm curious as to why there's Kobolds in Ravenloft? When I previewed the Ravenloft stuff Monday/Tuesday ran into 2 kobolds. Don't know about anyone else, but that, that took me out of the immersion of Ravenloft. Please don't let there be Kobolds in the final version.

As mentioned they are used as placeholders but there is no reason a Kobold would be out of place in Ravenloft. They do in fact exist there.

Magnus_Arcanis
11-09-2017, 08:09 PM
All of the evocation bonuses (both insightful and regular) residing among the sets are on cloaks. Not sure on the schools and others already mentioned the displacement on top of a blurry item.

lyrecono
11-10-2017, 12:09 AM
I dont want to distract the loot discussion thread further with play styles discussions, so I will comment more specifically on lesser displacement on a ML 10 item.

If designing questionably OP loot to sell content is necessary, than we might as well dismiss any discussions on character power balanced against content. If more players stopped embracing the power creep, than DDO might be a very different game.

Perm Lesser Displacement on an item devalues further specific classes. The game continues to trend towards homogenization.

It devalues clickies like GS, as if heroic Shroud needs more reasons to not be run, and flasks from the remnant vendor. Why spend remnants on a flask with a short duration and long cooldown when I can equip an item that never dispels or have to manage clickies usage?

A caster specific spell, especially one that is a big boost to survivability, should at best be found on very limited loot and rare to find or as a clicky also limited and rare to craft/find. Things like this just helps trivialize content more.

Reaper is not a good benchmark to use to accept more power creep. There are casual through elite difficulties that many other players play in. Bench marking Reaper as the standard to discussions just hurts the game in other areas. Reaper related issues should be discussed in Reaper threads.

Nice spin, claiming that now noone would buy the flask or build the clickies.
So, lets take a elite pug i ran last night, a guildy twisted my arm into joining a LE tempest spine. It was a totaal cluster frell. 10+deaths for most but 30+ deaths for the ranger, rog and barb. They still can't take the damage more then a year down the line and filled with slavelords and top tier canith crafted gear. This prior to the boss fight btw.
One aoe by the ineveteble killed all but 1 ranged and caster toons( and the tank was unharmed). The blackbones near the trapped bridge decimated the party.
Melees are more then the fighters and palies in their stance and feat boosted armors and even the smart ones use perma displacement in the form of clickies in order to survive LE.

The claims you made now and back then made me doubt you're even aware of end game melees and the situation they are in, more importantly, what you you think your opinion on melees in endgame means to those that are in that situation?
Don't get me wrong, your opinion, your voice counts too but do you think it should weigh as heavy on topics you have demonstrated time and time again, you're not part off?

I was clearly talking about the non reaper situation, most people on the forum currently agree that purely mechanicly speaking some classes are far stronger in reaper because certain playstyles have an easier time exploiting the mechanics of this old game engine.

Now as for the displacement set, as someone pointed out, it's light armor, so mostly rog and ranger, they are the 2 possibly melee classes that lack their own displacement.
Will it realy help them? I doubt it, even with all the greensteel clickies they die all over the place due to lack of hp and prr. Most smart endgame elite rangers and roguesi know of switched to ranged to compensate for the current meta, the alternative proved too frustrating for them.

So let me repeat this again for you, leg. elite is hard on light armor melees, this could help them out a bit.


I believe that was his point to you. That other people (most people) might run slower, easier, and less hours a day than you.

You acted like everyone plays like you. You are definitely a minority. The majority of players do not play hours and hours of efficient questing at reaper level 5-8 every day. The majority do not have hundreds of thousands of extra remnants in the bank. The majority do not have 5 displacement clickables.

I was merely pointing out that a lot of people have opinions on endgame but apperently have no idea on how it is run.
End game melees without 3 displacemment clickies have no place in the endgame community over here( if their class doesn't give them any).
It's a mere adaptation to the game.
If the devs didn't go overboard with mob hp and mob dps all the time, the melee players wouldn't be in this situation.
I rather not have the powercreep but i would like to keep pace with the rest of the endgame community. So mostly wizards and warlocks at this stage.

But i am however puzzled by your awnser, perma displacement is a mere quality of life fix for people like me, it could potentially do a lot of good to the majority of the game, as you put it.
With the incredible difficulty increase over the years and one of the devs stating that they will make thing harder, why wouldn't you want more paying customers catching up?

Enguebert
11-10-2017, 03:19 AM
Some general remarks

1) I don't like 5-item sets because it restrict your choices. On the other hand, here your list have lot of items (previous sets you didn"t had ANY choice) so that's a good point
2) Will/Reflex/Vigor saves bonus are not good. Everyone goes for Resistance/parrying because we need to improve all saves and nobody will waste 3 slot to increase the 3 saves. Unless individual bonus are way higher than resistance/parrying OR they stack with it
3) Some items could be used alone on their own, some are lame and will only be used to complete a set
4) some values are too weak. Fortification 77% at level 10 when an augment give 100%
5) None scalable effects : most are ok/good at level 10, but often useless at lvl 29.
6 ) The level 10 armor have weak fortification. The lvl 29 armors are not good enough vs LHox/LTS armors

The good point :
Augment slot on nearly all items

Now about the set bonus

Adherent of the Mists Set: 3/10
Profane bonus to skill : only useful for some builds
Fear immunity : can be done by an augment
Vampirism : average at level 10, useless at lvl 29

Herald of Dawn Set: 0/10
Only useful bonus is ghost touch at level10

Silent Avenger Set : 7/10, could be up to 9/10 if the following is solved
Bonus : blurry when one of the item give blur ????
Parrying enchantment grants Insight bonus to armor class and saving throws. WHat give Insight Resistance ? only bonus to Save ???
Drawback : only 2 items, force you to be in light armor

Crypt Raider Set: 6/10
The set bonus are good. Too bad it force you to be in medium armor

Beacon of Magic Set: 2/10
The bonus are good, but restricted to warforged/bladeforge
Add a robe and you have a 9/10
Why green augment on one belt and yellow on the other ?

Knight of the Shadows Set: 7/10
Belt is ok, see point 6 for armor

Loromir
11-10-2017, 10:00 AM
As mentioned in the known issues post (https://www.ddo.com/forums/showthread.php/491316-Ravenloft-Preview-1-11-7-11-10?p=6036835&viewfull=1#post6036835) Kobolds are in place of new monster types that are not yet in such as Shambling Mounds.

AHHHH!!!! Shambling Mounds!!!!! This makes me happy!!!

sudzz
11-10-2017, 11:09 AM
Maybe it wasn't such a great idea having an intern design all the loot for your new expansion. At least I believe that was the case, I am sorry if I misunderstood.

Another thing that puzzles me is the art department's aversion for creating any new art for orbs and runearms. Orbs especially since all they would require is simple color variety yet they are mostly that ugly blue with an ankh on them. Just look at the elemental orbs from U35, they could have at least had a color to match their element yet they are all ugly blue with an ankh. Now we have an expansion that costed us a small fortune and the new orbs are ugly blue with an ankh on them, what gives?

We also have yet to receive any decent looking runearms. I understand only one class can use them so variety is not as important but this is an expansion, an expensive expansion. Recycled art for new named items is sort of insulting.
Speaking of runearms, we have 2 new runearms in this expansion. Both which look identical, both have combustion and Tira's splendor, both have the exact same imbue. What is the deal guys? seriously.

The last pack that added rune arms also had 2 near identical versions with very little to split them in looks or performance, cant say I would use either of the new fire ones though as I already have Tiras Splendour for low levels and once at 29 the bee gun from HoX just cant be touched for damage output.

sudzz
11-10-2017, 11:36 AM
Also, why do all of the new xbows repeaters etc have me swinging my fists like some melee meathead? I'm a ranged arty for a reason that I'm way to squishy to go toe to toe, please make me go pew pew pew again soon.

Alcides
11-10-2017, 01:51 PM
Will there be any more items for paladins? Cloak with deflection bonus to ac and hitpoints would be awesome. Most of the stuff posted is nice for certain builds but it should have better stats than slavers gear more so than what has been posted.

PsychoBlonde
11-10-2017, 02:13 PM
Knight of the Shadows Set:
When 2 pieces are equipped:
You gain a (Heroic: +10) (Legendary +20) Artifact bonus to Physical and Magical Resistance Ratings
You gain a +50% Artifact bonus to threat generation with weapon attacks

Vistani Fighter's Sash: Belt
Stunning (Heroic: +6) (Legendary: +22)
Vertigo (Heroic: +6) (Legendary: +22)
Vitality (Heroic: +19) (Legendary: +67)
Deadly (Heroic: +5) (Deadly: +16)
Yellow Augment Slot
Platemail of the Barovian Lord: Heavy Armor
Fortification (Heroic: +77%) (Legendary: +202%)
Parrying (Heroic: +2) (Legendary: +9)
Physical Sheltering (Heroic: +14) (Legendary: +50)
Insightful Resistance (Heroic: +2) (Legendary: +7)
Blue Augment Slot

Why would a dual wielding dagger user, wear platemail armor? I know the Vistani lore pretty well, and I don't recall platemail being a staple armor. Wear is the scarf? The Vistani are gypsy-like nomads, roaming, exploring, and masters of information gathering and selling. A Vistani caravan is both beautiful and dangerous to encounter. Music and dance hide the trail of blood from some unfortunate soul who stuck their nose in places best ignored.

You're assuming that "Vistani Fighter" means "A Vistani who is a Fighter" not "Someone who fights AGAINST the Vistani". Also, Vistani Knife Fighter is a generic tree not linked to any particular armor type.

