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  1. #181
    Community Member Caprice's Avatar
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    Quote Originally Posted by Steelstar View Post
    *Really nice changes*
    I am very happy with the changes to the shields. I do not like the Corrosive Salt Guard effect itself but with everything else the Barnacled Buckler has now it should be a very attractive shield for Swashbucklers to use. Thank you to all the devs for listening and making these changes!
    Sarlona resident (PureMouse, PlushMouse, [& other little mice], Cryosite)
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  2. #182
    The Hatchery CaptainSpacePony's Avatar
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    Quote Originally Posted by Steelstar View Post
    As mentioned in Tuesday's U22 Preview stream, we have a few more changes to the U22 items coming down the line. In addition to the Rune Arm changes outlined in the last post, the following have received changes (in italics):

    Cannoneer’s Goggles
    Goggles
    Wizardry IX, Impulse 114, 10% SP Discount to Spells, Green Augment Slot - slotted with +8 DEX

    Barnacled Buckler
    Buckler
    +7 Enhancement Bonus, Sheltering +12, Riposte VIII, Inherent Elemental Resistance, Corrosive Salt Guard, Vulnerability Guard, Purple Augment Slot
    (Vulnerability Guard - Chance on being missed to do AOE 3 Stacks of Vulnerability)

    Kobold Admiral’s Ship Wheel
    Buckler
    +7 Enhancement Bonus, Dodge 10%, Guardbreaking, Axeblock VII, Hammerblock VII, Green Augment Slot, Colorless Augment Slot (Preslotted: Balance)

    Mizzen-Mast Splinter
    Greatclub
    +7 Enhancement Bonus, 3[w], Impact, Fracturing, Improved Destruction, Felling the Oak, Screaming VI, Anarchic VII, Red Augment Slot
    (Is 19-20 crit range and 4[w] due to Impact)
    I'm CaptainSpacePony and I approve these changes.
    Someone got it wrong. Everyone expected the Spanish Inquisition because they were required to give 30 days notice, by law.
    I can be found on Orien. My more active toons are Cilon, Solstone in Your Pack, and sometimes Acroyer.

  3. #183
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    Quote Originally Posted by Steelstar View Post
    As mentioned in Tuesday's U22 Preview stream, we have a few more changes to the U22 items coming down the line. In addition to the Rune Arm changes outlined in the last post, the following have received changes (in italics):

    Cannoneer’s Goggles
    Goggles
    Wizardry IX, Impulse 114, 10% SP Discount to Spells, Green Augment Slot - slotted with +8 DEX

    Barnacled Buckler
    Buckler
    +7 Enhancement Bonus, Sheltering +12, Riposte VIII, Inherent Elemental Resistance, Corrosive Salt Guard, Vulnerability Guard, Purple Augment Slot
    (Vulnerability Guard - Chance on being missed to do AOE 3 Stacks of Vulnerability)

    Kobold Admiral’s Ship Wheel
    Buckler
    +7 Enhancement Bonus, Dodge 10%, Guardbreaking, Axeblock VII, Hammerblock VII, Green Augment Slot, Colorless Augment Slot (Preslotted: Balance)

    Mizzen-Mast Splinter
    Greatclub
    +7 Enhancement Bonus, 3[w], Impact, Fracturing, Improved Destruction, Felling the Oak, Screaming VI, Anarchic VII, Red Augment Slot
    (Is 19-20 crit range and 4[w] due to Impact)

    Now you just need to change Cacophonic Guard on the Broken Music box to Soundproof and we are all set

  4. #184
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    Quote Originally Posted by Steelstar View Post
    [/B]Mizzen-Mast Splinter
    Greatclub
    +7 Enhancement Bonus, 3[w], Impact, Fracturing, Improved Destruction, Felling the Oak, Screaming VI, Anarchic VII, Red Augment Slot
    (Is 19-20 crit range and 4[w] due to Impact)
    I might be wrong, but I still see that Mizzen Greatclub as a pretty poor weapon, despite 19-20 crit.
    • There is no on-crit damage or higher multiplier to make scoring a crit more powerful. Many melee guys of this level use abilities like Adrenalin to get crits more frequently, so it's pretty important for them to have an on-crit damage feature. (Obviously, stuff like Thunderforged actually goes overboard in that regard)

    • Ya know, if people wanted a two-handed 19-20/x2 item they could just use a Greatsword, which has the added benefit of actually going to 17-20/x2 when you add a crit feat. But people hardly use Greatsword really, preferring Falchion or Greataxe instead...

