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  1. #1
    Community Member Grizzt14's Avatar
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    Default Wyrm-wrought Crafting System Details

    The current new crafting system as it appears in Lamannia. The associated crafting device is called the Magma Forge, located in the Lower Ruins of Thunderholme.

    Tier 0

    Costs:
    20 Wyrm-wrought Dwarven Ingots
    15 Commendations of Valor
    Choices:
    Bastard Sword (BDR: 30.80, 3.5[1d10] + 9 Slash 19-20 x2)
    Battle Axe (BDR: 26.95, 3.5[1d8] + 9 Slash 20 x3)
    Dagger (BDR: 19.25, 3.5[1d4] + 9 Pierce 19-20 x2)
    Dwarven Waraxe (BDR: 30.80, 3.5[1d10] + 9 Slash 20 x3)
    Hand Axe (BDR: 23.10, 3.5[1d6] + 9 Slash 20 x3)
    Handwraps (Specifics Unknown)
    Heavy Mace (BDR: 25.73, 3.5[1d8] + 9 Bludgeon 20 x2)
    Heavy Pick (BDR: 24.15, 3.5[1d6] + 9 Pierce 20 x4)
    Kama (BDR: 22.05, 3.5[1d6] + 9 Slash 20 x2)
    Khopesh (BDR: 29.40, 3.5[1d8] + 9 Slash 19-20 x3)
    Kukri (BDR: 20.13, 3.5[1d4] + 9 Slash 18-20 x2)
    Light Mace (BDR: 22.05, 3.5[1d6] + 9 Bludgeon 20 x2)
    Longsword (BDR: 26.95, 3.5[1d8] + 9 Slash 19-20 x2)
    Morningstar (BDR: 25.73, 3.5[1d8] + 9 Bludgeon 20 x2)
    Rapier (BDR: 24.15, 3.5[1d6] + 9 Pierce 18-20 x2)
    Scepter (BDR: 22.05, 3.5[1d6] + 9 Bludgeon 20 x2)
    Scimitar (BDR: 24.15, 3.5[1d6] + 9 Slash 18-20 x2)
    Shortsword (BDR: 23.10, 3.5[1d6] + 9 Piece 19-20 x2)
    Sickle (BDR: 22.05, 3.5[1d6] + 9 Slash 20 x2)
    Warhammer (BDR: 26.95, 3.5[1d8] + 9 Bludgeon 20 x3)
    Falchion (BDR: 30.48, 3.5[2d4] + 9 Slash 18-20 x2)
    Great Axe (BDR: 34.65, 3.5[1d12] + 9 Slash 20 x3)
    Greatsword (BDR: 36.85, 3.5[2d6] + 9 Slash 19-20 x2)
    Quarterstaff (BDR: 22.05, 3.5[1d6] + 9 Bludgeon 20 x2)
    Maul (BDR: 30.80, 3.5[1d10] + 9 Bludgeon 20 x3)

    Great Crossbow (BDR: 46.58, 3.5[2d8] + 9 Pierce 18-20 x2)
    Repeating Heavy Crossbow (BDR: 30.80, 3.5[1d10] + 9 Pierce 19-20 x2)
    Longbow (BDR: 26.95, 3.5[1d8] + 9 Pierce 20 x3)

    Orb (BDR: 12.60, 3.5[1d6] + 0 20 x2)

    Additional:
    All of the above bypass (Silver, Adamantine, Mithral, Cold Iron, Magic, Byeshk)
    +9 Enhancement / Orb Bonus
    Empty Red Augment Slot
    Wyrm-wrought (Tier 0): This weapon has been made from Wyrm-wrought Alloys in Thunderholme. Reforging the weapon with certain ingredients could unleash more power.