Nubom70
11-10-2017, 05:55 PM
Junk. They have multiple pieces doing the same thing, or trying to duplicate existing gear. Set bonuses are useless, the sets aren't synergistic enough to warrant wearing 3, much less 5, pieces. Several of the pieces don't have bonuses on them that would even apply to the same class. Yet another example of the design team not talking to each other. Or the players. Or the QA department.

memloch
11-10-2017, 06:20 PM
For the first time ever I am really disappointed with the quality of the loot design. In almost every other update I could look at something that would be worth getting and spending time trying to get. So far I really do not see anything that would fit into what I already have. Some suggestions are:

Why not have some of the new gear work with Slavers gear. Extend a crafting system.
Why not have some unique effects
Why not bring back some of the old effects
Why not have set bonuses that can compete with Slavers
Why not make some clickies

A small list that I am sure many others could increase. Coco please take another look at this gear and the feedback we are providing. After all this is a paid expansion.

Steelstar
11-10-2017, 06:36 PM
Thanks for taking a look at the loot in Round 1 of Lamannia!

We really appreciate those of you who took the time to give feedback on individual items. In the near future, we'll be taking that feedback and fixing bugs (heroic spell power on some legendary items, for instance), adjusting designs (which set bonuses go on which items, redundant insightful saves, etc), and finishing a few things that didn't make it into this version (a non-caster Docent, Monk outfit, etc).

Some of these changes will show up on Round 2 of Lamannia; most won't, as the turnaround window isn't large enough to make all of those changes and get the rest of the features coming in that build (raids, raid loot, etc) ready in time.

If you have other feedback about specific items or set bonuses, feel free to keep posting here up until the next round is ready, we'll continue to have an eye on things. Thanks!

Sam-u-r-eye
11-10-2017, 06:54 PM
ty Steel,

godspeed, or mistraspeed, or stroudspeed? idk

Lagin
11-10-2017, 07:14 PM
For the first time ever I am really disappointed with the quality of the loot design. In almost every other update I could look at something that would be worth getting and spending time trying to get. So far I really do not see anything that would fit into what I already have. Some suggestions are:

Why not have some of the new gear work with Slavers gear. Extend a crafting system.
Why not have some unique effects
Why not bring back some of the old effects
Why not have set bonuses that can compete with Slavers
Why not make some clickies
.


I disagree. sorry to muck the thread. But,
Ravenloft is SSG's chance to make a departure from the norm, not stay w/ the same ol/ same ol way of doing things.
Ravenoft is a unique place, the loot should be the same.
Ravenloft has monsters not found elsewhere, and the loot should reflect that.
Ravenloft is not on the same plane of existence as Slave Lords, so no the crafting idea.
More clickies? That's ONE thing in your post I agree with.

Claver
11-11-2017, 10:03 AM
Herald of Dawn Set:
When 5 pieces are equipped:
You gain Immunity to all forms of Sleep and Fatigue
Your weapons gain Ghost Touch
You have Feather Falling
(Legendary: On damage or harmful spellcast: 2% chance to generate 1 Action Boost, Rallying Cry, Smite Evil, Turn Undead, and Bard Song (This can only trigger once per 100 seconds, and does not stack with Draconic Reinvigoration)

Feather falling is handy but easy to slot via augments, Ghost Touch might be nice in the Ravenloft environment but most players will already have a solution for this by level 29. Neither ability is enough to motivate gather 5 items in the set.

The chance to generate an extra smite or turn undead might be handy but again, at 2% this is not sufficient motivation to farm 5 items. Make this a static effect where you automatically regenerate smites, turn, songs and action boosts every 180 seconds and perhaps some under geared Kensai, pdk bard, cleric might bother to go for the set bonus



Top 3 from the Herald of Dawn Set



Mirrorplate Tower: Tower Shield

Spell Saves (Heroic: +5) (Legendary: +16)
Quality Magical Sheltering (Heroic: +3) (Legendary: +12)
Block Elements [I]On Shield Block: Gain 15% damage absorption versus acid, cold, electric, fire, and sonic damage.
Mirror Shield This highly polished shield has highly reflective qualities. While actively blocking, you gain +50 Insight bonus to Magical Resistance Rating.
Purple Augment Slot


This is a new effect and could be situationally useful. This is the most interesting item from the Herald of Dawn Set



Dawn's Herald-Charm: Trinket

Wisdom (Heroic: +6) (Legendary: +19)
Insightful Faith [I]An item with this quality assists only wearers who have the ability to turn undead. Insightful Faith items provide Insight Bonuses to the owner's effective level for the turning check by +2, their maximum Hit Dice turned by +2, and their total Hit Dice turned by +4
Sacred An item with this quality assists only wearers who have the ability to turn undead. Sacred items increase the owner's effective level for the turning check by +2.
Hallowed An item with this quality assists only wearers who have the ability to turn undead. Hallowed items increase the maximum Hit Dice of undead turned by +2.
Yellow Augment Slot


We have seen effects like this before but it is handy to have this available in a single item for the Ravenloft expansion. This is not particularly exciting but I'm glad to see it among the loot list



Garstone's Lenses: Goggles

Insightful Rune Arm Focus (Heroic: +2) (Legendary: +4)
Auto-Repair This item has a small percentage chance to cast a (Heroic: Repair Moderate Damage) (Legendary: Reconstruct) spell on you when you take damage.
Magnetism (Heroic: +77) (Legendary: +202)
Devotion (Heroic: +77) (Legendary: +202)
Blue Augment Slot


I struggled to find a 3rd item from the Herald of Set to include in my top 3. A Rune Arm focus could be interesting to select builds. I'm not sure why we have the devotion since it pairs poorly with auto-repair and warforged/bladeforged.

Would you consider replacing devotion with a Wizardy Spell point effect


Bottom 3 least favorite items from the Herald of Dawn Set



Twishallow Cloak: Cloak

Transmutation Focus (Heroic: +3) (Legendary: +8)
(Heroic: This does not currently have a fourth effect but will!) (Legendary: Quality Transmutation Focus +1)
Spell Penetration (Heroic: +3) (Legendary: +8)
Natural Armor Bonus (Heroic: +6) (Legendary: +19)
Blue Augment Slot


This is yet another item that wastes spell focus on a school of spells (transmutation) that are mostly buffs with very few DC save spells.

Replace the quality transmutation with the transmutation effect of Silver Weapons (Your equipped weapons gain the ability to bypass silver damage reduction). If silver weapons infringes on other loot design plans then provide an Epic Disintegration Guard effect instead (Disintegrate is a transmutation spell



Softsole Slippers: Boots

Anthem Slowly regenerate Bard songs.
Perform (Heroic: +12) (Legendary: +22)
Insightful Charisma (Heroic: +2) (Legendary: +9)
This will have a fourth effect but does not yet!
Green Augment Slot


"Softsole Slippers" sounds more like a rogue item than a bard item. Change the name to "Dancing Slippers"

This item is too similar to the Symphonic Googles. Give the slippers a more unusual effect to better differentiate them from the googles and help make the loot more interesting

As a 4th effect I suggest using the technology from the Melodic Guard from Dragontouched Armor. Call it "Invitation to Dance: When being hit there is a 25% chance for the opponent to dance" The will save would need to be adjusted for epic levels.




Crumbling Gloves: Gloves

Insightful Dexterity (Heroic: +2) (Legendary: +9)
Quality Intelligence (Heroic: +1) (Legendary: +4)
Shatter (Heroic: +6) (Legendary: +22)
Insightful Physical Sheltering (Heroic: +6) (Legendary: +24)
Blue Augment Slot


A don't like the name "Crumbling Gloves" and fail to see how crumbling implies intelligence, dexterity or sheltering. The item effects are serviceable but they are boring. I'd rather have a less useful but more interesting item. The loot list needs more variety with unusual effects even if those effects are niche or less powerful

I suggest the following as a replacement for the Crumbling gloves

Vistani Strongman Guantlets: Gloves

Feat: Brutal Throw
Feat: Bow Strength
Crippling: Your thrown and ranged weapons are infused with binding power so that when a target is critically hit their movement is slowed by half
Insightful Physical Sheltering (Heroic: +6) (Legendary: +24)
Blue Augment Slot



Bonus Comments



Kindred Pendant: Necklace

Charisma (Heroic: +6) (Legendary: +19)
Enchantment Focus (Heroic: +3) (Legendary: +8)
Feat: Augment Summoning
This will have a fourth effect but does not yet!
Yellow Augment Slot


This is a reasonable if uninspiring item. The problem is that an enchantment focus character may already have taken Augment Summon. Provide a similar effect that stacks with augment summoning to make this more attractive; say, a +4 insightful bonus to all ability scores, increased health (amount equal to what the the toughness feat would grant - Total Hitdice +2), and +50% insightful bonus to fortification



Feargaze: Goggles

Linguistics 10%
Intimidate (Heroic: +12) (Legendary: +22)
Quality Intimidate (Heroic: +3) (Legendary: +5)
This will have a fourth effect but does not yet!
Green Augment Slot


Make the 4th effect match the name "Feargaze". Give us more unusual effects and unusual loot. I suggest using the technology of Daunting Roar from Draconic Incarnation: Every time you use Intimidate there is a 1% chance you will trigger an AOE fear effect. Enemies within the AoE are subject to despair effect and will be paralyzed for 15 seconds. Will save DC 20 + 1/2 character level + INT/CHA modifier negates the effect (if save successful still shaken)

Dielzen
11-11-2017, 04:20 PM
This is a reasonable if uninspiring item. The problem is that an enchantment focus character may already have taken Augment Summon. Provide a similar effect that stacks with augment summoning to make this more attractive; say, a +4 insightful bonus to all ability scores, increased health (amount equal to what the the toughness feat would grant - Total Hitdice +2), and +50% insightful bonus to fortification No room on a Bard to fit in Augment Summon.

CeltEireson
11-12-2017, 10:38 AM
I struggled to find a 3rd item from the Herald of Set to include in my top 3. A Rune Arm focus could be interesting to select builds. I'm not sure why we have the devotion since it pairs poorly with auto-repair and warforged/bladeforged.


Not all artificers are warforged or take construct essence. Given that the curative admixtures benefit from empower heal they may also benefit from positive spellpower - never been too sure on this and doesn't specifically say in the wiki.