    • An obvious way to attempt improving Mizzen Greatclub would be to make it "a Maul in disguise", which would mean changing the base crit to 20/x3. People uncommonly use Mauls either, but they at least consider it.

    • An alternative (and more amusing) way to improve the item would be to include a +10% or +15% swing speed bonus. That's equivalent to the Quarterstaff speed bonus available in tier 1 Rogue Acrobat, which is the key to building a character who uses a two-handed bludgeon weapon. Allowing other builds to try swinging with that improved speed would be an entertaining possibility, at least.
    Last edited by Scrabbler; 05-30-2014 at 09:57 AM.

  5. #185
    Community Member HatsuharuZ's Avatar
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    Quote Originally Posted by Steelstar View Post
    As mentioned in Tuesday's U22 Preview stream, we have a few more changes to the U22 items coming down the line. In addition to the Rune Arm changes outlined in the last post, the following have received changes (in italics):

    Cannoneer’s Goggles
    Goggles
    Wizardry IX, Impulse 114, 10% SP Discount to Spells, Green Augment Slot - slotted with +8 DEX

    Barnacled Buckler
    Buckler
    +7 Enhancement Bonus, Sheltering +12, Riposte VIII, Inherent Elemental Resistance, Corrosive Salt Guard, Vulnerability Guard, Purple Augment Slot
    (Vulnerability Guard - Chance on being missed to do AOE 3 Stacks of Vulnerability)

    Kobold Admiral’s Ship Wheel
    Buckler
    +7 Enhancement Bonus, Dodge 10%, Guardbreaking, Axeblock VII, Hammerblock VII, Green Augment Slot, Colorless Augment Slot (Preslotted: Balance)

    Mizzen-Mast Splinter
    Greatclub
    +7 Enhancement Bonus, 3[w], Impact, Fracturing, Improved Destruction, Felling the Oak, Screaming VI, Anarchic VII, Red Augment Slot
    (Is 19-20 crit range and 4[w] due to Impact)
    The bucklers are much better now, and the goggles are worth farming for, imo. The only other 10% spell cost discounts are on a staff, a named armor, and on a set bonus. The goggles will be popular for that reason, I think.

    Not sure about the greatclub. It looks good, but mathematically I don't know how it stacks against other named weapons available at the same level.

  6. #186
    2015 DDO Players Council Seikojin's Avatar
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    Quote Originally Posted by Steelstar View Post
    As mentioned in Tuesday's U22 Preview stream, we have a few more changes to the U22 items coming down the line. In addition to the Rune Arm changes outlined in the last post, the following have received changes (in italics):

    Cannoneer’s Goggles
    Goggles
    Wizardry IX, Impulse 114, 10% SP Discount to Spells, Green Augment Slot - slotted with +8 DEX

    Barnacled Buckler
    Buckler
    +7 Enhancement Bonus, Sheltering +12, Riposte VIII, Inherent Elemental Resistance, Corrosive Salt Guard, Vulnerability Guard, Purple Augment Slot
    (Vulnerability Guard - Chance on being missed to do AOE 3 Stacks of Vulnerability)

    Kobold Admiral’s Ship Wheel
    Buckler
    +7 Enhancement Bonus, Dodge 10%, Guardbreaking, Axeblock VII, Hammerblock VII, Green Augment Slot, Colorless Augment Slot (Preslotted: Balance)

    Mizzen-Mast Splinter
    Greatclub
    +7 Enhancement Bonus, 3[w], Impact, Fracturing, Improved Destruction, Felling the Oak, Screaming VI, Anarchic VII, Red Augment Slot
    (Is 19-20 crit range and 4[w] due to Impact)
    Love the changes. Now who can I pester to have them change Stalwart defender and Defender of Syberys stances to include all shields while single weapon fighting?

