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  1. #1

    Default U29 Items, Round 1

    Hey, folks! In addition to Legendary Greensteel, there are some named items dropping in U29! Here's a look at what you'll find on Lamannia.

    A few notes before we get started:


    Raid Items:
    These are the standard drops that will drop in Legendary Hound of Xoriat and Tempest's Spine. Like other named items from the last few updates, these can also drop as Mythic versions. These items are ML29.

    Heavy Plate - Melee - Platemail of the Celestial Avenger

    • +13 Enhancement Bonus
    • Fortification - Enhancement Bonus to Fortification (160%)
    • Quality - Doublestrike - Quality Bonus to Doublestrike (4%)
    • Angelic Grace - 150 Temporary hit points, 5% Proc Chance on Hit, internal cooldown 10 seconds
    • Sheltering - Sheltering (+38 MRR and PRR)
    • Blurry - 20% Concealment
    • Deathblock IX -
    • Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
    • Augment - Blue
    • Augment - Green


    Heavy Plate - Caster - Platemail of the Celestial Sage

    • +13 Enhancement Bonus
    • Fortification - Enhancement Bonus to Fortification (160%)
    • Quality - Reflex Save - Quality Bonus to Reflex +3
    • Quality - Potency - Quality Bonus to Potency (27)
    • Sheltering - Sheltering (+38 MRR and PRR)
    • Blurry - 20% Concealment
    • Deathblock IX -
    • Displacement (per Spell) - x3 per Rest
    • Augment - Blue
    • Augment - Green


    Medium - Metal - Breastplate of the Celestial Avenger

    • +13 Enhancement Bonus
    • Enhancement Bonus to Melee Alacrity 15%
    • Angelic Grace - 150 Temporary hit points, 5% Proc Chance on Hit, internal cooldown 10 seconds
    • Quality - Doublestrike - Quality Bonus to Doublestrike (4%)
    • Sheltering - Sheltering (+38 MRR and PRR)
    • Blurry - 20% Concealment
    • Deathblock IX -
    • Fortification - Enhancement Bonus to Fortification (160%)
    • Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
    • Augment - Yellow
    • Augment - Green


    Medium - Metal - Breastplate of the Celestial Sage

    • +13 Enhancement Bonus
    • Angelic Grace - 150 Temporary hit points, 5% Proc Chance on Hit, internal cooldown 10 seconds
    • Quality - Reflex Save - Quality Bonus to Reflex +3
    • Quality - Potency - Quality Bonus to Potency (27)
    • Sheltering - Sheltering (+38 MRR and PRR)
    • Blurry - 20% Concealment
    • Deathblock IX -
    • Fortification - Enhancement Bonus to Fortification (160%)
    • Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
    • Augment - Yellow
    • Augment - Green


    Medium - NonMetal - Scalemail of the Celestial Avenger

    • +13 Enhancement Bonus
    • Enhancement Bonus to Melee Alacrity 15%
    • Insight - Deadly - +6 Deadly Insight Bonus
    • Fortification - Enhancement Bonus to Fortification (160%)
    • Sheltering - Sheltering (+38 MRR and PRR)
    • Blurry - 20% Concealment
    • Deathblock IX -
    • Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
    • Augment - Yellow
    • Augment - Green


    Medium - NonMetal - Scalemail of the Celestial Sage

    • +13 Enhancement Bonus
    • Enchancement - Enhancement Bonus to Fortification 160%
    • Quality - Reflex Save - Quality Bonus to Reflex +3
    • Quality - Potency - Quality Bonus to Potency (27)
    • Sheltering - Sheltering (+38 MRR and PRR)
    • Blurry - 20% Concealment
    • Deathblock IX -
    • Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
    • Augment - Yellow
    • Augment - Green


    Light - Melee - Leathers of the Celestial Avenger

    • +13 Enhancement Bonus
    • Max Dex Bonus - This item has an allowance for 4 points of additional Dexterity Bonus.
    • Fortification - Enhancement Bonus to Fortification (160
    • Reduces Threat by Melee Damage by 22%
    • Sheltering - Sheltering (+38 MRR and PRR)
    • Quality - Deadly - +6 Deadly Quality Bonus
    • Blurry - 20% Concealment
    • Deathblock IX -
    • Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
    • Augment - Blue
    • Augment - Green