    Tier 1

    Costs:
    1 One-handed Wyrm-wrought Alloy Weapon (Tier 0) / 1 Two-handed Wyrm-wrought Alloy Weapon (Tier 0) / 1 Wyrm-wrought Alloy Orb (Tier 0)
    60 Wyrm-wrought Dwarven Ingots
    45 Commendations of Valor
    Choices:
    Blinding Fear: On Hit: 10% Chance Blind 3 sec (DC 55 Will Save vs. Fear), 5 sec cool down.
    Touch of Shadows: On Hit: 8 to 48 Negative Energy Damage.
    Wyrmic Potency: Passive: +100 Equipment Bonus to Universal Spell Power.
    Wyrmic Minor Focus: Passive: +1 Unique Bonus to the DC to resist your spells. (DC Boost Available on Two Handers Only)
    Wyrmic Combustion: Passive: +150 Equipment Bonus to Fire Spell Power.
    Wyrmic Minor Focus: Passive: +1 Unique Bonus to the DC to resist your spells. (DC Boost Available on Two Handers Only)
    Wyrmic Nullification: Passive: +150 Equipment Bonus to Negative Energy Spell Power.
    Wyrmic Minor Focus: Passive: +1 Unique Bonus to the DC to resist your spells. (DC Boost Available on Two Handers Only)
    Wyrmic Radiance: Passive: +150 Equipment Bonus to Light and Alignment Spell Power.
    Wyrmic Minor Focus: Passive: +1 Unique Bonus to the DC to resist your spells. (DC Boost Available on Two Handers Only)
    Wyrmic Devotion: Passive: +150 Equipment Bonus to Healing Spell Power.
    Wyrmic Minor Focus: Passive: +1 Unique Bonus to the DC to resist your spells. (DC Boost Available on Two Handers Only)
    Wyrmic Glaciation: Passive: +150 Equipment Bonus to Cold Spell Power.
    Wyrmic Minor Focus: Passive: +1 Unique Bonus to the DC to resist your spells. (DC Boost Available on Two Handers Only)
    Wyrmic Resonance: Passive: +150 Equipment Bonus to Sonic Spell Power.
    Wyrmic Minor Focus: Passive: +1 Unique Bonus to the DC to resist your spells. (DC Boost Available on Two Handers Only)
    Wyrmic Corrosion: Passive: +150 Equipment Bonus to Acid Spell Power.
    Wyrmic Minor Focus: Passive: +1 Unique Bonus to the DC to resist your spells. (DC Boost Available on Two Handers Only)
    Wyrmic Impulse: Passive: +150 Equipment Bonus to Force Spell Power.
    Wyrmic Minor Focus: Passive: +1 Unique Bonus to the DC to resist your spells. (DC Boost Available on Two Handers Only)
    Wyrmic Magnetism: Passive: +150 Equipment Bonus to Electric Spell Power.
    Wyrmic Minor Focus: Passive: +1 Unique Bonus to the DC to resist your spells. (DC Boost Available on Two Handers Only)
    Wyrmic Reconstruction: Passive: +150 Equipment Bonus to Repair Spell Power.
    Wyrmic Minor Focus: Passive: +1 Unique Bonus to the DC to resist your spells. (DC Boost Available on Two Handers Only)
    Touch of Flames: On Hit: 10 to 60 Fire Damage.
    1st Degree Burns: On Hit: Applies a stack of Vulnerable (1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.) This effect may only occur on-hit once every two seconds. Also 5 to 30 Fire Damage.

    Additional:
    +10 Enhancement / Orb Bonus
    Epic Bane of Dragons: Against dragons, this weapon has an additional + 8 to hit. It deals an extra 5 to 30 points of damage against this foe.
    Wyrm-wrought (Tier 1): This weapon has been made from Wyrm-wrought Alloys in Thunderholme. Though it has been reforged once, there is room to make the weapon even stronger.