Hilltrot
11-12-2017, 06:10 PM
I dont want to distract the loot discussion thread further with play styles discussions, so I will comment more specifically on lesser displacement on a ML 10 item.

If designing questionably OP loot to sell content is necessary, than we might as well dismiss any discussions on character power balanced against content. If more players stopped embracing the power creep, than DDO might be a very different game.

Perm Lesser Displacement on an item devalues further specific classes. The game continues to trend towards homogenization.

It devalues clickies like GS, as if heroic Shroud needs more reasons to not be run, and flasks from the remnant vendor. Why spend remnants on a flask with a short duration and long cooldown when I can equip an item that never dispels or have to manage clickies usage?

A caster specific spell, especially one that is a big boost to survivability, should at best be found on very limited loot and rare to find or as a clicky also limited and rare to craft/find. Things like this just helps trivialize content more.

Reaper is not a good benchmark to use to accept more power creep. There are casual through elite difficulties that many other players play in. Bench marking Reaper as the standard to discussions just hurts the game in other areas. Reaper related issues should be discussed in Reaper threads.

Lesser displacement on ML10 caster gloves is far from game-breaking. You're slightly better than a blur effect and have to give up one of your most useful slots. It's an interesting item which might have a use for some. Which is what all the items should be. Clerics and Favored souls have a constant blur effect if they want it. Wizards, Sorc, Warlocks have Displacement.

Your post fails to provide any logical basis and is basically a whine asking the developers not to ever provide something with an effect more powerful than shroud. Shroud is well known as the most boring raid of all time which was only run because someone decided that the most boring raid had to be the place where everyone's magic was found.

Shroud killed DDO and made it the wasteland it is today.

Qhualor
11-12-2017, 06:46 PM
Lesser displacement on ML10 caster gloves is far from game-breaking. You're slightly better than a blur effect and have to give up one of your most useful slots. It's an interesting item which might have a use for some. Which is what all the items should be. Clerics and Favored souls have a constant blur effect if they want it. Wizards, Sorc, Warlocks have Displacement.

Your post fails to provide any logical basis and is basically a whine asking the developers not to ever provide something with an effect more powerful than shroud. Shroud is well known as the most boring raid of all time which was only run because someone decided that the most boring raid had to be the place where everyone's magic was found.

Shroud killed DDO and made it the wasteland it is today.

I never said it was game breaking. I just said its too much power creep. its an extra 5% more than blur, but its still the lowest level item I am aware of for lesser displacement. I believe the lowest level is the Ring of Shadows at ML 25. that's quite the huge leap basically amounting to 1 miss for every 4 melee hits that can land. I think the lowest level displacement item is GS at ML 11, but hardly anyone runs heroic Shroud anymore. I see this as more of a bone thrown to players who don't want or cant due to finding other players to group with to craft items. its not the first time this has happened and wont be the last, but its also how you kill off content.

your list of casters is exactly the point I was making about devaluing certain classes and making builds more homogenized. thank you.

the part of Shroud being boring and whatnot is obviously your opinion and not sure why you would include that into a loot discussion thread. it doesn't do anything for the point you are somehow trying to make.

if you call caring about how power creep continues to drop in ML's causing the game to be a little more easy and caring about the value of classes as whining, than you have created a new definition for the word. are you worried that the devs might actually listen to me? if you notice, most of my "whines" still don't do enough to change the devs minds. but I am here every time to point out what I and some others were talking about.

Grace_ana
11-12-2017, 09:48 PM
Most of what I would have said has been said - most set bonuses are pretty underwhelming, in particular Herald of Dawn - for a 5 piece set at cap, I'd best get some strong stuff out of it.

Also, abjuration? Why? What DCs do you need to overcome?

Finally, reflex save as an effect is awful, especially in legendary. Make those resistance. All the other legendary loot has resistance. There's no point at that level in a single-save resistance (unless you're using LGS, and that's just for the massive set bonus).

Edit: And Beacon of Magic is solely usable as a set bonus by WF and BF. Why?

Hilltrot
11-12-2017, 09:58 PM
I never said it was game breaking. I just said its too much power creep. its an extra 5% more than blur, but its still the lowest level item I am aware of for lesser displacement. I believe the lowest level is the Ring of Shadows at ML 25. that's quite the huge leap basically amounting to 1 miss for every 4 melee hits that can land. I think the lowest level displacement item is GS at ML 11, but hardly anyone runs heroic Shroud anymore. I see this as more of a bone thrown to players who don't want or cant due to finding other players to group with to craft items. its not the first time this has happened and wont be the last, but its also how you kill off content.

your list of casters is exactly the point I was making about devaluing certain classes and making builds more homogenized. thank you.

the part of Shroud being boring and whatnot is obviously your opinion and not sure why you would include that into a loot discussion thread. it doesn't do anything for the point you are somehow trying to make.

if you call caring about how power creep continues to drop in ML's causing the game to be a little more easy and caring about the value of classes as whining, than you have created a new definition for the word. are you worried that the devs might actually listen to me? if you notice, most of my "whines" still don't do enough to change the devs minds. but I am here every time to point out what I and some others were talking about.

The #1 power creep was guildships. Nothing did more to trivialize the old content than Guild Ships. And I mean the old and the new guildships. You have to have power creep in the equipment in an MMO. I haven't seen an MMO without power creep in the equipment.

The Class which trivialized large portions of the game was the Warlock. Just to start with, DDO gave favored souls 400 hit points just to catch up. And Favored souls use to be the OP class. Nothing did more to homogenize builds than the warlock class.

Have you been playing the same game I have? Power creep in the named loot is the least of the problems with power creep.

Most of the stuff which kills me can't be stopped with displacement.

I like that they are going to make intelligent weapons end-game. Hopefully, they can work on balancing end-game gear. Mid-game has long been a lost cause. Like other long lasting games like WoW, they need to focus on end game balance - not low-level balance.

Many, many people play content for just for gear. Is shroud that boring - not unless you have to run it 100 times with no other raids done. When was the last time you defeated Lolth? years ago? Why? Because the loot sucks. The XP is not good enough. It's definitely more interesting than shroud.

I still get consistent tells for "Shroud?" At least the vault is halfway interesting. Even tempest spine has its interesting points. TOEE is a blast in comparison, although TOEE loot is lackluster and hence not played as often as Slaves. I like TOEE better. What is so exciting about shroud? The portals which stand still and do nothing while you beat on them? The same puzzle you have to solve ad nauseum? The dull backgrounds and scenery? The lackluster sound effects and voice acting? The uninteresting boss fight which is only moderately more interesting than the portals? The only reason people played shroud was for the most powerful 10th level equipment for nearly a decade.

Shroud equipment should be surpassed. When even the legendary versions are surpassed, you'll realize just how unfun it is.

You want low-level balance? Disable ship buffs until a character reaches level 30.

Grace_ana
11-12-2017, 10:22 PM
That's useful feedback, thanks. We'll look at swapping one of its effects out for a Hide bonus.

Hold your horses there. Some of us prefer to have all of those things on one item. Either because it is a better swap item, or because some people (*cough* me *cough*) prefer to not swap things constantly. I like the item as is and wouldn't want it if one of the trap/lock skills was swapped out, and I don't believe I'm the only one.

Satyriasys
11-12-2017, 11:20 PM
Hold your horses there. Some of us prefer to have all of those things on one item. Either because it is a better swap item, or because some people (*cough* me *cough*) prefer to not swap things constantly.

That's point of adding stealth to the item. So you don't have to swap items constantly and can benefit from keeping it equipped.

Claver
11-13-2017, 05:49 AM
2 Piece loot sets

As a general comment, I like most of the effects of the two piece set bonus. I'm just not very excited about the individual items that comprise the set

These items are in desperate need of something like a Gem of Many Facets that would allow the 2 item set bonus to be completed with a trinket and another item. All of the set bonus use a belt as an item. The Gem of Many Facets reference a necklace; the new item could reference a belt

Better yet, if you have the technology, create a diamond augment that could be slotted into a large variety of equipment to help fulfill the 2 set bonus. This would allow players to mix an match the belts for a better effect or use ANY belt with an augment slot to fulfill the requirement. You would have to be careful with the wording so that at least on item from the named set needed to be equipped in addition to the augment

Anchorite Diamond: Belts equipped with this augment are one of two pieces of the Anchorite set. When both items are equipped you get X

Silent Avenger's Diamond: Belts equipped with this augment are one of two pieces of the Silent Avengers set. When both items are equipped you get X

Crypt Raider's Diamond: Belts equipped with this augment are one of two pieces of the Crypt Raider set. When both items are equipped you get X

Beacon of Magic Diamond: Belts equipped with this augment are one of two pieces of the Beacon of Magic set. When both items are equipped you get X

Knight of Shadows Diamond: Belts equipped with this augment are one of two pieces of the Knight of Shadows set. When both items are equipped you get X



Anchorite Set:

When 2 pieces are equipped:

You benefit from the Mobile Spellcasting feat, allowing you to cast spells without a penalty to your movement speed.
(Legendary: Whenever you cast a friendly spell, you have a chance of healing all allies near the target for a moderate amount (this does not stack with Dragon's Blessing))

I could see the belt/ring combo being interesting to select builds. Providing a lesser used feat like mobile spell casting is nice but unless the chance to potentially heal allies was quite high I wouldn't necessarily be motivated to complete this set



Silent Avenger Set:
[INDENT]When 2 pieces are equipped:
[INDENT]You gain the effects of (Heroic: Blur) (Legendary: Displacement)
You use your Dexterity for your Will saving throws
You have a -30% Artifact bonus to your threat generation with weapon attacks.