    Light - Ranged - Leathers of the Celestial Archer


    • +13 Enhancement Bonus
    • Max Dex Bonus - This item has an allowance for 4 points of additional Dexterity Bonus.
    • Fortification - Enhancement Bonus to Fortification (160%)
    • Reduces Threat by Ranged Damage by 22%
    • Sheltering - Sheltering (+38 MRR and PRR))
    • Enhancement Bonus to Ranged Alacrity 20%
    • Blurry - 20% Concealment
    • Deathblock IX -
    • Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
    • Augment - Blue
    • Augment - Green


    Light - Caster - Leathers of the Celestial Sage

    • +13 Enhancement Bonus
    • Enchancement - Dodge - Enhancement Dodge Bonus (+15)
    • Fortification - Enhancement Bonus to Fortification (160%)
    • Quality - Potency - Quality Bonus to Potency (27)
    • Insight - Spell DC's - Insight Spell Focus Mastery of +3
    • Blurry - 20% Concealment
    • Deathblock IX -
    • Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
    • Augment - Blue
    • Augment - Green


    Robe - Robe of the Celestial Sage


    • Enchancement - Dodge - Enhancement Dodge Bonus (+15)
    • Sheltering - Sheltering (+38 MRR and PRR))
    • Quality - Potency - Quality Bonus to Potency (27)
    • Insight - Spell DC's -Insight Spell Focus Mastery of +3
    • Blurry - 20% Concealment
    • Deathblock (This should be the standard Deathblock, with no Negative Energy Reduction).
    • Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
    • Fortification - Enhancement Bonus to Fortification (160%)
    • Augment - Green
    • Augment - Yellow


    Outfit - Monk - Outfit of the Celestial Avenger


    • Quality - Doublestrike - Quality Bonus to Doublestrike (4%)
    • Reduces Threat by Melee Damage by 22%
    • Fortification - Enhancement Bonus to Fortification (160%)
    • Sheltering - Sheltering (+38 MRR and PRR)
    • Blurry - 20% Concealment
    • Deathblock IX -
    • Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
    • Augment - Green
    • Augment - Yellow


    Outfit - Monk - Outfit of the Celestial Guardian

    • Quality - Doublestrike - Quality Bonus to Doublestrike (4%)
    • Angelic Grace - 150 Temporary hit points, 5% Proc Chance on Hit, internal cooldown 10 seconds
    • Fortification - Enhancement Bonus to Fortification (160%)
    • Sheltering - Sheltering (+38 MRR and PRR)
    • Blurry - 20% Concealment
    • Deathblock IX -
    • Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
    • Augment - Green
    • Augment - Yellow


    Docent - Docent of the Celestial Avenger

    • Enchancement - Melee Alacrity - Enhancement Bonus to Melee Alacrity 15%
    • Doublestrike - 22% Enhancement Bonus to Doublestrike
    • Fortification - Enhancement Bonus to Fortification (160%)
    • Sheltering - Sheltering (+38 MRR and PRR)
    • Blurry - 20% Concealment
    • Deathblock IX -
    • Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
    • Augment - Green
    • Augment - Yellow


    Docent - Docent of the Celestial Sage


    • Enchancement - Dodge - Enhancement Dodge Bonus (+15)
    • Insight - Fortitude - Quality Bonus to Fortitude Save +3
    • Quality - Potency - Quality Bonus to Potency (27)
    • Insight - Spell DC's -Insight Spell Focus Mastery of +3
    • Blurry - 20% Concealment
    • Deathblock IX -
    • Parrying - +10 Insight Bonus to AC, +5 Insight Bonus to Fortitude, Reflex, and Willpower
    • Augment - Green
    • Augment - Yellow


    Buckler

    • [2d4]+13
    • Quality - Dex Ability Increase +3
    • Quality - +10 MRR
    • Quality - +10 PRR
    • Ghostly
    • Red Augment Slot
    • Purple Augment Slot


    Small Wooden

    • [2d6]+13
    • Enhancement - +38 MRR
    • Quality - Con Ability Increase +3
    • Healer's Bounty
    • Quality - Spellcraft Bonus
    • Red Augment
    • Purple Augment


    Large

    • [2d8]+13
    • Quality - Con Ability Increase +3
    • Enhancement - +38 MRR
    • Healer's Bounty
    • Bashing (Extra damage when shield bashing. Still working out exact scaling numbers.)
    • Red Augment
    • Purple Augment


    Tower - Fighter

    • [3d10]+13
    • Quality - Con Ability Increase +3
    • Enhancement - +38 MRR
    • Healer's Bounty
    • Bashing (Extra damage when shield bashing. Still working out exact scaling numbers.)
    • Red Augment
    • Purple Augment