    Tier 2
    Costs:
    1 One-handed Wyrm-wrought Alloy Weapon (Tier 1) / 1 Two-handed Wyrm-wrought Alloy Weapon (Tier 1) / 1 Wyrm-wrought Alloy Orb (Tier 1)
    320 Wyrm-wrought Dwarven Ingots
    240 Commendations of Valor

    Choices:
    Dragon's Blessing: On Friend-Targeted Spell Cast: 5% chance of AOE Healing Effect (~100HP) centered on target (AOE is size of Mass Cure spells).
    Additional Cost: 75 Fire Dragon Scales, 25 Shadow Dragon Scales
    2nd Degree Burns: On Hit: 10% chance to slow 50% (No Save) for 10 sec (non-bosses only).
    Additional Cost: 100 Fire Dragon Scales
    Wyrmic Focus: Passive: +2 Bonus to all Spell DCs.
    Additional Cost: 50 Fire Dragon Scales, 50 Shadow Dragon Scales
    Wyrmic Spell Penetration: Passive: +7 Bonus to Spell Penetration.
    Additional Cost: 50 Fire Dragon Scales, 50 Shadow Dragon Scales
    Paralyzing Fear: On Hit: 10% chance to Paralyze (DC 50 Will Save vs. Fear) for 5 sec.
    Additional Cost: 100 Shadow Dragon Scales
    Wrath of Flames: On Hit: 5% Chance AOE 410 to 600 fire damage (DC 50 Reflex Save for half).
    Additional Cost: 100 Fire Dragon Scales
    Wrath of Shadows: On Hit: 5% Chance AOE 228 to 380 negative energy damage (DC 50 Fortitude Save for half).
    Additional Cost: 100 Shadow Dragon Scales
    Dragon's Edge: Passive: Armor-Piercing 35%. On Crit: 33 to 105 Bleeding Damage.
    Additional Cost: 25 Fire Dragon Scales, 75 Shadow Dragon Scales
    Wyrmic Abjuration Focus: Passive: +6 Equipment Bonus to the DC to resist your Abjuration spells.
    Additional Cost: 50 Fire Dragon Scales, 50 Shadow Dragon Scales
    Wyrmic Conjuration Focus: Passive: +6 Equipment Bonus to the DC to resist your Conjuration spells.
    Additional Cost: 50 Fire Dragon Scales, 50 Shadow Dragon Scales
    Wyrmic Enchantment Focus: Passive: +6 Equipment Bonus to the DC to resist your Enchantment spells.
    Additional Cost: 50 Fire Dragon Scales, 50 Shadow Dragon Scales
    Wyrmic Evocation Focus: Passive: +6 Equipment Bonus to the DC to resist your Evocation spells.
    Additional Cost: 50 Fire Dragon Scales, 50 Shadow Dragon Scales
    Wyrmic Illusion Focus: Passive: +6 Equipment Bonus to the DC to resist your Illusion spells.
    Additional Cost: 50 Fire Dragon Scales, 50 Shadow Dragon Scales
    Wyrmic Necromancy Focus: Passive: +6 Equipment Bonus to the DC to resist your Necromany spells.
    Additional Cost: 50 Fire Dragon Scales, 50 Shadow Dragon Scales
    Wyrmic Transmutation Focus: Passive: +6 Equipment Bonus to the DC to resist your Transmutation spells.
    Additional Cost: 50 Fire Dragon Scales, 50 Shadow Dragon Scales
    Orange Augment Slot
    Additional Cost: 400 Wyrm-wrought Dwarven Ingots
    Purple Augment Slot
    Additional Cost: 400 Wyrm-wrought Dwarven Ingots

    Additional:
    +11 Enhancement / Orb Bonus
    Greater Epic Bane of Dragons: Against dragons, this weapon has an additional + 8 to hit. It deals an extra 8 to 48 points of damage against this foe.
    Wyrm-wrought (Tier 1): This weapon has been made from Wyrm-wrought Alloys in Thunderholme. Though it has been reforged twice, there is room to make the weapon even stronger.

    Tier 3
    Cost:
    1 One-handed Wyrm-wrought Alloy Weapon (Tier 2) / 1 Two-handed Wyrm-wrought Alloy Weapon (Tier 2) / 1 Wyrm-wrought Alloy Orb (Tier 2)
    800 Wyrm-wrought Dwarven Ingots
    600 Commendations of Valor

