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  1. #1
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    Default New Augments You'd Like to See

    I'll start:

    Blue Aguments:
    Stability (ML 4), Greater Stability(ML 12), Superior Stability (ML 20)

    Yellow Agument:
    Ghost Touch (ML 8)

    Other ideas?

  2. #2
    Community Member RyonsAlt's Avatar
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    Default

    Yellow:
    Inherent Elemental Resistance 1/2/3/4/5/6
    Healing amp 5% (ml16), 10% (20), 15% (24)

    Blue:
    Exceptional fortification 5 (ml 16), 10 (20), 15 (24)
    Various guard type effects

    Red:
    Sonic damage augments
    Various Banes
    Bludgeon/slashing/piercing bypass
    Last edited by RyonsAlt; 06-14-2013 at 04:19 AM. Reason: Clarification

  3. #3
    Community Member Cetus's Avatar
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    Default

    Blue - Stunning/Vertigo +10
    Cetus Heroic Lives: #32/32 | Epic Completionist: #20/24 | Iconic Lives: #6/6
    Cetusz - Pure Sorcerer: Heroic Lives: #24/24 | Epic Lives: #6/12 | Iconic Lives: #1/3
    YouTube Channel HERE
    Argonnessen's DEGENERATE MATTER

  4. #4
    Community Member fmalfeas's Avatar
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    Default

    Quote Originally Posted by RyonsAlt View Post
    Yellow:

    Healing amp 5% (ml16), 10% (20), 15% (24)
    I don't see them ever doing 5 and 15 for heal amp. You're more likely to get 10/20/30 healamp out of them, in blue slot, where it won't be so easy to get and keep them all slotted.

  5. #5
    Community Member redspecter23's Avatar
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    Default

    Red

    Keen - doubles threat range (as per the weapon effect, non stacking). level 20
    Vorpal - adds vorpal effect. level 28
    Various bane effects (2d6 version) - level 16
    Various greater bane effects (3d6 version) - level 24
    Disruption/Banishing/Smiting - level 28
    Cleave (gain the cleave feat if you don't have it already) - level 12

    Yellow

    Healing Amp (10/20/30) - level 4/12/24
    Dimension Door clickie (1/rest) - level 16 (named rare augment)
    Teleport clickie (1/rest) - level 16 (named rare augment)
    Bodyfeeder (your weapons gain bodyfeeder effect) - level 12

    Blue

    DR (1/2/3/4/5) - level 1/4/8/12/16
    Ex fort (10/25) - level 16/24

    Colorless

    Skill (5/10/15/20) - level 8/12/20/28
    Concordant Opposition (as per greensteel effect) - level 20 (named rare augment)
    Kaarloe - Degenerate Matter - Argonnessen

  6. #6
    Community Member Munkenmo's Avatar
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    Default

    yellow - Enhanced Ki +1

  7. #7
    Hatchery Hero Sonos's Avatar
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    Default

    Laceration


    Edit: NVM, Alchemical Laceration was changed to Spell Power apparently.
    Last edited by Sonos; 06-14-2013 at 10:56 AM.

  8. #8
    Community Member Lonnbeimnech's Avatar
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    I would like to see some skill focus for colorless slots

    lvl 1 +3 to various jump/swim/concentration etc, not umd
    lvl 4 +5
    lvl 8 +7
    lvl 12 +9
    lvl 16 +12
    lvl 20 +15
    lvl 24 +17
    lvl 28 +20

  9. #9
    Community Member RyonsAlt's Avatar
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    Quote Originally Posted by Lonnbeimnech View Post
    I would like to see some skill focus for colorless slots

    lvl 1 +3 to various jump/swim/concentration etc, not umd
    lvl 4 +5
    lvl 8 +7
    lvl 12 +9
    lvl 16 +12
    lvl 20 +15
    lvl 24 +17
    lvl 28 +20
    I would enjoy this, wouldn't mind seeing this in-game.

  10. #10
    Community Member visibleman's Avatar
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    Lightbulb Revamp old Packs by adding pack appropriate Named augments

    1. Convert new Dragon Touched armors to have Augment slots and convert all the runes to Named Augments. Reaver's Reach is pretty dead atm, questing there to craft unique Named Augments (even if you use them in other gear) would really breath life into the area. (already suggested elsewhere but what the hey)

    2. Add an 'Opal of Madness' to the Harbinger & Reign of Madness chains. The 'Opal of Madness' can go into any slot (opal is a multicoloured stone), the property of this Augment would simply be 'Trace of Madness'. Like the named items from these chains, you can put this augment crystal into the Altar of Insanity and add special properties to it.
    Argonessen: Breyard, Kayuss, Breymer, Vilar, Zhanmadao
    Guild: Fellowship of the Shrine
    Disclaimer: All my posts are in the official DnD language of Common. Common is not a standardised language, so if you think you see a spelling mistake - you are wrong!