    Rune Arm - Machination of Madness

    • Bee Shot - This Rune Arm's shot deals piercing damage, and stacks a piercing DOT.
    • Knife Imbue VI (Will probably become "Piercing Imbue")
    • Taint of Chaos
    • Impulse +159
    • Natural Armor +15
    • Insightful Repair Amplification (Scaling numbers TBD)
    • Insightful Evocation Focus +2
    • Rune Arm Charge Rate 30%
    • Yellow Augment Slot
    • Green Augment Slot


    Handwraps - Storm's Harness
    +5[w] (which makes them 6[w], because your fists are the other w... hooray handwraps)

    • +13 Enhancement Bonus
    • Damage (Deadly)
    • Fists (this makes them 7[w])
    • Insightful Melee Power
    • Quality Stunning
    • Sonic OnCrit Damage
    • Electric Damage
    • Red Augment Slot
    • Orange Augment Slot



    Quest Items:
    These are the standard drops that will drop in the two new Vale dungeons (which have both Heroic and Legendary versions). Like other named items from the last few updates, these can also drop as Mythic versions. These items are ML15 and ML29.

    Helm - Boundless

    • Insightful Wizardry/SP (+77/143)
    • Insightful Potency (+30/51) (this will be replaced in next patch, feel free to suggest what with.)
    • Quality PRR (+5/9)
    • Fortification (+92/149)
    • Green Augment Slot


    Necklace - Pendant of Apparition

    • Quality Illusion Focus (+0/+1) (This will become regular Illusion Focus in the next build)
    • Insightful Abjuration Focus (+1/+2)
    • Quality Reflex (+1/2)
    • Healing Amplification (Scaling numbers TBD)
    • Green Augment Slot


    Necklace - Pendant of the Warrior's Focus

    • Quality Combat Mastery (+1/2) (This will become Insightful Combat Mastery in the next build)
    • Insightful Doublestrike (+3/7)
    • Armor-Piercing (+12/21)
    • Insightful Fortitude (+2/5)
    • Blue Augment Slot


    Trinket - Planar Compass

    • Insightful PRR (+10/18)
    • Quality MRR (+5/9)
    • Ghostly
    • Quality Healing Amplification (Scaling numbers TBD)
    • Green Augment Slot


    Trinket - Subtle Sound

    • Insightful Sneak Attack (+3 to hit, +4 damage/ +5 to hit, +8 to damage)
    • Quality Seeker (+1/3)
    • Insightful Assassinate (+1/2)
    • Use Magic Device (Scaling numbers TBD)
    • Yellow Augment Slot


    Ring - Brazenband

    • Quality Enchantment Focus (+0/+1) (This will become regular Enchantment Focus in the next build)
    • Insightful Evocation Focus (+1/+2)
    • Speed (+15/27) (Speed scaling still TBD)
    • Insightful Dodge (+3%/+6%)
    • Yellow Augment Slot


    Ring - Arraetrikos' Bane (This one is more of a concept item, but needs some love. What else would help it counter Harry?)

    • Fire Resistance (+29/53)
    • Insightful Enchantment Saves (+2/5)
    • Insightful Poison Saves (+2/5)
    • Quality Disease Saves (+2/5)
    • Yellow Augment Slot


    Cloak - Construct's Mantle

    • Repair Amplification (Scaling numbers TBD)
    • Quality Intelligence (+1/+3)
    • Repair Skill (Scaling numbers TBD)
    • Quality Magnetism (+16/30)
    • Green Augment Slot


    Boots

    • Quality PRR (+5/9)
    • Insightful PRR (+10/18)
    • Insightful Incite (+10%/18%)
    • Fortification (+92%/149%)
    • Blue Augment Slot


    Orb

    • +4 Orb Bonus
    • Negative Healing Amplification (Scaling numbers TBD)
    • Insightful Nullification (+47/74)
    • Insightful Necromancy Focus (+1/2)
    • False Life (+29/53)
    • Orange Augment Slot
    Last edited by Steelstar; 12-07-2015 at 12:01 PM.
    We don't only build for the builds that exist.
    We don't only build for the builds that are good right now.

    The fact that some changes are necessary is not diminished by the fact that other necessary changes have not happened yet.

  2. #2
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    Remove deadly from those hand wraps and put something useful there. This same mistake has been made before such as with that shurikan from a couple updates ago. Every physical damage dealer will find a way to slot deadly on an accessory somewhere it should never be on the weapon slot.

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    Will any of the raids be playable on Lamania this weekend?