    Choices:
    Eternal Scorching Light: On Light / Fire Spell Damage: +50 temp SP 30 seconds (triggers once per 45 seconds).
    Additional Cost: 200 Fire Dragon Scales, 25 (or 30 typo?) Fire Dragon Souls
    Eternal Chilling Darkness: On Negative / Cold Spell Damage: +50 temp SP 30 seconds (triggers once per 45 seconds).
    Additional Cost: 200 Shadow Dragon Scales, 25 (or 30 typo?) Shadow Dragon Souls
    Crippling Flames: On Crit: 135 to 325 Fire Damage. On Vorpal: Inflict a Negative Level (DC 50 Fortitude Save).
    Additional Cost: 200 Fire Dragon Scales, 25 (or 30 typo?) Shadow Dragon Souls
    Burning Emptiness: On Vorpal: 55 to 110 Fire Damage every 2 seconds for 10 seconds. On Crit: 108 to 260 Negative Energy Damage.
    Additional Cost: 200 Shadow Dragon Scales, 25 (or 30 typo?) Fire Dragon Souls
    Mortal Fear: On Hit: 8 to 64 Force Damage (DC 45 Will negates). On Vorpal: Inflicts Phantasmal Killer (DC 45 Will/Fortitude Save vs. Fear)
    Additional Cost: 200 Shadow Dragon Scales, 25 (or 30 typo?) Shadow Dragon Souls
    Wyrmic Fire Lore: Passive: Your Fire spells gain a +22% Equipment Bonus to their chance to Critical Hit.
    Additonal Cost: 200 Fire Dragon Scales, 25 (or 30 typo?) Fire Dragon Souls
    Wyrmic Void Lore: Passive: Your Negative Energy spells gain a +22% Equipment Bonus to their chance to Critical Hit.
    Additonal Cost: 200 Shadow Dragon Scales, 25 (or 30 typo?) Shadow Dragon Souls
    Wyrmic Radiance Lore: Passive: Your Light and Alignment spells gain a +22% Equipment Bonus to their chance to Critical Hit.
    Additonal Cost: 200 Fire Dragon Scales, 25 (or 30 typo?) Fire Dragon Souls
    Wyrmic Healing Lore: Passive: Your Healing spells gain a +22% Equipment Bonus to their chance to Critical Hit.
    Additonal Cost: 200 Fire Dragon Scales, 25 (or 30 typo?) Fire Dragon Souls
    Wyrmic Ice Lore: Passive: Your Cold spells gain a +22% Equipment Bonus to their chance to Critical Hit.
    Additonal Cost: 200 Shadow Dragon Scales, 25 (or 30 typo?) Shadow Dragon Souls
    Wyrmic Sonic Lore: Passive: Your Sonic spells gain a +22% Equipment Bonus to their chance to Critical Hit.
    Additonal Cost: 200 Shadow Dragon Scales, 25 (or 30 typo?) Fire Dragon Souls
    Wyrmic Acid Lore: Passive: Your Acid spells gain a +22% Equipment Bonus to their chance to Critical Hit.
    Additonal Cost: 200 Fire Dragon Scales, 25 (or 30 typo?) Shadow Dragon Souls
    Wyrmic Kinetic Lore: Passive: Your Force spells gain a +22% Equipment Bonus to their chance to Critical Hit.
    Additonal Cost: 200 Shadow Dragon Scales, 25 (or 30 typo?) Shadow Dragon Souls
    Wyrmic Lightning Lore: Passive: Your Electric spells gain a +22% Equipment Bonus to their chance to Critical Hit.
    Additonal Cost: 200 Shadow Dragon Scales, 25 (or 30 typo?) Fire Dragon Souls
    Wyrmic Repair Lore: Passive: Your Repair spells gain a +22% Equipment Bonus to their chance to Critical Hit.
    Additonal Cost: 200 Shadow Dragon Scales, 25 (or 30 typo?) Fire Dragon Souls
    Wyrmic Lore: Passive: All your spells gain a +17% Equipment Bonus to their chance to Critical Hit.
    Additonal Cost: 200 Shadow Dragon Scales, 25 (or 30 typo?) Shadow Dragon Souls
    Body Breaker: On Hit: 5% Chance Fortitude Save -5, Sunder Attempt.
    Additional Cost: 200 Shadow Dragon Scales, 25 (or 30 typo?) Shadow Dragon Souls
    Leg Breaker: On Hit: 5% Chance Reflex Save -5, Trip Attempt.
    Additional Cost: 200 Fire Dragon Scales, 25 (or 30 typo?) Fire Dragon Souls
    Mind Breaker: On Hit: 5% Chance Will Save -5, Hold Monster Attempt.
    Additional Cost: 200 Fire Dragon Scales, 25 (or 30 typo?) Shadow Dragon Souls
    Draconic Reinvigoration: Passive: +1 use/rest to Action Boost, Rallying Cry, Smite Evil, Turn Undead and Bard Songs. On Damage or Spell Damage: 2% chance to generate 1 Action Boost, Rallying Cry, Smite Evil, Turn Undead, and Bard Songs (triggers once per 100 seconds).
    Additional Cost: 200 Shadow Dragon Scales, 25 (or 30 typo?) Fire Dragon Souls
    Dragon Storm: On Use: 160 to 300 Damage Fire Breath then 160 to 30 Damage Cold Breath then 160 to 300 Damage Acid Breath (3 Uses per Rest) (Moving will disrupt the action, but the counter will still be used).
    Additional Cost: 200 Fire Dragon Scales, 25 (or 30 typo?) Shadow Dragon Souls
    3rd Degree Burns: On Vorpal: 85 to 195 Fire Damage every 2 seconds for 10 seconds. On Hit: 10% Chance Stuns non-bosses 1 sec (DC 45 Fortitude Save).
    Additional Cost: 200 Fire Dragon Scales, 25 (or 30 typo?) Fire Dragon Souls