  7. #187
    Community Member UurlockYgmeov's Avatar
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    Default proof of concept

    Quote Originally Posted by Steelstar View Post
    As mentioned in Tuesday's U22 Preview stream, we have a few more changes to the U22 items coming down the line. In addition to the Rune Arm changes outlined in the last post, the following have received changes (in italics):

    Cannoneer’s Goggles
    Goggles
    Wizardry IX, Impulse 114, 10% SP Discount to Spells, Green Augment Slot - slotted with +8 DEX

    Barnacled Buckler
    Buckler
    +7 Enhancement Bonus, Sheltering +12, Riposte VIII, Inherent Elemental Resistance, Corrosive Salt Guard, Vulnerability Guard, Purple Augment Slot
    (Vulnerability Guard - Chance on being missed to do AOE 3 Stacks of Vulnerability)

    Kobold Admiral’s Ship Wheel
    Buckler
    +7 Enhancement Bonus, Dodge 10%, Guardbreaking, Axeblock VII, Hammerblock VII, Green Augment Slot, Colorless Augment Slot (Preslotted: Balance)

    Mizzen-Mast Splinter
    Greatclub
    +7 Enhancement Bonus, 3[w], Impact, Fracturing, Improved Destruction, Felling the Oak, Screaming VI, Anarchic VII, Red Augment Slot
    (Is 19-20 crit range and 4[w] due to Impact)
    albeit not everyone will agree - but THIS is proof that the changes to communication are working.

    Am pleased to see these changes! Keep up the communication!

    Argh! Shiver me timbers and toss the trash over the gunwale and raise the mizzenmast me mateys!

  8. #188
    Community Member G_Lich's Avatar
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    The barnacled looks pretty good. I'll have to check out the runearm in its current state before coming back.
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  9. #189
    Community Member bbqzor's Avatar
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    Quote Originally Posted by Steelstar View Post
    Cannoneer’s Goggles
    Goggles
    Wizardry IX, Impulse 114, 10% SP Discount to Spells, Green Augment Slot - slotted with +8 DEX
    Given how difficulty/costly it is to get 10% off now, this is impressively good. I think folks undervalued the 5%; at 10% its a very good item.

    Quote Originally Posted by Steelstar View Post
    Barnacled Buckler
    Buckler
    +7 Enhancement Bonus, Sheltering +12, Riposte VIII, Inherent Elemental Resistance, Corrosive Salt Guard, Vulnerability Guard, Purple Augment Slot
    (Vulnerability Guard - Chance on being missed to do AOE 3 Stacks of Vulnerability)
    Step in the right direction. The PRR is still less than a same level aug would give making it sub-par, and with riposte/corrosive on hit and vulnerability on miss the item has a bit of a split personality. But the fact that it now has prr at all, and riposte as well, means its actually useful beyond what is essentially cosmetic guard stuff. Good change, honestly still feel like it could use more (ie make the prr the same as the 24 aug at 14 instead of 12, this is the "worse than lootgen" thing again).

    Quote Originally Posted by Steelstar View Post
    Kobold Admiral’s Ship Wheel
    Buckler
    +7 Enhancement Bonus, Dodge 10%, Guardbreaking, Axeblock VII, Hammerblock VII, Green Augment Slot, Colorless Augment Slot (Preslotted: Balance)
    Again step in the right direction. As mentioned before, lack of spearblock for use against arrows (and as bucklers are actually used vs piercing weapons) is troubling, and dodge has the potential to cap out. But at 10% it could cover your "dodge item" necessity, and guardbreaking is quite nice for a swash. Its a decent item, but I think in the end its going to be situational at best. Its at least moved into the "actual named loot you might want" category, but I think it could use a little more yet. What about adding Natural Armor or something? (its a wooden ship wheel, made me think of barkskin, which bards dont otherwise get normally). Having some +AC to help out against straight melee situations (which is what this item does, with all defenses and offenses pertaining to either attacking via melee or being attacked by melee) would be nice. Doing like +7 Natural Armor parallels an aug at this level and gives it something else to help out that swashs may not "auto" have. Also opens the option to use the green for deflection, kind of turning into an "ac swap" for when youre going toe to toe. One idea which seems pretty workable anyhow.

    Quote Originally Posted by Steelstar View Post
    Mizzen-Mast Splinter
    Greatclub
    +7 Enhancement Bonus, 3[w], Impact, Fracturing, Improved Destruction, Felling the Oak, Screaming VI, Anarchic VII, Red Augment Slot
    (Is 19-20 crit range and 4[w] due to Impact)
    Well, it gained 1W and went up to 13d4. So its barely better than lootgen now (which usually stops about 2.5W and 12d4, barring crazy rolls). Its still a greatclub, and it still has situational damage with anarchic/fracturing, so its still meh. But at least it also has a 4W code and felling the oak, giving it some kind of unique factor so people may want to use it. Honestly? I think this thing is still going to sit in backpacks at best. You might see people running around town with it for the graphic, or if youre lucky someone swapping it in against a non-chaotic skeletal orange named who can still be tripped... but uh... ya probably not. Oh well, they cant all be winners, and as a greatclub it was going uphill to start with. At least its above loot gen now, so for anyone who wants it, its at least some kind of an option. Probably the best situation possible without turning into something ridiculous.