  11. #11
    Community Member CheeseMilk's Avatar
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    Default

    Red:
    Seeker/Vertigo/Shatter/Stunning +2/4/6/8/10 (ML8/12/16/20/24)

    Blue:
    Ghostly (ML12)
    Dusk (10% Blur) (ML8)

    Colourless:
    Exceptional Skill (Specific skill) +1/2/3 (ML8/12/16)

    Yellow:
    Various Lores for spellcasting

  12. #12
    2014 DDO Players Council
    SirValentine's Avatar
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    How about fix 2 silly things at once?

    1. Min-level 11 Greensteel accessories are still awesome end-game gear, because their effects (45 stacking HP, 150-300 stacking SP) cannot easily be matched anywhere else.

    2. Yellow slots are almost worthless compared to blue, since the good Yellow augments from old system for some reason became Blue in new system.

    Proposal:

    Have the Shroud-type 10, 15, and 20 HP, and the 50 and 100 SP, be available as high-level Yellow augments. I think they should be ML 12, 16, 20, but ML 16, 20, 24 would do, too.

  13. #13
    2014 DDO Players Council
    SirValentine's Avatar
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    Default

    Quote Originally Posted by Lonnbeimnech View Post
    I would like to see some skill focus for colorless slots

    lvl 1 +3 to various jump/swim/concentration etc, not umd
    lvl 4 +5
    lvl 8 +7
    lvl 12 +9
    lvl 16 +12
    lvl 20 +15
    lvl 24 +17
    lvl 28 +20
    I like the idea, but have a slight alteration to suggest. I think top bonuses, in this case +20 to a skill, should be reserved for named gear. Similar to how we can only augment +7 or Insightful +2 to a stat; you need to have a real, non-Augment to get +8 or Insightful +3 to an ability. Or only 114 Spellpower on Augment, not 120. Etc..

    So I think topping out at +15 on an ML 24 is plenty, and to +17 when level cap goes to 28.

  14. #14
    Community Member ZeebaNeighba's Avatar
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    Default

    Efficient metamagic
    (yellow)
    Last edited by ZeebaNeighba; 06-19-2013 at 10:35 PM.

  15. #15
    Community Member CheeseMilk's Avatar
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    Default

    Red:
    -Metallic Edges (Metalline) ML 24
    -Aligned ML 24
    -Exceptional Combat Mastery +1/2/3/4 ML 12/16/20/24
    -Reinforced Fists (extra die step unarmed, non-stacking with other gear) ML 16

    Yellow:
    -Extra Action Boost +1/+2 ML 16/20 (Does not stack with other gear)
    -Ambushing (Excep. Sneak Attack) +1/2/3 ML 16/20/24
    -Exceptional Skill (specific stat, like green steel) +1/2/3 ML 16/20/24
    -Inherent Elemental Resist (specific element) 3/5/7/10 ML 12/16/20/24

  16. #16
    Community Member Teh_Troll's Avatar
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    Default

    Might have been said already . . .

    10/20/30% healing amp as YELLOW augments.

  17. #17
    Community Member Vellrad's Avatar
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    Default

    Yellow:
    Greater false life

    Blue:
    Toughness

    oh wait, that was removed to never come back, nvm

  18. #18
    Community Member RyonsAlt's Avatar
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    Quote Originally Posted by Vellrad View Post
    Yellow:
    Greater false life

    Blue:
    Toughness

    oh wait, that was removed to never come back, nvm
    Yup, now it's a colorless slot that drops from crucible.

  19. #19
    Community Member Vellrad's Avatar
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    Quote Originally Posted by RyonsAlt View Post
    Yup, now it's a colorless slot that drops from crucible.
    Extremally small drop rate from an unidentified chest in a quest is soo much better than bartering 20 tokens.

    Let's be honest- they dropping in the crucible is a slap in the face, their source is DDO Store (kit+minos).

  20. #20
    Community Member RyonsAlt's Avatar
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    Quote Originally Posted by Vellrad View Post
    Extremally small drop rate from an unidentified chest in a quest is soo much better than bartering 20 tokens.

    Let's be honest- they dropping in the crucible is a slap in the face, their source is DDO Store (kit+minos).
    Unverified chest? The augment is ml 11 now as opposed to being ml 20. They've allowed players to open up their gear selection because it's now possible to get the same effects with different gear setups. I'm unfamiliar with the drop rates as to whether or not they're abysmal, but I feel that the change was a bit of a double edge there.

    There's a good, and a bad, but I feel that it was for the best.

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