    Additional:
    +12 Enhancement / Orb Bonus
    Empty Colorless Augment Slot
    Last edited by Grizzt14; 01-24-2014 at 10:14 AM. Reason: Cleaning up and fixing
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  2. #2
    Community Member Havok.cry's Avatar
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    Those save values on those abilities make them sound like they will be 95% useless at that level (they could roll a 1 on there save).
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  3. #3
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    any idea how scales and ignot is dropped? if its a 1-3 per run. Those numbers need adjusted down alot.

    and what lvl are the base items and each tier of upgraded items?

    also, I was hoping their would be more choices with the items, Sure, it'd probably fit with the theme of the place. but fire and neg damage only?

  4. #4
    Community Member Grizzt14's Avatar
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    Quote Originally Posted by Violith View Post
    any idea how scales and ignot is dropped? if its a 1-3 per run. Those numbers need adjusted down alot.

    and what lvl are the base items and each tier of upgraded items?

    also, I was hoping their would be more choices with the items, Sure, it'd probably fit with the theme of the place. but fire and neg damage only?
    Ingredients I don't personally know, the base items were ML 28 (Don't know if it increased per tier, but doubtful since that is cap atm).
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  5. #5
    Hero
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    I saw these too on my run thru the content but was reluctant to post them since they intentionally said this stuff wasn't even near completion.

    That said, I hope they are still going to do a bunch of work. The caster sticks look nice, but the melee stuff is barely even meh.

    And as previously menitoned, I hope the drops are decent. With the current trend of high numbers required and very low drops (COV's) this could be another eye gouging grind on par with how bad the COV grind is at the moment. If scales drop at the same rate as Red's and Greens, heh, that would be so bad that it would almost make it plausible Turbine would develop it that way.

    And I am good with themed items as long as they are comparable to the good stuff we have now (CITW is the only real comparison). The themed items from SC were horrible.
    Last edited by Drwaz99; 01-23-2014 at 08:55 PM.

  6. #6
    Community Member Shmuel's Avatar
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    Quote Originally Posted by Drwaz99 View Post
    The caster sticks look nice, but the melee stuff is barely even meh.
    Honestly I haven't looked ta the melee stuff very much but the caster stuff has major issues, or one major issue tbh. If the spell power and unique dc bonus is only available on 2 handers, then casters have to either: specialize in only one type of spell (since it is very hard to slot spellpower anywhere else) , or use one handers which have no spellpower and from what I can see no reall good other options for casters.