    Thanks for the continued updates. Things are actually moving along in the right direction, which is a bit shocking. While they cant all be "must haves", its starting to turn into a situation where there is a point (of some kind) for everything. That is a far better state than ddo loot typically reaches, so credit where due assuming it goes live as such. Please dont miss upping the prr on the buckler to level-appropriate, and please consider natural armor on the other buckler to give it a way to stand out in a role (or some other tweak). They are almost there, and as Ive said before, those are two items that must be right since they essentially have PRE options riding on them. Cheers.

  10. #190
    Community Member bbqzor's Avatar
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    Quote Originally Posted by Andoris View Post
    Now you just need to change Cacophonic Guard on the Broken Music box to Soundproof and we are all set
    And yes. This. Thats actually appealing. Id add both effects honestly (guard at 2 augs, proof at 3), trinket slot has a ton of competition and theyre both situational effects. But Soundproof is not only thematically appropriate, its an underused mod thats otherwise essentially just rotting away in your database, that actually does make a great swap ... like on a trinket. And the idea that a broken music box means soundproof... so obvious, and so useful, rescuing one of the last "bad" items. This guy wins a cookie.

  11. #191
    Community Member HungarianRhapsody's Avatar
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    Quote Originally Posted by DrOctothorpe;5333721[COLOR=#ffd700
    Cursed Blade of Jack Jibbers[/COLOR]
    Clickable Item
    Animate Ally on self for two minutes, one charge per rest. (Can be used while dead). Exclusive. Runs a blade through your chest.
    I don't like it. No sir, I don't like it one bit.
    No one in the world ever gets what they want
    And that is beautiful
    Everybody dies frustrated and sad
    And that is beautiful

  12. #192
    Community Member Infiltraitor's Avatar
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    Quote Originally Posted by Steelstar View Post
    As mentioned in Tuesday's U22 Preview stream, we have a few more changes to the U22 items coming down the line. In addition to the Rune Arm changes outlined in the last post, the following have received changes (in italics):

    Cannoneer’s Goggles
    Goggles
    Wizardry IX, Impulse 114, 10% SP Discount to Spells, Green Augment Slot - slotted with +8 DEX

    Barnacled Buckler
    Buckler
    +7 Enhancement Bonus, Sheltering +12, Riposte VIII, Inherent Elemental Resistance, Corrosive Salt Guard, Vulnerability Guard, Purple Augment Slot
    (Vulnerability Guard - Chance on being missed to do AOE 3 Stacks of Vulnerability)

    Kobold Admiral’s Ship Wheel
    Buckler
    +7 Enhancement Bonus, Dodge 10%, Guardbreaking, Axeblock VII, Hammerblock VII, Green Augment Slot, Colorless Augment Slot (Preslotted: Balance)

    Mizzen-Mast Splinter
    Greatclub
    +7 Enhancement Bonus, 3[w], Impact, Fracturing, Improved Destruction, Felling the Oak, Screaming VI, Anarchic VII, Red Augment Slot
    (Is 19-20 crit range and 4[w] due to Impact)
    Much better. Good job.

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  13. #193
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    Quote Originally Posted by Steelstar View Post
    As mentioned in Tuesday's U22 Preview stream, we have a few more changes to the U22 items coming down the line. In addition to the Rune Arm changes outlined in the last post, the following have received changes (in italics):

    Cannoneer’s Goggles
    Goggles
    Wizardry IX, Impulse 114, 10% SP Discount to Spells, Green Augment Slot - slotted with +8 DEX

    Barnacled Buckler
    Buckler
    +7 Enhancement Bonus, Sheltering +12, Riposte VIII, Inherent Elemental Resistance, Corrosive Salt Guard, Vulnerability Guard, Purple Augment Slot
    (Vulnerability Guard - Chance on being missed to do AOE 3 Stacks of Vulnerability)

    Kobold Admiral’s Ship Wheel
    Buckler
    +7 Enhancement Bonus, Dodge 10%, Guardbreaking, Axeblock VII, Hammerblock VII, Green Augment Slot, Colorless Augment Slot (Preslotted: Balance)

    Mizzen-Mast Splinter
    Greatclub
    +7 Enhancement Bonus, 3[w], Impact, Fracturing, Improved Destruction, Felling the Oak, Screaming VI, Anarchic VII, Red Augment Slot
    (Is 19-20 crit range and 4[w] due to Impact)

    Hello Steelstar!