I'm very interested in ability to use Dexterity for Will saves. This is one of the more attractive set bonus effects



Braided Cutcord: Belt

Quality Dodge (Heroic: +1%) (Legendary: +4%)
Blurry
Deathblock
Diversion (Heroic: +9%) (Legendary: +31%)
Green Augment Slot


BWould you consider replacing Blurry with an insight bonus to characters Dodge Cap. Blur is more commonly available than a dodge cap increase




Crypt Raider Set:
[INDENT]When 2 pieces are equipped:
[INDENT]You gain +# Artifact bonus to hit, damage, and saves vs. Evil creatures
You gain (Heroic: +5) (Legendary +10) Artifact bonus to Melee and Ranged Power
You gain a -20% Artifact bonus to your threat generation with weapon attacks.

An extra 10% melee damage is handy. I'm not sure I like the -20% threat generation on Medium armor since in some instances (Warlock) medium armor builds like to tank. The bonus to hit, damage and saves vs Evil Creatures needs to be quite high to make this attractive



Beacon of Magic Set:
[INDENT]When 2 pieces are equipped:
[INDENT]You gain a (Heroic: +10) (Legendary +25) Artifact bonus to Universal Spell Power

A put this set bonus in the middle of the pack.



Blightstone Core: Docent

Exceptional Universal Spell Lore (Heroic: +3%) (Legendary: +3)
Exceptional Universal Spell Power (Heroic: +8) (Legendary: +8)
Fortification (Heroic: +77%) (Legendary: +202%)
Shield Bonus to AC (Heroic: +6) (Legendary: +19)
Green Augment Slot


I'm glad to see at least one docent for warforged. But how about non-warforged casters who want the Beacon of magic set bonus or Warforged who would rather have the Knight of Shadows set bonus. Overall, the set bonus are too restrictive because they rely on a specific armor type.Please consider adding a Gem of Multifacets solution that I proposed up top to increase mix and match options.



Knight of the Shadows Set:
[INDENT]When 2 pieces are equipped:
[INDENT]You gain a (Heroic: +10) (Legendary +20) Artifact bonus to Physical and Magical Resistance Ratings
You gain a +50% Artifact bonus to threat generation with weapon attacks

More MRR and PRR is almost always useful to a large variety of builds. This is probably my second favorite set bonus of the 2 item group


[LIST]
Vistani Fighter's Sash: Belt
[LIST]
Stunning (Heroic: +6) (Legendary: +22)
Vertigo (Heroic: +6) (Legendary: +22)
Vitality (Heroic: +19) (Legendary: +67)
Deadly (Heroic: +5) (Deadly: +16)
Yellow Augment Slot



Strange to see a Vistani item linked to a Heavy Armor Set Bonus. I think of the Vistani as being quick, lightly armored knife fighters rather than lumbering plate mail clad knights. Can you change the name to something else; say, "Girdle of Svalich"

Also, can one of the heavy armor or medium armors be made of something other than metal so it can be used by Druids

Grace_ana
11-13-2017, 08:46 AM
That's point of adding stealth to the item. So you don't have to swap items constantly and can benefit from keeping it equipped.

He didn’t say he would add to it. He said he would change one of the effects.

Satyriasys
11-13-2017, 10:29 AM
He didn’t say he would add to it. He said he would change one of the effects.

Correct. For the specific purpose of giving us reason to keep it equipped permanently. Lockpicking would hopefully be the effect replaced since it's the most useless effect on the ring.

Grace_ana
11-13-2017, 10:36 AM
Correct. For the specific purpose of giving us reason to keep it equipped permanently. Lockpicking would hopefully be the effect replaced since it's the most useless effect on the ring.

But that’s my point. A lot of us would not want something swapped out. I would much prefer my trap/lock skills all on a single item. Someone may want to wear it all the time. And having a single swap item is not a bad thing either - it’s less juggling and inventory. The idea that if you don’t want to always wear it that it’s useless or less good is nonsense.

Thrudh
11-13-2017, 12:02 PM
That's point of adding stealth to the item. So you don't have to swap items constantly and can benefit from keeping it equipped.

But they're not just "adding" stealth to the item. They said they would look at swapping something else out. I don't want them to do that.

Spot is already on the item, and that's reason enough to keep it equipped all the time.

Dreppo
11-13-2017, 12:11 PM
But that’s my point. A lot of us would not want something swapped out. I would much prefer my trap/lock skills all on a single item. Someone may want to wear it all the time. And having a single swap item is not a bad thing either - it’s less juggling and inventory. The idea that if you don’t want to always wear it that it’s useless or less good is nonsense.

Agreeing with Ana on this, replacing any of these four effects with Hide would make it a much less attractive item.

Even adding Hide (which they don't seem to want to do, they want to stick to a template of exactly 4 effects per item) wouldn't do much to help this item. That doesn't add "stealth", it just adds Hide, so you'd still need to get Move Silently from somewhere else. Most loot these days has both of these together including the Shadowhail Cloak from this very same 5-piece set. Any stealthy character who tries to make a go at equipping 5 items from this set will certainly include the Shadowhail Cloak.

With the template of having exactly 4 effects on each item, the devs have a real problem. The problem is some effects are just much more powerful and some effects are just much weaker than others. Ordinarily that can be balanced out by putting fewer effects on an item if the effects are strong; more effects on the item if the effects are weak. Well individual skill bonuses, while handy (even necessary depending on the build), are among the weaker effects you can have. Using up all 4 effects on skill bonuses makes the whole item weak.

I think it's time the devs made some more skill combo effects. For instance there are some obvious combo effects that can be modeled after the skill feats:

Acrobatic +X: Jump +X, Tumble +X.
Alertness +X: Listen +X, Spot +X, Search +X (3 skills since Listen is so weak).
Athletic +X: Balance +X, Swim +X.
Negotiator +X: Diplomacy +X, Haggle +X.
Nimble Fingers +X: Disable Device +X, Open Lock +X.
Self Sufficient +X: Heal +X, Repair +X.
Stealthy +X: Hide +X, Move Silently +X.

With the above in mind, the Keylock Ring could have Alertness, Nimble Fingers, and 2 other effects. As a rogue, I'd love to see any 2 of True Seeing, Improved Deception, Armor-Piercing, and/or Insightful Assassinate as additional effects on this item. Those are all effects that aren't currently covered anywhere in the non-raid Ravenloft loot and so any of these would retain synergy.

Maybe the Keylock Ring could even have a unique effect such that it acts like thieves' tools that never get consumed.

Kielbasa
11-13-2017, 12:59 PM
Agreeing with Ana on this, replacing any of these four effects with Hide would make it a much less attractive item.

Even adding Hide (which they don't seem to want to do, they want to stick to a template of exactly 4 effects per item) wouldn't do much to help this item. That doesn't add "stealth", it just adds Hide, so you'd still need to get Move Silently from somewhere else. Most loot these days has both of these together including the Shadowhail Cloak from this very same 5-piece set. Any stealthy character who tries to make a go at equipping 5 items from this set will certainly include the Shadowhail Cloak.

With the template of having exactly 4 effects on each item, the devs have a real problem. The problem is some effects are just much more powerful and some effects are just much weaker than others. Ordinarily that can be balanced out by putting fewer effects on an item if the effects are strong; more effects on the item if the effects are weak. Well individual skill bonuses, while handy (even necessary depending on the build), are among the weaker effects you can have. Using up all 4 effects on skill bonuses makes the whole item weak.

I think it's time the devs made some more skill combo effects. For instance there are some obvious combo effects that can be modeled after the skill feats:

Acrobatic +X: Jump +X, Tumble +X.
Alertness +X: Listen +X, Spot +X, Search +X (3 skills since Listen is so weak).
Athletic +X: Balance +X, Swim +X.
Negotiator +X: Diplomacy +X, Haggle +X.
Nimble Fingers +X: Disable Device +X, Open Lock +X.
Self Sufficient +X: Heal +X, Repair +X.
Stealthy +X: Hide +X, Move Silently +X.

With the above in mind, the Keylock Ring could have Alertness, Nimble Fingers, and 2 other effects. As a rogue, I'd love to see any 2 of True Seeing, Improved Deception, Armor-Piercing, and/or Insightful Assassinate as additional effects on this item. Those are all effects that aren't currently covered anywhere in the non-raid Ravenloft loot and so any of these would retain synergy.

Maybe the Keylock Ring could even have a unique effect such that it acts like thieves' tools that never get consumed.

Love the idea of more combo skill effects. I would go a step further and if someone has the feat for said skills they get 2x the bonus to skills from items. Still not tremendously useful but if you are going to burn a feat on one of those at least make it more worthwhile.

CeltEireson
11-13-2017, 01:39 PM
But they're not just "adding" stealth to the item. They said they would look at swapping something else out. I don't want them to do that.

Spot is already on the item, and that's reason enough to keep it equipped all the time.

To be honest I think certain skills and abilities shouldn't really count when looking at an items power level - such as search, swim, disable, open lock, haggle, underwater action.

At the end of the day they are all able to be swapped in and out as required - the only factor is the annoyance in having to swap multiple items in and out, and of course inventory room.

I like the idea of having an item that has all the needed rogue skills in one, I dislike that its primarily a swap item. Even with spot on it you are basically giving up useful 'slots' - there are other items with spot on that have more useful abilities slotted on the item. But as has been said if they want to make it more than a swap item - don't replace one of the current abilities - add an additional one and it still won't be overpowered.

Satyriasys
11-13-2017, 03:14 PM
But that’s my point. A lot of us would not want something swapped out. I would much prefer my trap/lock skills all on a single item. Someone may want to wear it all the time. And having a single swap item is not a bad thing either - it’s less juggling and inventory. The idea that if you don’t want to always wear it that it’s useless or less good is nonsense.

The argument is that using a slot on an item with no combat benefits is a waste but adding hide would help to justify keeping it perma equipped. (Therefore avoiding any swapping whatsoever.) I have no opinion on the matter one way or the other. I was just stating the intent behind the proposed change and if it were implemented would rather lose lockpicking than the other effects.