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    Quote Originally Posted by KielbasaBeta View Post
    Remove deadly from those hand wraps and put something useful there. This same mistake has been made before such as with that shurikan from a couple updates ago. Every physical damage dealer will find a way to slot deadly on an accessory somewhere it should never be on the weapon slot.
    Interestingly, over the last few Lamannia cycles I seem to get two groups of players with regards to Deadly:
    • Those who believe it should only be on weapon-slot items, and
    • Those who believe it should never be on weapon-slot items.


    Can't please both groups, sadly. I am up for hearing what the latter group would like to see replace it, though; we're more inclined to make changes when feedback is backed by a good suggestion.
    We don't only build for the builds that exist.
    We don't only build for the builds that are good right now.

    The fact that some changes are necessary is not diminished by the fact that other necessary changes have not happened yet.

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    Quote Originally Posted by Eldried View Post
    Will any of the raids be playable on Lamania this weekend?
    Yes, but the loot isn't dropping in Hound/TS yet. It'll be in the dojo (except the handwraps, which missed my file crawl. *shakes non-handwrapped fist*).
    We don't only build for the builds that exist.
    We don't only build for the builds that are good right now.

    The fact that some changes are necessary is not diminished by the fact that other necessary changes have not happened yet.

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    Cool. While at it, any timetable for when Lamania will be up?

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    Quote Originally Posted by Steelstar View Post
    Interestingly, over the last few Lamannia cycles I seem to get two groups of players with regards to Deadly:
    • Those who believe it should only be on weapon-slot items, and
    • Those who believe it should never be on weapon-slot items.


    Can't please both groups, sadly. I am up for hearing what the latter group would like to see replace it, though; we're more inclined to make changes when feedback is backed by a good suggestion.
    Deadly on weapons and insightful/exceptional/quality deadly on accessories.
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    Community Member Atremus's Avatar
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    Steel,

    Is this the raid only loot? Can you throw in a SP restoration clicky for one of the quests or raids?

    Trinket slot : Restores 600 to 800 SP / 1 or 2 Charges.
    Bind Status: BTCoE, Exclusive or BTC, Exclusive

    Would prefer in a quest, so it could be farmed while the raids are all on timer
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    Quote Originally Posted by Steelstar View Post
    Interestingly, over the last few Lamannia cycles I seem to get two groups of players with regards to Deadly:
    • Those who believe it should only be on weapon-slot items, and
    • Those who believe it should never be on weapon-slot items.


    Can't please both groups, sadly. I am up for hearing what the latter group would like to see replace it, though; we're more inclined to make changes when feedback is backed by a good suggestion.
    The cat's already out of the bag people are going to slot deadly from a non weapon because it is that good. We already have ~10-11 deadly damage available at cap. So say the deadly on those wraps ends up being +12-15 damage you only get at most 4-5 damage from that effect. This makes just about any other damage option a better choice even non damage mods like good, silver, cold iron, etc which would let you bypass ~20+ dr in some cases.

    What adds insult to injury is that handwraps are already behind on damage compared to other styles so anythng that looks like a waste of space on them will further frustrate the playerbase. Also if rumors prove true that there are no greensteel handwraps monks need something comparable to keep them from falling more and more behind other melee until monks get an enhancement pass and wraps are recoded to be weapons.

    As far as what should replace deadly on those wraps I think its time for epic cloudburst. Fits your electric sonic theme might as well finish going down the rabbit hole.

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    Booo ... why no ranged version of the robes/outfits? Could we make this 4% quality doublestrike AND 4% quality doubleshot?

    Additionally, it seems like very narrow loot selection - sure there many different armors - but you can only wear one at a time anyways ... and the other items are only for shield users, artis and unarmed monks ... so only a small selection ...

    So - for me: So far not interested in any of the raid items. In case we get a ranged robe/outfit: MAYBE interested in one item ... seems to be a little lacking on the incentives side for TWO raids ...

    Considering the quest items: They sound far more interesting ... the trinkets obviously have a hard standing because they have to compete with epic Litany ... but the other ones do sound interesting ...

    Bottom line: Maybe move some of the quest items to the raids? I mean 0-1 interesting item for two raids and several interesting items for two quests ... someone else also think there is something off?
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    for harrryyss bane:

    add bludegeon resistance maybe.

    or possible make it add sliver or good to your weapons for the purpose of dr?
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    The monk robes need to have enhanced ki added.

    The handwraps should be moved to drop in the quests so that they can be farmed out to be used in the raid.
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    Quote Originally Posted by Steelstar View Post
    Interestingly, over the last few Lamannia cycles I seem to get two groups of players with regards to Deadly:
    • Those who believe it should only be on weapon-slot items, and
    • Those who believe it should never be on weapon-slot items.