    Once again, checking the loot, rating 1 - 5 (1 being a great choice, 5 being trash that will never see any use):

    Googles:
    Seems great. Absolutely as strong as I think they should be. And unique.
    Rating: 1
    What to add: Nothing. Maybe randomizing the stat augument would be nice, but that rly just for the fun.

    Barnacled Buckler:
    Seems much better. Sadly, in current epic game, any guard effect on hit is pretty much useless waste of space. Let me show you our perspective as a players: We have Greensteel. Greensteel is level 11 - 13. It has these same guard effects. When these trigger in heroic levels against an enemy, even in Shavarath, we clearly see the HPs of said enemy going down. Sometimes, it even kills them. When THE EXACT SAME guard effect procs in epic game on item with double the min level, we dont see enemy HPs going down. Because the enemy has 10 times as many HP. The solution is simple: either make MUCH higher rate of procing, or multiply the damage. Several times.
    Guarding effects were nice 2 or 3 years ago for heroic, when 20 was capp. Today, Capp is 28, epic creatures has 10 time the HP of heroic ones and we are still getting the same guards....
    The vulnerability guard on miss is great call and shield is much better overall.
    Rating: 1,5
    What to add: get rid of guards and put almost anything else in there and the item is golden.


    Ship wheel:
    Incredible gain here. While still obviously weaker then Barnacled (or, ofc, Cove Buckler) is much better then it used to be. Guardbreaking is fun. and strong. and usefull.
    Rating: 2
    What to add: Nothing. The shield is cool as it is. I can clearly see where are you going with this and while its not supergreat, it is very usefull and makes perfect sense.

    The mazzler (Greatclub):

    First a question: the 19-20 crit range is AFTER the impact applies or BEFORE that? If after, please ignore all that will be written next and just mark this weapon as very weak and pretty much vendor-trash, that is propably not above decent random loot maul of the same level. Since they are both martial weapons, comparing it to maul is completely aproppriate.

    Assuming after /and thus, with the impact, the Mazzler has 17 - 20 crit range and imp crit feat does not improves it any further/ the weapon is much better (no taint for instance), but it still mostly flavor thing. The anarchic damage is very situational and well... without it the mazzler gets pretty weak. assuming it does not break any important DR (who cares these days about that one epic marut)... it still need boost. But you definitely did a step in the right direction! And I want to thank you for it.
    Rating: 3,5
    Wat to add: Add one of these to make it interesting item (but just one): 1. Give it 10% faster attack speed over other Greatclubs. This speed stacks with all. 2. Give it MASSIVE base dice. Be sure to balance it, sine its 4w weapon. 3. Give it maul critical multiplier instead of Greatclub critical multiplier. Any of these will make the weapon much better.


    Thank you for posting and listening to us devs.

    last thing:

    Any chance of making the Drowned torch a heavy mace? Would go a long way for morning lords... and if you would stack some fiery dmg onto it.... heaven.
    Quote Originally Posted by bartharok View Post
    Its also a hireling, it needs buffs to figure out what end the food goes in.
    Quote Originally Posted by VCB View Post
    There are players that I wish could be improved to the point of being a hire.

  14. #194
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    Last thing:

    Music box is not rly great either. Either changing some slots to more valued ones OR changing cacophonic guard to soundproof (the one from epic robe of dissonance) as suggested by someone above would make it sought after item.
    Quote Originally Posted by bartharok View Post
    Its also a hireling, it needs buffs to figure out what end the food goes in.
    Quote Originally Posted by VCB View Post
    There are players that I wish could be improved to the point of being a hire.

  15. #195
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    I'm actually curious, not just critical...