Claver
11-14-2017, 04:57 AM
Dreadcursed Defender: Iron Defender Armor

Fortification (Heroic: +77%) (Legendary: +202%)
Physical Sheltering (Heroic: +14) (Legendary: +50)
Vitality (Heroic: +19) (Legendary: +67)
Don't Count Me Out! Your range of unconciousness extends by 400 hitpoints.
Blue Augment Slot

Kindred Spirit: Pet Collar

Foritification (Heroic: +77%) (Legendary: +202%)
Physical Sheltering (Heroic: +14) (Legendary: +50)
Vitality (Heroic: +19) (Legendary: +67)
Don't Count Me Out! Your range of unconciousness extends by 400 hitpoints.
This does not have an Augment Slot yet but will!



I love these. Thank you for making some high end pet armor. I like these items more than any other previewed thus far and am very interested in seeing "Don't Count Me Out" in action,

Kindred Spirit is listed as a Pet Collar; this should be armor (a typo I assume)








Blightpurge: Rune Arm

Exploding Fire Shot Fires an explosive ball of flame that damages your enemies. Opponents struck by the fireball receive a Reflex save for half damage.
Combustion (Heroic: +77) (Legendary: +202)
Quality Combustion (Heroic: +23) (Legendary: +45)
Fore Lore (Heroic: +14%) (Legendary: +27%)
Tira's Splendor Any weapon you wield becomes able to bypass silver damage reduction
Rune Arm Imbue: Fire (Heroic: IV) (Legendary: VI)
Green Augment Slot

Suppressive Fire: Rune Arm

Exploding Cannon Shot Fires a conjured stone projectile that explodes when it strikes an enemy or object. Opponents in the blast radius take both bludgeoning and fire damage.
Combustion (Heroic: +77) (Legendary: +202)
Immunity to Fear
Fire Resistance (Heroic: +29) (Legendary: +68)
Tira's Splendor Any weapon you wield becomes able to bypass silver damage reduction
Rune Arm Imbue: Fire (Heroic: IV) (Legendary: VI)
Green Augment Slot



I like the rune arms but they are too similar. I realize the art and rune arm effect have probably already been commissioned but I think you could still twist in more variety. The Divine sphere has a tradition of holy fire that would fit well in an undead themed expansion. Consider making one of the rune arms support both light damage and fire damage.

Even if it makes the item less powerful I would prefer more variety. Something like the following...



Blightpurge: Rune Arm

Nova Shot Fires an explosive ball of light and flame that deals fire and light damage to your enemies. Opponents struck by the Nova receive a Reflex save for half damage.
Radiance (Heroic: +77) (Legendary: +202)
Quality Radiance (Heroic: +23) (Legendary: +45)
Fire Lore (Heroic: +14%) (Legendary: +27%)
Tira's Splendor Any weapon you wield becomes able to bypass silver damage reduction
Rune Arm Imbue: Fire (Heroic: IV) (Legendary: VI)
Green Augment Slot




If you have other feedback about specific items or set bonuses, feel free to keep posting here up until the next round is ready, we'll continue to have an eye on things. Thanks!

It seems odd to have a Ravenloft expansion without an item to benefit the undead - particularly Palemasters in Vampire form. It's probably too late in the game, but if possible, could you work in something for characters in vampire form (Shroud of the Vampire)



Bloodthrall Cameo: Token

Profane Strength (Heroic: +2) (Legendary: +9)
Profane Enchantment Focus (Heroic: +2) (Legendary: +4)
Creature of the Night: Gain 10% damage absorption versus light (Legendary: Gain 20% damage absorption versus light)
Children of Strahd While Shroud of the Vampire is active, your melee attacks gain: On Damage: Target suffers 1d4 Negative Levels.
Red Augment Slot

edrein
11-14-2017, 08:37 AM
Bloodthrall Cameo: Token

Profane Strength (Heroic: +2) (Legendary: +9)
Profane Enchantment Focus (Heroic: +2) (Legendary: +4)
Creature of the Night: Gain 10% damage absorption versus light (Legendary: Gain 20% damage absorption versus light)
Children of Strahd While Shroud of the Vampire is active, your melee attacks gain: On Damage: Target suffers 1d4 Negative Levels.
Red Augment Slot


I actually like this idea; however what would best aid vampires across all spectrums (heroic, epic, and reaper) would be an actual scaling vampirism. Children of Strahd could instead be a scaling vampirism buff. 1d6 + melee power/50% spellpower for the heroic and 5d6 + melee power/50% spellpower for the legendary version. (Those numbers feel weak for legendary, but I'm sure with enough pressure the devs could make an unique effect that feels powerful across the board in all difficulties.)

The biggest reason I'd vote for better scaling is the state of vampires. Not having lifesteal until level 12 and locking yourself to a relatively useless T5 improved shrouding is terrible for melees. Which is what most vampires are ran for. Let alone the current lifesteal is just a plain flat 1 damage. Even Scion of Shadowfell is 1d6, which is arguably low for a level 30 feat slot but is manageable. Vampires are simply unviable in any content above heroic elites due to the lack of vampirism scaling currently.

edrein
11-14-2017, 08:49 AM
The items are interesting. I personally haven't bothered with the new CC in epic levels nor have I touched the slaver's grind, so I was looking forward to itemization in Ravenloft to really pick up my gearing for 25+, as I've been on the TR and ETR train for the past two years pretty much anytime I've been playing. Most of these items feel a bit bland. I love the monk ring, I like the concept of the Mists set but I'm concerned about the vampirism effect, and in general I'd like to like everything else here more.

But I have to agree with everyone else. This is definitely a massive case of gear tetris. Most of it I don't feel like farming for would be an improvement over anything I could craft with CC. There aren't unique effects past the monk ring. I love the concept of set bonuses, but most of them feel really odd. Items are in the wrong set bonus. The two piece sets in general feel very bad. The set bonuses are good, but the items themselves look terrible. I hope raid loot fits in the two piece sets, or like other's have suggested, that the two piece sets be a part of the large five piece bonuses. The displacement set is nice, but it's only light armor? There's no monk robe set at all?

And let's talk vampirism. I've brought this up in the PC, I've brought this up in various threads. Vampirism doesn't scale enough to be worth it across the board. The cooldown on CC vampirism is awful. Old loot vampirism is still decent, but you don't exactly see folks running Nightmare in epics anymore for lifesteal/heal amp builds. This is due to the scaling being awful. Giving the Legendary Set the same vampirism as the heroic would be a death sentence. And I'm not saying give the heroic say 1d3 and legendary 3d3, as the current values work. Look at my previous post in this thread for an item for PM vampires. The lifestealing needs to have a solid chunk, and preferably without a cooldown. You often give up other damage effects for lifesteal and that trade off should be self sufficiency/sustainability. Make lifesteal across the board be a 1d6 at the most basic level. That means builds with solid heal amp are going to be pulling good mileage out of even the most basic vampirism. Bump up the lifesteal from Scion of Shadowfell to something worthy of a legendary feat for non-DC casters, make it a 5d6 or even higher. At level 30 a max theoretical lifesteal (before healing amp) of 30hp isn't anything, even on the most gimpy non-properly built toons. Let alone undead/PM characters have a lot less negative amp opportunities as fleshies have. Currently vampires are dead once again in epics, let alone non-existant in reaper where they can't even self heal. Yet a monk's fist of light still properly works in epics and reaper.

lifestaker
11-14-2017, 09:13 PM
Mainly due to not looking a things to deeply, did anyone catch the material type of the mirrorplate shield? I want to say planeforged, but am hopeful of crystal or something non-metal.

Grace_ana
11-15-2017, 10:26 AM
My suggestions and comments:

In general, I'd have a hard time finding 5 cohesive pieces for a build in these lists. I hope you are making the raid items able to fill slots in any 5 piece set and maybe also the 2 piece sets, because that would be much better.


All Heroic Items are Minimum Level 10.
All Legendary Items are Minimum Level 29.
Pink Text are effects exclusive to the Heroic Variant
Orange text are effects exclusive to the Legendary variant.

Adherent of the Mists Set:
When 5 pieces are equipped:
You gain a (Heroic: +10) (Legendary +30) Profane bonus to Hide, Move Silently, and Intimidate.
You gain Fear Immunity
Your weapons gain Vampirism

Make it improved vampirism for legendary. This set bonus is weak for a 5 piece, though. Consider adding a fourth, unique effect or replacing fear immunity with one.



Keylock Ring: Ring
[LIST]
Disable Device (Heroic: +12) (Legendary: +22)
Open Lock (Heroic: +12) (Legendary: +22)
Search (Heroic: +12) (Legendary: +22)
Spot (Heroic: +12) (Legendary: +22)
Blue Augment Slot


Please don't change the effects. I would make the slot a green slot though.


Lore-Fueled Packbanner: Bracers

Insightful Constitution (Heroic: +2) (Legendary: +9)
Physical Sheltering (Heroic: +14) (Legendary: +50)
Insightful Doublestrike (Heroic: +2) (Legendary: +10)
Druidic Stoneshape [I]While in Wild Shape, you receive a Primal bonus to PRR equal to half the number of Wilderness Lore feats you have.
Green Augment Slot


For legendary, make it a primal bonus for all the wilderness lore feats, otherwise the scaling is bad.


Mantle of Fury: Cloak

Constitution (Heroic: +6) (Legendary: +19)
Raging Resilience [I]While Raged, +4 Rage bonus to Fortitude Saves.
Doublestrike (Heroic: +6) (Legendary: +22)
Dodge (Heroic: +6%) (Legendary: +19%)
Green Augment Slot


Bonuses to a single save are nearly useless, and a fort save on what will be a high-fort save toon is especially useless. A rage bonus to all saves would be much better.


Adversion: Ring

Abjuration Focus (Heroic: +3) (Legendary: +8)
Insightful Abjuration Focus (Heroic: +2) (Legendary: +4)
(Heroic: This does not yet have a fourth effect but will!) (Legendary: +1)
Spell Penetration (Heroic: +3) (Legendary: +8)
Yellow Augment Slot


I cannot think of a single reason to want a bonus to abjuration spells. There are none except banishment and dismissal where a DC is necessary, and they are used infrequently enough that this would be an exceptionally niche swap item that is probably forgotten about or ditched for inventory space. While I am all for diversifying spells, you need to start with the spell list before you give us basically useless items.