    I am all for finding ways to have casters using staves, which is pretty iconic, even started a thread about it somewhere. But this is ridiculous, and really a nerf to casters if you think about it because if casters are going to end up needing this stuff for viable dc's (which I bet they will), they are going to have to severely limit the types of spells they can cast.

    I suppose it will eb a welcome goodbye to the efficacy of shiradi sorcs but not every caster needs to have a single elemental focus. especially if they have other things to focus on, like necromancy, enchantment, or evocation cc spells.
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  7. #7
    2015 DDO Players Council Cetus's Avatar
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    Alright, these weapon profiles need to be addressed PRONTO.

    Devs - Greatsword - 19-20/ x2 is a disasterous incurable plague worthy of immediate attention.

    Seriously - I've been saying this with the abysmal greastsword we got in alchemical, the lack of a greatsword in CITW, the lack of one in the house of rusted BLADES *yet it had a damn maul*, the absolute *language* you gave us for cloudburst in FOT, and the absolute NONSENSE you gave us in study of sable for a named greatsword.

    Here's another chance to give us a competitive greatsword so that I can let go of my esos already and still be a greatsword user, and you're already blowing it.

    Please recognize that this IS a problem, and fix it.
    Last edited by Cordovan; 01-27-2014 at 10:56 AM. Reason: language
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    Community Member Grizzt14's Avatar
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    Quote Originally Posted by Shmuel View Post
    Honestly I haven't looked ta the melee stuff very much but the caster stuff has major issues, or one major issue tbh. If the spell power and unique dc bonus is only available on 2 handers, then casters have to either: specialize in only one type of spell (since it is very hard to slot spellpower anywhere else) , or use one handers which have no spellpower and from what I can see no reall good other options for casters.

    I am all for finding ways to have casters using staves, which is pretty iconic, even started a thread about it somewhere. But this is ridiculous, and really a nerf to casters if you think about it because if casters are going to end up needing this stuff for viable dc's (which I bet they will), they are going to have to severely limit the types of spells they can cast.

    I suppose it will eb a welcome goodbye to the efficacy of shiradi sorcs but not every caster needs to have a single elemental focus. especially if they have other things to focus on, like necromancy, enchantment, or evocation cc spells.
    Just cleaned the OP post up, the unique DC bonus with spell power effects only comes on two-handers, the spell power will come on any of them. I presume because you're restricting your possible items to one, not two one-handers or a one-hander and an orb.
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  9. #9
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    Yea, it's still a little ambiguous as it stands. Which isn't unexpected given that this is supposed to be "alpha" stage. Hopefully once it gets away from VIP only we can get a clarification on what weapons can get what and so forth.

    I realize they would like us to discover it but with how bad loot has been in the last year - trying to surprise us would more than likely spectacularly blowup in their faces. And as Cetus pointed out, there needs to be some major base mods done on the blanks. not just Greatswords.

  10. #10
    Community Member Takllin's Avatar
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    Yeah there is a big difference between the top damage weapons and everything else is ridiculous.

    I'd really hope this is not a GS 2.0 where everyone has Rapiers, Khopeshes or Greataxes with the occasional Bastard Sword/Greatsword user.

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  11. #11
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    More farm... more grinding for ingredients that rarely drops... pointless...
    More pay to win...
    More time wasted...
    More useless things...
    Maybe just maybe... one day they will see that Bound Leveling itens would be a marvelous idea! I mean Itens that grow up with the character... if the Character is lvl 1 so the item is... and it will leveling with the char abilities through the past life choices, classe and race pattern, stats points and enhancements.
    Or a system where you could trade old stuff (shourd ingredients, cannith "**** and ****" ingredients) for new stuffs...
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  12. #12
    Community Member HatsuharuZ's Avatar
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    Those ingredient numbers are most likely placeholder values.

