At first glance, I'm pretty disappointed here. This is End Game Raid gear? I dont see slots on many item. I see effects that are commonplace in the standard treasure tables. and I see Random procs with timed benefits... Ugh....
Exceptional Sneak attack bonus +5
Deception: +3 enhancement bonus to Bluff checks, On Hit: 5% to cause Bluff
Permanent Nihil: +30 Alchemical Bonus to Negative Energy Spell Power
Shadow Spike: On Damage: Do an additional 2d6 Negative Energy damage
Most folks still feel Deception is Completely broken and Screws up aggro to the point it wipes raids.
Nor really following the Neg energy spell power... This item is designed specifically for Melee Pale master Trappers?
Where are the Augment slots? O.O
I challenge one person to stand up and say "This item rocks, I would grind for that"
OK, we got some slots at least... But again. Not seeing the point of most of the effects.
Ward Token Ring
Earthen Guard: On being hit, 5% chance that Stone Skin will be cast on you
Earth Grab Guard (new, higher DC)
Grant diehard feat
Holding On: Your range of unconsciousness extends by 40 hit points
Protection +10 (deflection bonus to armor class)
Yellow Augment Slot
Blue Augment Slot
Stoneskin. DR10/adamantine. Anyone with any ambition at all in this game can Wand stoneskin at end game. But they dont because DR10/adamantine is useless.
At least give us the DC on the Earthgrab guard. Anything under 40 is pointless.
Stacking 1-4 force damage on what exactly? o.O
Orange Augment (unbound, only fits in orange augment slots)
This item provides the user with a -6 SP Cost to Maximized Spells* and a stacking 1 to 4 Force damage when they are magically damaged.
Again. No Slots. sad.
Shadow Dracolich Raid (Temple of the Deathwyrm)
Natural armor +10
30 Elemental Resistance
This is the first item I dont immediately hate. I would still want to see an additional Green Slot on it though.
Occultation: Decrease all threat generated by 20%
Assassinate DC +4
Move Silently bonus +20
Hide bonus +20
Colorless augment slot
+6 Saves vs. enhancements and 1d4 piercing damage? were you just looking for text to add to the item? Everyone wears +8 or better Resistance items from ike level 17 on nowadays.... 1d4 pierce? why bothers?
Obvious Target: Increase all threat by 30%
Raging Focus: While Raged, +6 Enhancement Bonus to Saves vs. Enchantments
Spiked: On Melee or Unarmed Attack: Do an additional 1d4 Piercing damage
Vengeful Fury: On Taking Damage: Gain a 12% Enhancement Bonus to Doublestrike and a +4 Rage Bonus to your Attack Bonus (duration: 45 cooldown: 60)
Spike Guard: On Being Hit in Melee: Chance to do 10d20+500 Piercing Damage to the Attacker
and to top it all off.. No slots... The fury and the spike guard is nice for someone who wants to hold some aggro I guess....
What exactly is Shade Phase?
(Item not found but forged from shadow dragon scales. Costs for base version and upgrade roughly equivalent to first & second tier of Thunderholme forged weapons)
+11 enhancement bonus
Shade Phase - clicky 20 seconds, 3 uses
Blue augment slot
By Armor type:
- Robe: +3 Profane bonus to Concentration, +1 Profane bonus to Spell DCs, +1 Profane bonus to tactics DCs
- Light: 2d6 sneak attack damage, +1 Profane bonus to Reflex Saving Throws
- Medium: +3% Profane bonus to Doublestrike
- Heavy: 30 DR/Epic, 60 DR/Epic while below 75% health
- Docent: 10% Profane bonus to Repair amp
Green augment slot
Negative energy guard on missed (10d6)
Slot should be standard. Second slot should be upgrade.
Overall, I feel the loot here is not exciting. Not inspired.
Not a single +12 stat... No Stats at all actually.. Sprinkle some +10's in there for us at the bare minimum please. Please face it. Our characters attribute is what drives us for the most part, and There is NO defining item in this list.
There is no defining weapon you can build.
This loot list is a huge swing and a miss.
There is no EPic SoS...... There is no Red Dragonscale. There is no Torc, Chattering Ring, not even a "The Bloodstone".
Sure, some of these items are usless today. but when they came out, they are what defined this game. they were items to strive for. To Grind for. they are items that gave us a reason to log in every freakin night and play this game.
You Devs have given us some pretty awesome Random gen loot over the past year. We can literally equip our characters completely with random gen and be be considered having "Best in slot" items for everything we need.
Premier End game raid items should be more. so much more than this. And I'm not saying go crazy... The armor is close.... the Profane bonus's are unique. but I just dont know if people are going to give up their current armor for An effect that should be on an augment or Slotted raid item......
Level 28 needed a "Shroud"
Something that will keep people interested in a very long time.... Shroud carried us through a year of nothingness in this game. There was no TR back then.
The weapon system is based on Luck rather than perseverance and these items are boring.
This is not what End game DDO should be about.