Shadowhail Cloak: Cloak

Hide (Heroic: +12) (Legendary: +22)
Move Silently (Heroic: +12) (Legendary: +22)
Deception (Heroic: +4) (Legendary: +16)
Ghostly
Green Augment Slot


This should be improved deception for legendary.


Cursebane Ring: Ring

Insightful Curse Resistance (Heroic: +2) (Legendary: +7)
Vitality (Heroic: +19) (Legendary: +67)
Quality Magical Sheltering (Heroic: +3) (Legendary: +12)
Deathblock
Green Augment


I understand thematics, but I am not seeing the utility of resistance to an effect that is easily cured by popping a cheap pot than everyone carries. Maybe it's just me.


Ward-Inscribed Pendant: Necklace

Quality Curse Resistance (Heroic: +1) (Legendary: +3)
Quality Will Saves (Heroic: +1) (Legendary: +3)
Constitution (Heroic: +6) (Legendary: +19)
This will have a fourth effect but does not currently!
Yellow Augment Slot


See above.


Herald of Dawn Set:
When 5 pieces are equipped:
[INDENT]You gain Immunity to all forms of Sleep and Fatigue
Your weapons gain Ghost Touch
You have Feather Falling
(Legendary: On damage or harmful spellcast: 2% chance to generate 1 Action Boost, Rallying Cry, Smite Evil, Turn Undead, and Bard Song (This can only trigger once per 100 seconds, and does not stack with Draconic Reinvigoration)

The set bonus is kinda awful for a 2 piece, and it's terrible for a 5 piece. Everyone already has FF. Everyone already has ghost touch. Immunity to sleep and fatigue is a cheap enhancement point or not an issue otherwise. I would perhaps make it a light damage proc to weapons and spells, and a profane bonus to spellsight, for two of them. I was thinking neg energy resistance or absorption would also be good, but that screws over pale masters, and light absorption is too build specific. Maybe someone else has a better idea.


Flightfoot Greaves: Boots

Freedom of Movement
Speed (Heroic: +15%) (Legendary: +30%)
Natural Armor Bonus (Heroic: +6) (Legendary: +19)
Reflex Saves (Heroic: +5) (Legendary: +16)
Yellow Augment Slot


Again, a single save is useless. Please make it resistance instead of reflex.


Cursebane Focus: Trinket

Curse Resistance (Heroic: +5) (Legendary: +16)
Insightful Will Saves (Heroic: +2) (Legendary: +7)
Magical Sheltering (Heroic: +14) (Legendary: +50)
Spell Saves (Heroic: +5) (Legendary: +16)
Green Augment Slot


I get it, lots of curses in Ravenloft. I'll cover my ears and bring more pots. Or if you think it's a good idea, maybe not on multiple items. Perhaps Good Luck would be better, given the saves theme? +1 for heroic and +4 for legendary?


Silverthread Cloak: Cloak

Wisdom (Heroic: +6) (Legendary: +19)
Insightful Evocation Focus (Heroic: +2) (Legendary: +4)
Fortification (Heroic: +77%) (Legendary: +202%)
Physical Sheltering (Heroic: +14) (Legendary: +50)
Yellow Augment Slot


This feels all over the place. Given that it's Silverthread, I'd love to see a guard that procs against silver-affected creatures. But only if the guard worked, so...probably nevermind.


Ring of Nightfall: Ring

Insightful Intelligence (Heroic: +2) (Legendary: +9)
Insightful Deadly (Heroic: +2) (Legendary: +7)
Reflex Saves (Heroic: +5) (Legendary: +16)
Physical Sheltering (Heroic: +14) (Legendary: +50)
Green Augment Slot


Resistance, not reflex saves. Seriously, you guys.


Phasecloak: Cloak

Intelligence (Heroic: +6) (Legendary: +19)
Evocation Focus (Heroic: +3) (Legendary: +8)
Quality Intelligence (Heroic: +1) (Legendary: +4)
Wizardry (Heroic: +112) (Legendary: +412)
Yellow Augment Slot


Where is the phasing? With that in the name, I'd expect at least invisibility guard. I'd replace wizardry with something like that.


Kindred Pendant: Necklace

Charisma (Heroic: +6) (Legendary: +19)
Enchantment Focus (Heroic: +3) (Legendary: +8)
Feat: Augment Summoning
This will have a fourth effect but does not yet!
Yellow Augment Slot


This piece will be entirely dependent on the fourth effect. How about something that reduces the will save of an enemy on damage?


Crumbling Gloves: Gloves

Insightful Dexterity (Heroic: +2) (Legendary: +9)
Quality Intelligence (Heroic: +1) (Legendary: +4)
Shatter (Heroic: +6) (Legendary: +22)
Insightful Physical Sheltering (Heroic: +6) (Legendary: +24)
Blue Augment Slot


This is quite the hodgepodge of effects. Dex, int, shatter? For all those rogue tacticians? I don't understand.


Garstone's Lenses: Goggles

Insightful Rune Arm Focus (Heroic: +2) (Legendary: +4)
Auto-Repair [I]This item has a small percentage chance to cast a (Heroic: Repair Moderate Damage) (Legendary: Reconstruct) spell on you when you take damage.
Magnetism (Heroic: +77) (Legendary: +202)
Devotion (Heroic: +77) (Legendary: +202)
Blue Augment Slot


I'd rather see the very rare repair amp than devotion on this, particularly since it works with the auto-repair proc.


Softsole Slippers: Boots

Anthem Slowly regenerate Bard songs.
Perform (Heroic: +12) (Legendary: +22)
Insightful Charisma (Heroic: +2) (Legendary: +9)
This will have a fourth effect but does not yet!
Green Augment Slot


The problem with this is that if someone is trying to fill out a set, having anthem on two items is a waste. It's sure to be duplicated, since there just isn't enough in these lists to fill it out. If the raid items can fill sets, nevermind this comment.


2 piece sets:

All Heroic Items are Minimum Level 10.
All Legendary Items are Minimum Level 29.
Pink Text are effects exclusive to the Heroic Variant
Orange text are effects exclusive to the Legendary variant.

Anchorite Set:
When 2 pieces are equipped:
You benefit from the Mobile Spellcasting feat, allowing you to cast spells without a penalty to your movement speed.
(Legendary: Whenever you cast a friendly spell, you have a chance of healing all allies near the target for a moderate amount (this does not stack with Dragon's Blessing))

Mobile spellcasting is useless. I can't think of anyone at all that would want that as a set bonus. Spell pen? Mental toughness? Also, the other 2 piece sets have multiple effects and the caster sets have one. It also needs a docent.

Set: There just isn't much here. Again, raid items as part of set, please?


Silent Avenger Set:
When 2 pieces are equipped:
You gain the effects of (Heroic: Blur) (Legendary: Displacement)
You use your Dexterity for your Will saving throws
You have a -30% Artifact bonus to your threat generation with weapon attacks.

This is an excellent set bonus and one I would want on my rogues, rangers, and some monks. But why are there only two items? Why no monk outfit? Why no docent?


Crypt Raider Set:
When 2 pieces are equipped:
You gain +# Artifact bonus to hit, damage, and saves vs. Evil creatures
You gain (Heroic: +5) (Legendary +10) Artifact bonus to Melee and Ranged Power
You gain a -20% Artifact bonus to your threat generation with weapon attacks.

The reduction to threat gen is out of place. Medium armor includes barbarians. I'd instead add an AC bonus. I'd also add a docent.


Beacon of Magic Set:
When 2 pieces are equipped:
You gain a (Heroic: +10) (Legendary +25) Artifact bonus to Universal Spell Power

Only one effect? Y u hate casters?


Blightstone Core: Docent
Exceptional Universal Spell Lore (Heroic: +3%) (Legendary: +3)
Exceptional Universal Spell Power (Heroic: +8) (Legendary: +8)
Fortification (Heroic: +77%) (Legendary: +202%)
Shield Bonus to AC (Heroic: +6) (Legendary: +19)
Green Augment Slot

So given that the only options to fill out the set are this docent and one of two belts, the only way to get this set bonus is to be a WF or BF. That makes no sense. Please add robes with the same or similar effects.


Burnscar Sash: Belt
Corrosion (Heroic: +77) (Legendary: +202)
Combustion (Heroic: +77) (Legendary: +202)
Acid Lore (Heroic: +11%) (Legendary: +29%)
Fire Lore (Heroic: +11%) (Legendary: +29%)
Green Augment Slot

Thrummingspark Cord: Belt
Magnetism (Heroic: +77) (Legendary: +202)
Glaciation (Heroic: +77) (Legendary: +202)
Lightning Lore (Heroic: +11%) (Legendary: +29%)
Ice Lore (Heroic: +11%) (Legendary: +29%)
Yellow Augment Slot

I thought a lot about these two. I like it if I have a sorc that is specializing in those two elements, and if I don't I feel pigeonholed. But making a belt for each possible combination is annoying and also messes with drop rates.

What if the belts had extra slots, and they were slotted with augments that had those effects? Then people could mix and match at will, and people that have been asking for new augments will at least a little bit get their wish. Yes, some people will take the augments and slot them elsewhere, but who cares? It would be unique and kinda cool, and if people change their sorc down the road, they can reslot.



Knight of the Shadows Set:
When 2 pieces are equipped:
You gain a (Heroic: +10) (Legendary +20) Artifact bonus to Physical and Magical Resistance Ratings
You gain a +50% Artifact bonus to threat generation with weapon attacks

Vistani Fighter's Sash: Belt
Stunning (Heroic: +6) (Legendary: +22)
Vertigo (Heroic: +6) (Legendary: +22)
Vitality (Heroic: +19) (Legendary: +67)
Deadly (Heroic: +5) (Deadly: +16)
Yellow Augment Slot

I agree with the person that said Vistani doesn't fit with the item.


