Sarlona resident (PureMouse, PlushMouse, [& other little mice], Cryosite)
Former lurker/resident of Argonessen (Shyelle, Cheyelle, Moonsparkle)
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.
- 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.
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.
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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.
I don't like it. No sir, I don't like it one bit.Originally Posted by DrOctothorpe;5333721[COLOR=#ffd700
No one in the world ever gets what they want
And that is beautiful
Everybody dies frustrated and sad
And that is beautiful
Once again, checking the loot, rating 1 - 5 (1 being a great choice, 5 being trash that will never see any use):
Seems great. Absolutely as strong as I think they should be. And unique.
What to add: Nothing. Maybe randomizing the stat augument would be nice, but that rly just for the fun.
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.
What to add: get rid of guards and put almost anything else in there and the item is golden.
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.
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.
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.
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.
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?
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.
if con op procs 10 times... same thing
triple guard proc chance (6%?) when blocking
makes guards more viable
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."
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.
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.
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