    Whats the point of Guardbreaking on the buckler? Ostensibly its designed for SWF Swashbucklers, and they get so much doublestrike/attack speed that any daze likely would be removed by another hit before you could even realize it'd been applied. Other than as an interrupt, what good is that?

  16. #196
    2015 DDO Players Council MangLord's Avatar
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    Great updates to the items, and thanks for listening. I like 95% of the changes, but I just see the greatclub as almost unsaveable. I wouldn't mind the flavor aspects, like the chaos damage and felling the oak, if the impact effect worked with improved critical feats. Usually I just disregard keen/impact items because they don't work with the feats I took. Normally, I find my overall damage with my specific weapons (slashing or piercing weapons almost exclusively) to be good enough to not waste time carrying a weapon to break skeleton bludgeon DR. I would consider building a greatclub specialist if there were some interesting factors in doing so. A knockdown effect similar to great crossbows would go a long way. As it is now, greatclubs are easily the crappiest THF weapons in the game. Lower damage that a greataxe or greatsword and the lowest crit range possible. You're better off mathematically using any other two handed weapon. I think clubs look cool and conceptually work well for a barbarian, but the disadvantages for using one is a huge turn off.

    As a possible replacement, let me suggest something that people might get excited about:

    Shivering Timber - Quarterstaff ML 24
    3.5(2d6) 17-20x2 bludgeoning, magic, ghost touch
    +7 enhancement bonus, Darkwood, Ghostly, Pandemonium, Force Burst, Corrosive Salt Guard, red augment slot, orange augment slot.
    "A staff hewn from a plank recovered from a ghost ship, this weapon seems to writhe and vibrate in the users' hand with supernatural energy. When put to the ear, the unrelenting crash of ocean waves can be heard along with the steady, plaintive wailing of doomed sailors lost at sea."

    I'm also a bit nonplussed with the rune arm, even with the changes. I don't mind the electrical damage, but I'm still very concerned with the fact that it'll be a Reflex DC check, which is easily beaten with the best rune arm DCs my pure Arty can muster. Again, may I offer a change? I'm taking the lvl 24 Glass Cannon and tweaking it into something better.

    Strinati's Blunderbuss - Rune Arm ML 24
    Grapeshot - Fires a short range cone of projectiles. Enemies within the cone suffer bludgeoning damage. A successful fortitude save takes half damage.
    Charge Tier 1: 4-10 + 1-2 per artificer level
    Charge Tier 2: 5-15 + 1-4 per artificer level
    Charge Tier 3: 6-20 + 1-6 per artificer level
    Charge Tier 4: 7-25 + 1-8 per artificer level
    Charge Tier 5: 8-30 + 1-10 per artificer level

    Max Charge Tier V, Impulse +120, Rune Arm Imbue: Bludgeon VIII, Runearm Focus VI, Blunted Ammunition, Fortification -25%, Blue Augment Slot.
    "Uncovered in one on Strinati's buried treasure hoards, this rune arm fires a volley of stones, nails and other detritus in a short range cone effect. Devastating at short range, Strinati favored this weapon for boarding parties."

    And while I'm on a roll, how about altering the Devourer's Reaping into:

    Boarding Hook - Light Pick ML 24
    3.5(2d4) 19-20x4 pierce, magic, adamantine
    +7 enhancement bonus, adamantine, Anarchic Burst, Destruction, Taint of Chaos, Improved Smiting, Red Augment Slot.
    "A seemingly simple, unremarkable tool, this hook has an uncommon ability to punch into a target and hold fast. Its only distinctive feature is the lack of corrosion from decades of heavy use in salty sea battles. Uncommonly destructive to wooden and metal targets, this hook has been passed down through generations of pirates plying the Thunder Sea.

    Field Surgeon's Monocle
    Goggles ML 24
    Devotion +114, Healing Amp +30%, Heal +17, Colorless Augment Slot
    "In the hands of a practiced field surgeon, this simple monocle has an uncanny ability to percieve grievous injury and allow the wearer to apply life saving techniques in the midst of battle."
    Last edited by MangLord; 05-30-2014 at 08:07 PM.