Platemail of the Barovian Lord: Heavy Armor
Fortification (Heroic: +77%) (Legendary: +202%)
Parrying (Heroic: +2) (Legendary: +9)
Physical Sheltering (Heroic: +14) (Legendary: +50)
Insightful Resistance (Heroic: +2) (Legendary: +7)
Blue Augment Slot

Please also make this a docent.

Marupal
11-15-2017, 01:02 PM
(I haven't had a chance to read through all the posts in this thread yet)
The loot list is pretty big. Many options.

Was surprised to see that the stat bonuses on the named loot are higher than what Cannith Crafting will allow, pretty cool. "Feat: Quick Draw", druid form affixes, monk stance affixes, anthem, barbarian rage and other affixes -> also very nice.

BTA loot, all of it. Going to miss not being able to pick things up off the auction house, but for a paid expansion it's the right choice.



...

5 Piece Sets (Two large lists of items. Wearing any 5 of these gives a set bonus)
...


Ouch, that's a lot of slots filled up just to get set bonuses. Any chance of making graduating rewards, like 3 pieces grants Fear Immunity, 5 pieces grants vampirism?

Ghost touch and featherfall? Permanent feather fall is not desirable and ghost touch or ghostly are easy enough to come up with, even at level 10. Herald of Dawn set bonus isn't very inspiring on it's own, though the loot in that set is really good looking. Fear immunity is certainly useful. Vampirism seems like an appropriate benefit for a 5 set bonus.




Garstone's Lenses: Goggles

Insightful Rune Arm Focus (Heroic: +2) (Legendary: +4)
Auto-Repair This item has a small percentage chance to cast a (Heroic: Repair Moderate Damage) (Legendary: Reconstruct) spell on you when you take damage.
Magnetism (Heroic: +77) (Legendary: +202)
Devotion (Heroic: +77) (Legendary: +202)
Blue Augment Slot


Rune Arm Focus? What does this affect?



Dawn's Herald-Charm: Trinket

Wisdom (Heroic: +6) (Legendary: +19)
Insightful Faith An item with this quality assists only wearers who have the ability to turn undead. Insightful Faith items provide Insight Bonuses to the owner's effective level for the turning check by +2, their maximum Hit Dice turned by +2, and their total Hit Dice turned by +4
Sacred An item with this quality assists only wearers who have the ability to turn undead. Sacred items increase the owner's effective level for the turning check by +2.
Hallowed An item with this quality assists only wearers who have the ability to turn undead. Hallowed items increase the maximum Hit Dice of undead turned by +2.
Yellow Augment Slot



Insightful Faith? Nice, more items are needed with that affix. It's a bit overpowered on the heroic version though.


Cool loot. Some of those pieces are making me think about redoing classes I haven't done in a while. +1

CeltEireson
11-16-2017, 12:11 PM
Rune Arm Focus? What does this affect?


I'm assuming it effects the DC of the runearm save - normally based off of evocation feats/abilities/items - likely they wanted something to up runearm DC without also upping artificer evocation spells as well.

Steelstar
11-16-2017, 12:13 PM
I'm assuming it effects the DC of the runearm save - normally based off of evocation feats/abilities/items - likely they wanted something to up runearm DC without also upping artificer evocation spells as well.

Correct. It raises the DC of Rune Arm shots specifically, and stacks with other sources that raise Rune Arm shot DCs (like Evocation bonuses).

Silverleafeon
11-16-2017, 12:15 PM
Not exactly the place for it, but Spellcaster Levels < Epic Levels + Class Levels by 5+ levels.

Not sure if Sentinent Weapons systems are the place to adjust thus?

There are a number of solutions, including equipment that raises caster levels of Spell School, Elemental Type, etc...

Prefer Epic Destinies being raised to level 10 instead of 6 minus 1 xp point, but whatever...

CeltEireson
11-16-2017, 12:21 PM
Correct. It raises the DC of Rune Arm shots specifically, and stacks with other sources that raise Rune Arm shot DCs (like Evocation bonuses).

Don't suppose you could throw in some bonus on it for us fleshy artificers ;)

Also any possibility of sets for pets? Obviously at the moment all you could do is a 2 item set but it would be nice to aim for, or if you really wanted to add an additional slot so we could a 3 item set for our underperforming pets.

CeltEireson
11-16-2017, 12:23 PM
Also - for the current 2 item sets a little additional choice for some of them would be nice so think there should be a minimum of 3-4 items to choose from for each.

Marupal
11-16-2017, 01:18 PM
Correct. It raises the DC of Rune Arm shots specifically, and stacks with other sources that raise Rune Arm shot DCs (like Evocation bonuses).


I'm assuming it effects the DC of the runearm save - normally based off of evocation feats/abilities/items - likely they wanted something to up runearm DC without also upping artificer evocation spells as well.

Ah cool. ty

Krell
11-16-2017, 02:10 PM
Throw in some false life and healing amp on items. Also doubleshot on items that have doublestrike.

-D_Rock-
11-17-2017, 07:42 PM
Hello, all!


5 Piece Sets (Two large lists of items. Wearing any 5 of these gives a set bonus)
2 Piece Sets (Multiple small lists of items. Wearing any 2 from a list gives a set bonus)
No Set Items (A smattering of named items not part of any sets for a variety of reasons)
Weapons (Four weapon suites. Each Weapon suite has includes one weapon of every weapon type)


Wearing ANY 5 of these gives a set bonus. This is not a set. Please change the bonus type as to not confuse players. It did confuse me at first and im a vet. Not as long time as many or post as much, but my point is still valid. I do care about new players. That being said, i can see this confusing the vast majority of them. You could simply change the bonus type to something other than a set bonus because in fact its not much of a set if it's not well, a set.

Wanatuc
11-19-2017, 07:54 PM
Why are the rune arms in the test dojo level 15 and all other items are level 10? Are they going to be level 15 when Ravenloft goes live or are they going to be level 10?

Silverleafeon
11-20-2017, 02:52 AM
Dreadcursed Defender: Iron Defender Armor

Fortification (Heroic: +77%) (Legendary: +202%)
Physical Sheltering (Heroic: +14) (Legendary: +50)
Vitality (Heroic: +19) (Legendary: +67)
Don't Count Me Out! Your range of unconciousness extends by 400 hitpoints.
Blue Augment Slot

Kindred Spirit: Pet Collar

Foritification (Heroic: +77%) (Legendary: +202%)
Physical Sheltering (Heroic: +14) (Legendary: +50)
Vitality (Heroic: +19) (Legendary: +67)
Don't Count Me Out! Your range of unconciousness extends by 400 hitpoints.
This does not have an Augment Slot yet but will!

[/LIST]
[/INDENT][/INDENT]


Just curious?

Why no leather / hide armor for wolf?
Why does the collar not have attack bonuses or weapon dice.

Perhaps its a work in progress.


Yes it would be nice to have a defense bonus pet collar, but it should also have something like +? enhancement bonus to attack, etc..
and it makes no sense thematically to not offer leather & hide for wolves, after all a wolf is much more thematic than an iron defender would be.
Generally wolves wear medium/heavy armor unless seeking evasion in which case they prefer light.

Also you need to put dodge on these, thank.

Silverleafeon
11-20-2017, 03:03 AM
[QUOTE=Cocomajobo;6036843]Anchorite Set:
[INDENT]When 2 pieces are equipped:
[INDENT]You benefit from the Mobile Spellcasting feat, allowing you to cast spells without a penalty to your movement speed.
(Legendary: Whenever you cast a friendly spell, you have a chance of healing all allies near the target for a moderate amount (this does not stack with Dragon's Blessing))


Beacon of Magic Set:
[INDENT]When 2 pieces are equipped:
[INDENT]You gain a (Heroic: +10) (Legendary +25) Artifact bonus to Universal Spell Power



Since these two sets involve the highly valuable enhancement spellpower belts, I do hope there are a few other additions to the list.

The Beacon of Magic Set include a docent and a belt (hopefully more additions elsewhere, because this makes thus warforged only,
which is not thematic considering Ravenloft is not renown for warforged (although its pretty easy to lure one in)

The really interesting Anchorite set is either pale master or radiant servant.
Would like to see these two sets intermix a bit more, and be available to a wider group.
Thanks.



..........................



Looking thru the raid loot, I see:

Hands of the Dawn Healer
Trinket
Anchorite Set
Devotion +208
Healing Lore +30%
Magical Efficiency 10%
Heal +22
Blue Augment Slot
Green Augment Slot

&

Mantle of Escher
Clothing
Beacon of Magic Set
Deathblock
Ghostly
Physical Sheltering +52
Profane Well Rounded
Green Augment Slot
Blue Augment Slot


That is a bit thin still, would like to see a little more added.
Maybe a Druid armor for the Beacon of Magic Set (Hide likely) similar stats are fine.