  13. #13
    Community Member Infiltraitor's Avatar
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    Hi there! I noticed that this update isn't showing as much tank love as I would like. Might I make some requests, dear overlords at Turbine? Sprinkle some of these suggestions on the upgrades for us flavor (Tank) builds. Also, the elemental damage procs greatly favors Two Weapon Fighting over Two Handed Fighting. (Ignoring the whole ranged DPS thing)


    Please include these suggestions:

    Small Shield
    Large Shield
    Tower Shield
    Constitution Modifier for Attack and Damage
    Dexterity Modifier for Attack and Damage
    Intelligence Modifier for Attack and Damage
    Wisdom Modifier for Attack and Damage
    Charisma Modifier for Attack and Damage
    Alchemical +3 bonus to Strength
    Alchemical +3 bonus to Constitution
    Alchemical +3 bonus to Dexterity
    Alchemical +3 bonus to Intelligence
    Alchemical +3 bonus to Wisdom
    Alchemical +3 bonus to Charisma
    Greater Vampirism
    Healing Amplification 20%
    Healing Amplification 25%
    Healing Amplification 30%
    Riposte
    Energy Siphon
    Dodge
    DR
    Glancing Blow Damage bonus


    plz plz plz plz plz
    Last edited by Infiltraitor; 01-23-2014 at 11:25 PM.

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  14. #14
    Community Member Teh_Troll's Avatar
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    Somebody crunch some numbers . . . but it's not looking like I'm going back to Khopeshes is it?

  15. #15
    Community Member Takllin's Avatar
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    Quote Originally Posted by Teh_Troll View Post
    Somebody crunch some numbers . . . but it's not looking like I'm going back to Khopeshes is it?
    Unfortunately yes...it's the same as green steel. So TWF is Rapiers for dex builds and Khopeshes for strength.

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  16. #16
    Community Member Teh_Troll's Avatar
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    Quote Originally Posted by Takllin View Post
    Unfortunately yes...it's the same as green steel. So TWF is Rapiers for dex builds and Khopeshes for strength.
    Yeah . . . but THIS Khopesh doesn't look like it's gonna beat the CiTW Rapier.

  17. #17
    Community Member Havok.cry's Avatar
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    No replacement for Ooze2 makes me profoundly uninterested.
    Matt Walsh:
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  18. #18
    Community Member Takllin's Avatar
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    Quote Originally Posted by Teh_Troll View Post
    Yeah . . . but THIS Khopesh doesn't look like it's gonna beat the CiTW Rapier.
    True I dunno how these shape up to citw weapons but if these end up being the new top tier weapons it goes back to what green steel was like.

    I'd love to use new weapons but it's hard to see how they make new ones that are better especially with planar set.

    Tokun PDK 12 Monk/4 Paladin/4 Fighter (3x Fighter, Monk, Paladin, Ranger, Rogue/2x Bard, Barbarian PL)
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    Jadokis Purple Dragon Knight 18 Barbarian/1 Favored Soul/1 Fighter (3x Bard, Fighter, Monk, Paladin, Rogue/2x Favored Soul/Heroic and Epic Completionist)
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  19. #19
    Community Member Grizzt14's Avatar
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    Quote Originally Posted by Takllin View Post
    True I dunno how these shape up to citw weapons but if these end up being the new top tier weapons it goes back to what green steel was like.

    I'd love to use new weapons but it's hard to see how they make new ones that are better especially with planar set.
    I don't know if the WW Khopesh will actually be far behind at all, without the Keen on Balizarde it's just a 18-20 rapier x3 2.5d8 and +8 enhancement bonus (And 2-16 hemorrhaging damage, but we have better damage enchantments above in Tier 1).

    The Khopesh, assuming it isn't changed and with no enchantments beyond final tier +12 enhancement bonus, compares like such

    3.5d8 vs 2.5d8
    +12 vs +8
    19-20 vs 18-20
    x3 vs x3

    I wouldn't be surprised if it was better. Of course, that's not factoring in Planar Set bonuses which bring some utility and offense, but it's very likely at least in the same ballpark.
    Last edited by Grizzt14; 01-24-2014 at 12:13 AM.
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  20. #20
    Community Member
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    Default I know there place holders but !!!!!!!!!!!

    Really all i play is my ranger , That bow will never be as good as a pinion , Crit range says all !!!!! + planar sets .

    Im really more happy with non crafted named weapons at this point from what im seeing

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