  17. #197
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    Quote Originally Posted by Steelstar View Post
    Cannoneer’s Goggles
    Goggles
    Wizardry IX, Impulse 114, 10% SP Discount to Spells, Green Augment Slot - slotted with +8 DEX
    still 300sp out of 3000sp

    if con op procs 10 times... same thing

    Quote Originally Posted by Steelstar View Post
    Barnacled Buckler
    Buckler
    +7 Enhancement Bonus, Sheltering +12, Riposte VIII, Inherent Elemental Resistance, Corrosive Salt Guard, Vulnerability Guard, Purple Augment Slot
    (Vulnerability Guard - Chance on being missed to do AOE 3 Stacks of Vulnerability)
    or better yet, add new game mechanic

    triple guard proc chance (6%?) when blocking

    makes guards more viable

    Quote Originally Posted by Steelstar View Post
    Kobold Admiral’s Ship Wheel
    Buckler
    +7 Enhancement Bonus, Dodge 10%, Guardbreaking, Axeblock VII, Hammerblock VII, Green Augment Slot, Colorless Augment Slot (Preslotted: Balance)
    i'de farm this for the slotted augment alone, nice nice

    Quote Originally Posted by Steelstar View Post
    Mizzen-Mast Splinter
    Greatclub
    +7 Enhancement Bonus, 3[w], Impact, Fracturing, Improved Destruction, Felling the Oak, Screaming VI, Anarchic VII, Red Augment Slot
    (Is 19-20 crit range and 4[w] due to Impact)
    its a big stick

  18. #198
    2015 DDO Players Council MangLord's Avatar
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    Stowaway's Blade -Dagger ML24
    3.5(2d6) Pierce, Magic, Good

    +7 enhancement bonus, Flametouched Iron, Solar III, Holy Blast, Holy Burst, Weaken Undead, Greater Disruption, Red Augment Slot.

    "Used by an agent of the Sovereign Host posing as a stowaway to slay the dreaded pirate Strinati, this dagger was imbued with a powerful sense of righteousness."

    or...

    Stowaway's Blade - Shortsword ML 24
    3.5(1d12) Pierce, Magic

    +7 enhancement bonus, Poison V, Epic Paralyzing (DC 40 Will), Acid Burst, Greater Vampirism (1d4 HP on hit), Cursespewing.

    "Uncovered as part of an ancient treasure hoard believed to belong to the dreaded pirate Strinati, this rotten, corroded sword oozes noxious fluids and is rumored to be empowered by the blood of its many victims."
    Last edited by MangLord; 05-30-2014 at 09:31 PM.

  19. #199
    Community Member Aelonwy's Avatar
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    Quote Originally Posted by MangLord View Post
    Stowaway's Blade -Dagger ML24
    3.5(2d6) Pierce, Magic, Good

    +7 enhancement bonus, Flametouched Iron, Solar III, Holy Blast, Holy Burst, Weaken Undead, Greater Disruption, Red Augment Slot.

    "Used by an agent of the Sovereign Host posing as a stowaway to slay the dreaded pirate Strinati, this dagger was imbued with a powerful sense of righteousness."

    or...

    Stowaway's Blade - Shortsword ML 24
    3.5(1d12) Pierce, Magic

    +7 enhancement bonus, Poison V, Epic Paralyzing (DC 40 Will), Acid Burst, Greater Vampirism (1d4 HP on hit), Cursespewing.

    "Uncovered as part of an ancient treasure hoard believed to belong to the dreaded pirate Strinati, this rotten, corroded sword oozes noxious fluids and is rumored to be empowered by the blood of its many victims."
    Quote Originally Posted by MangLord View Post
    Great updates to the items, and thanks for listening. I like 95% of the changes, but I just see the greatclub as almost unsaveable. I wouldn't mind the flavor aspects, like the chaos damage and felling the oak, if the impact effect worked with improved critical feats. Usually I just disregard keen/impact items because they don't work with the feats I took. Normally, I find my overall damage with my specific weapons (slashing or piercing weapons almost exclusively) to be good enough to not waste time carrying a weapon to break skeleton bludgeon DR. I would consider building a greatclub specialist if there were some interesting factors in doing so. A knockdown effect similar to great crossbows would go a long way. As it is now, greatclubs are easily the crappiest THF weapons in the game. Lower damage that a greataxe or greatsword and the lowest crit range possible. You're better off mathematically using any other two handed weapon. I think clubs look cool and conceptually work well for a barbarian, but the disadvantages for using one is a huge turn off.