;;;



Looking thru it, I might consider wearing:

Barovian Nobles Regalia: Clothing
Exceptional Universal Spell Lore (Heroic: +3%) (Legendary: +10%)
Exceptional Universal Spell Power (Heroic: +8) (Legendary: +20)
Fortification (Heroic: +77%) (Legendary: +202%)
Shield Bonus to Armor Class (Heroic: +6) (Legendary: +19)
Green Augment Slot

&

Hands of the Dawn Healer
Trinket
Anchorite Set
Devotion +208
Healing Lore +30%
Magical Efficiency 10%
Heal +22
Blue Augment Slot
Green Augment Slot


or

alternating:

Burnscar Sash: Belt
Corrosion (Heroic: +77) (Legendary: +202)
Combustion (Heroic: +77) (Legendary: +202)
Acid Lore (Heroic: +11%) (Legendary: +29%)
Fire Lore (Heroic: +11%) (Legendary: +29%)
Green Augment Slot
Thrummingspark Cord: Belt
Magnetism (Heroic: +77) (Legendary: +202)
Glaciation (Heroic: +77) (Legendary: +202)
Lightning Lore (Heroic: +11%) (Legendary: +29%)
Ice Lore (Heroic: +11%) (Legendary: +29%)
Yellow Augment Slot

&

Mantle of Escher
Clothing
Beacon of Magic Set
Deathblock
Ghostly
Physical Sheltering +52
Profane Well Rounded
Green Augment Slot
Blue Augment Slot



of course both are featuring armor, so...


substitute the ring for the first armor, since I really like the idea of mobile spellcasting:

Deathwarden: Ring
Deathblock
Healing Lore (Heroic: +11%) (Legendary: +29%)
Efficient Metamagic (Heroic: Empower Healing I) (Legendary: Empower Healing II)
Exceptional Devotion (Heroic: +10) (Legendary: +10)
Blue Augment Slot
Skulled Ring: Ring
Necromancy Focus (Heroic: +3) (Legendary: +8)
(Heroic: This does not yet have a fourth effect but will!) (Legendary: Quality Necromancy Focus +1)
Wizardry (Heroic: +112) (Legendary: +412)
Exceptional Nullification (Heroic: +10) (Legendary: +10)
Green Augment Slot

Lokeal_The_Flame
11-21-2017, 04:05 PM
Why not leave what set they belong to blank and have it be something that can be crafted onto them later similarly to the named items in The Slavers chain?

That way I could use five of these as a set and choose the adherents of the mist set?

Keylock Ring
Garstone's Lenses
Ring of Nightfall
Mist-laden Vestment: Light Armor
Braided Cutcord: Belt
Flightfoot Greaves

Or you could create a series of colorless augments that turn something into a set piece when slotted at the cost of raising the minimum level... Then I could Use my Epic Ring Of The Master Artifice that you guys refuse to make a level 28 version of as a piece of the set.

Like really, name five items that belong to the Adherents Of The Mist set that a Melee artificer would equip and use every attribute of....

How about you name such for a rogue?

How about you name such for a fighter?

If you can't then the set options are horribly broken and such should be looked at as a problem to resolve.

Lokeal_The_Flame
11-21-2017, 08:35 PM
The items in these sets are all over the place in their bonuses. There is zero synergy to them for more than 1/2 the classes in the game.
For any of the fighter and specialist classes, with the possible exception of Bard, there are not enough items in either set worth using to get a 5 piece bonus.
You would be forced to wear 2-3 items that are complete wastes of slots to qualify for the set bonuses.

The loot is VERY badly thought out. It looks like someone put all the item enchants on a dart board and threw darts to put together the sets.
Could you at least try to make sets that are good for each archetype, instead of basically being useless for almost everyone?

This is exactly what my criticism was......

I personally suggested a piece that would encourage Melee Artificer builds in such a way that could not be enjoyably utilized by a ranged artificer build unless they were battle casters.

Lokeal_The_Flame
11-21-2017, 11:41 PM
Weapons:


Heroic: Minimum level 10

Barovian's (One of each weapon type)

Silver, Alchemical
Keen I
Undead Bane 3d10
Maiming 3

Macabre's (One of each weapon type)

Mother Night's Embrace This weapon is unholy and imbued by one of the two dieties of Barovia - the Mother Night. This weapon is evil, dealing an additional 3d6 evil damage on each hit.
Human Bane 3d10
Doublestrike +6
Deception +4



Legendary: Minimum Level 29

Morninglord's (One of each weapon type)

Silver, Alchemical
Keen V
Sovereign Disruption On hit: 4 to 24 Bane damage to Undead. On Vorpal Hit: If undead struck by this weapon has fewer than 300 Hit Points, it is instantly slain. If the Undead has above 3000 Hit Points, it takes 300 damage.
Greater Maiming

Nightmother's (One of each weapon type)

Mother Night's Embrace This weapon is unholy and imbued by one of the two dieties of Barovia - the Mother Night. This weapon is evil, dealing an additional 9d6 evil damage on each hit.
Human Bane 9d10
Doublestrike +22
Deception +16




It really feels like Vampirism would be more fitting of an attribute for the Mother Nights embrace than deception.... I mean, not everyone uses deception items right? Versatility+Theme fitting seems to make more sense....

Cashier
11-23-2017, 02:52 PM
Correct me if I'm wrong... but the only armor a monk can wear is an outfit in the set meant for a healer.... Why not anything for monks? I can't equip 2 belts from the melee set, to get the set bonus that way... I just don't understand. Maybe a docent too for WF and BF? vOv

Krelar
11-23-2017, 05:45 PM
Correct me if I'm wrong... but the only armor a monk can wear is an outfit in the set meant for a healer.... Why not anything for monks? I can't equip 2 belts from the melee set, to get the set bonus that way... I just don't understand. Maybe a docent too for WF and BF? vOv

Check the raid loot thread (https://www.ddo.com/forums/showthread.php/491574-Ravenloft-Expansion-Preview-2-Loot-Feedback) for monk stuff

Cashier
11-24-2017, 02:11 PM
Check the raid loot thread (https://www.ddo.com/forums/showthread.php/491574-Ravenloft-Expansion-Preview-2-Loot-Feedback) for monk stuff

Yeah... but the set bonuses....

Dreppo
11-24-2017, 06:42 PM
Yeah... but the set bonuses....

All of the raid loot (except the weapons) are part of sets too. Check them out.

Iriale
11-25-2017, 04:21 AM
Burnscar Sash, Silverthread Belt, and Thrummingspark Cord now have their intended Enhancement-typed bonuses to Spell Power. Exact numbers are still WIP.

Burnscar Sash: Belt
• Corrosion (Heroic: +77) (Legendary: +202)
• Combustion (Heroic: +77) (Legendary: +202)
• Acid Lore (Heroic: +11%) (Legendary: +29%)
• Fire Lore (Heroic: +11%) (Legendary: +29%)
• Green Augment Slot


Thrummingspark Cord: Belt
• Magnetism (Heroic: +77) (Legendary: +202)
• Glaciation (Heroic: +77) (Legendary: +202)
• Lightning Lore (Heroic: +11%) (Legendary: +29%)
• Ice Lore (Heroic: +11%) (Legendary: +29%)
• Yellow Augment Slot

Silverthread Belt: Belt
• Devotion (Heroic: +77) (Legendary: +202)
• Nullification (Heroic: +77) (Legendary: +202)
• Healing Lore (Heroic: +11%) (Legendary: +29%)
• Void Lore (Heroic: +11%) (Legendary: +29%)
• Blue Augment Slot

It is unfair that only a few spellcasters have good use of these objects, the only ones with Enhancement-typed bonuses to Spell Power. Please create useful objects for all types. This type of design (which has happened with all the loot of the expansion) makes this loot useful only for a few archetypes, devaluing the expansion for all others

My suggestion:

Change Silverthread Belt to work with Devotion and Light. More divine spellcasters favour this combination

Create an item not belt (necklace, maybe?) with nullification and force. That favours pale masters and necro clerics. Pale masters have taken the short straw in this expansion. there is only one decent item for them

Create other belt with fire and electricity. That is a very common combination.


Silverthread Cloak: Cloak
• Wisdom (Heroic: +6) (Legendary: +19)
• Insightful Evocation Focus (Heroic: +2) (Legendary: +4)
• Fortification (Heroic: +77%) (Legendary: +202%)
• Physical Sheltering (Heroic: +14) (Legendary: +50)
• Yellow Augment Slot


Phasecloak: Cloak
• Intelligence (Heroic: +6) (Legendary: +19)
• Evocation Focus (Heroic: +3) (Legendary: +8)
• Quality Intelligence (Heroic: +1) (Legendary: +4)
• Wizardry (Heroic: +112) (Legendary: +412)
• Yellow Augment Slot
One of the problems with the current loot is that there are no decent ghostly options. If you change Insightful Evocation Focus and Physical Sheltering in Silverthread Cloak for Quality wisdom and Ghostly, and Evocation Focus for Ghostly in Phasecloak you do those items a lot more valuable. Too, ghostly explains the "phase" in the last cloak. With those changes, those cloaks will be the highly valuable for clerics, druids, wizards, wis based fvs and artificers. Consider this change, please.

Alternatively, instead of quality ability you can add insightful ability. It is ironic, but currently there are more sources of quality than insightful.

Evocation focus needs to go in other item more useful for a wide range of spellcasters (wizzies and artis, yes, bur too sorcerers, warlocks, fvs and druids)

By changing small things like those you would increase the usefulness of the loot of this expansion a LOT. Seriously, as it is, their usefulness is is very questionable. It is very difficult to assemble a coherent set for many archetypes.

edit: sorry, this should go in the loot 2 thread...

gummolo
11-25-2017, 11:39 AM
Where is Radiante + Impulse spell power/ lore belts?

Lokeal_The_Flame
11-25-2017, 07:05 PM
Weapons:


Heroic: Minimum level 10

Barovian's (One of each weapon type)

Silver, Alchemical
Keen I
Undead Bane 3d10
Maiming 3

Macabre's (One of each weapon type)

Mother Night's Embrace This weapon is unholy and imbued by one of the two dieties of Barovia - the Mother Night. This weapon is evil, dealing an additional 3d6 evil damage on each hit.
Human Bane 3d10
Doublestrike +6
Deception +4



Legendary: Minimum Level 29

Morninglord's (One of each weapon type)

Silver, Alchemical
Keen V
Sovereign Disruption On hit: 4 to 24 Bane damage to Undead. On Vorpal Hit: If undead struck by this weapon has fewer than 300 Hit Points, it is instantly slain. If the Undead has above 3000 Hit Points, it takes 300 damage.
Greater Maiming

Nightmother's (One of each weapon type)

Mother Night's Embrace This weapon is unholy and imbued by one of the two dieties of Barovia - the Mother Night. This weapon is evil, dealing an additional 9d6 evil damage on each hit.
Human Bane 9d10
Doublestrike +22
Deception +16




Wouldn't vampirism, and constitution damage be more fitting for the macabre and night mother pieces than doublestrike and deception? There's a theme and I feel that it's being avoided....