    As a possible replacement, let me suggest something that people might get excited about:

    Shivering Timber - Quarterstaff ML 24
    3.5(2d6) 17-20x2 bludgeoning, magic, ghost touch
    +7 enhancement bonus, Darkwood, Ghostly, Pandemonium, Force Burst, Corrosive Salt Guard, red augment slot, orange augment slot.
    "A staff hewn from a plank recovered from a ghost ship, this weapon seems to writhe and vibrate in the users' hand with supernatural energy. When put to the ear, the unrelenting crash of ocean waves can be heard along with the steady, plaintive wailing of doomed sailors lost at sea."

    I'm also a bit nonplussed with the rune arm, even with the changes. I don't mind the electrical damage, but I'm still very concerned with the fact that it'll be a Reflex DC check, which is easily beaten with the best rune arm DCs my pure Arty can muster. Again, may I offer a change? I'm taking the lvl 24 Glass Cannon and tweaking it into something better.

    Strinati's Blunderbuss - Rune Arm ML 24
    Grapeshot - Fires a short range cone of projectiles. Enemies within the cone suffer bludgeoning damage. A successful fortitude save takes half damage.
    Charge Tier 1: 4-10 + 1-2 per artificer level
    Charge Tier 2: 5-15 + 1-4 per artificer level
    Charge Tier 3: 6-20 + 1-6 per artificer level
    Charge Tier 4: 7-25 + 1-8 per artificer level
    Charge Tier 5: 8-30 + 1-10 per artificer level

    Max Charge Tier V, Impulse +120, Rune Arm Imbue: Bludgeon VIII, Runearm Focus VI, Blunted Ammunition, Fortification -25%, Blue Augment Slot.
    "Uncovered in one on Strinati's buried treasure hoards, this rune arm fires a volley of stones, nails and other detritus in a short range cone effect. Devastating at short range, Strinati favored this weapon for boarding parties."

    And while I'm on a roll, how about altering the Devourer's Reaping into:

    Boarding Hook - Light Pick ML 24
    3.5(2d4) 19-20x4 pierce, magic, adamantine
    +7 enhancement bonus, adamantine, Anarchic Burst, Destruction, Taint of Chaos, Improved Smiting, Red Augment Slot.
    "A seemingly simple, unremarkable tool, this hook has an uncommon ability to punch into a target and hold fast. Its only distinctive feature is the lack of corrosion from decades of heavy use in salty sea battles. Uncommonly destructive to wooden and metal targets, this hook has been passed down through generations of pirates plying the Thunder Sea.

    Field Surgeon's Monocle
    Goggles ML 24
    Devotion +114, Healing Amp +30%, Heal +17, Colorless Augment Slot
    "In the hands of a practiced field surgeon, this simple monocle has an uncanny ability to percieve grievous injury and allow the wearer to apply life saving techniques in the midst of battle."
    Where have you been?! Why weren't you posting these great ideas on day one? Half the time I wonder why the devs don't hold loot designing competitions or brainstorming with the playerbase months in advance of an update. Its not as if they wouldn't have full veto power on anything crazy we might think up.

    For instance, totally hypothetical they could say okay guys we're making Threnal EPIC, yeah yeah yeah in this version Coyle's already dead so don't get your undies in a bunch, but we need approximately 15 items with an outsider/abberation theme, maybe with a little ancient artifact, lost secrets of the ages kind of feel. Ready... Set... Go... Brainstorm!

    Why don't they do that? I can't think of anything that would make people want to stick with a game more than if they felt they were part of the collaborative effort of it.
    "Its not D&D anymore, more D$D." -- Brannigan
    Blood Scented Axe Body Spray (Thelanis)
    Aelonwy - Wydavir - Metaluscious - Aertimys - Aelyrra - Kaelaria - Lunaura - Aelurawynn - Saurscha - Crystalorn - Aurvaeyn - Vaelyns - Wyllowynd

  20. #200
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    Quote Originally Posted by MangLord View Post
    Shivering Timber - Quarterstaff ML 24
    3.5(2d6) 17-20x2 bludgeoning, magic, ghost touch
    +7 enhancement bonus, Darkwood, Ghostly, Pandemonium, Force Burst, Corrosive Salt Guard, red augment slot, orange augment slot.
    "A staff hewn from a plank recovered from a ghost ship, this weapon seems to writhe and vibrate in the users' hand with supernatural energy. When put to the ear, the unrelenting crash of ocean waves can be heard along with the steady, plaintive wailing of doomed sailors lost at sea." [/i]
    I want one!

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