    Can't please both groups, sadly. I am up for hearing what the latter group would like to see replace it, though; we're more inclined to make changes when feedback is backed by a good suggestion.

    "Deadly" on a weapon should simply be the +.

    For example: Longsword

    Now, add deadly.

    You have a +5 Longsword --> a deadly longsword.

    Ta-Daa!

    Any chance you can lower the min lv to 28 on this stuff? One level sounds rather weak to be able to use it. Two would be nice! Nobody will get hurt if lv 28's are using any of this stuff.

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    ..

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    Quote Originally Posted by Steelstar View Post
    Interestingly, over the last few Lamannia cycles I seem to get two groups of players with regards to Deadly:
    • Those who believe it should only be on weapon-slot items, and
    • Those who believe it should never be on weapon-slot items.


    Can't please both groups, sadly. I am up for hearing what the latter group would like to see replace it, though; we're more inclined to make changes when feedback is backed by a good suggestion.
    Since you can only put so much upon a weapon to maintain balance, it makes sense not to add things that can be place elsewhere, unless that is taken into account with the design of the weapon.

    Also the armor featured above with +6 deadly (is way below the +10ish deadly available at that level), but its insightful so its great there.

    Suggestion for Wraps ~ add to trip DC, or sunder DC instead of deadly or have a x% chance to sunder/trip?

    Suggestion for Armor ~ insight on armor is great, leave it alone.

    Thank you for a nonmetal druid type armor.

    Also for the Druid armor could we have:
    +X Primal bonus to potency where X = (Wilderness Lore* Z/Y) where Z and Y are similar numbers, possibly the same?
    Or other feature of your choice with wilderness lore?

    After all the DRuid armor lack the great temp sp (would love to add to druid armor if you want) of the angelic, or is that a copy and paste error?


    Any chance on a +X Religious/Wilderness Lore shield/armor/item bonus somewhere?
    Last edited by Silverleafeon; 12-04-2015 at 03:23 PM.

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    Quote Originally Posted by Atremus View Post
    Steel,

    Is this the raid only loot? Can you throw in a SP restoration clicky for one of the quests or raids?

    Trinket slot : Restores 600 to 800 SP / 1 or 2 Charges.
    Bind Status: BTCoE, Exclusive or BTC, Exclusive

    Would prefer in a quest, so it could be farmed while the raids are all on timer
    Will seek out any and all sp clicky pots wherever they might drop.

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    Quote Originally Posted by Urjak View Post
    Booo ... why no ranged version of the robes/outfits? Could we make this 4% quality doublestrike AND 4% quality doubleshot?

    Additionally, it seems like very narrow loot selection - sure there many different armors - but you can only wear one at a time anyways ... and the other items are only for shield users, artis and unarmed monks ... so only a small selection ...

    So - for me: So far not interested in any of the raid items. In case we get a ranged robe/outfit: MAYBE interested in one item ... seems to be a little lacking on the incentives side for TWO raids ...

    Considering the quest items: They sound far more interesting ... the trinkets obviously have a hard standing because they have to compete with epic Litany ... but the other ones do sound interesting ...

    Bottom line: Maybe move some of the quest items to the raids? I mean 0-1 interesting item for two raids and several interesting items for two quests ... someone else also think there is something off?
    Also interested in a ranged breastplate (medium) armor.
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    Quote Originally Posted by Steelstar View Post
    Interestingly, over the last few Lamannia cycles I seem to get two groups of players with regards to Deadly:
    • Those who believe it should only be on weapon-slot items, and
    • Those who believe it should never be on weapon-slot items.


    Can't please both groups, sadly. I am up for hearing what the latter group would like to see replace it, though; we're more inclined to make changes when feedback is backed by a good suggestion.
    Slicing winds ofc.

    I'd also like to point out that there are exactly 5 Abjuration spells in the game that even ALLOW a saving throw (for abjuration focus) (Banishment, Dismissal, Glyph of Warding, Greater Glyph of Warding, and Holy Aura).

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    Flavour effect for the harry bane ring.. maybe it could grant favoured enemy:evil outsider feat? neutralise poison clicky (with higher caster level than basic, so the temporary full immunity effect lasts longer) could be in theme of countering harry's abilities too, or adding evil outsider bane as a weapon imbue when equipped could be nice too & relatively situational.
    I don't mean to come across as unsympathetic - but I am, so I do.

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    Default Storm's Harness?

    Okay so we have this.
    Handwraps - Storm's Harness
    +5[w] (which makes them 6[w], because your fists are the other w... hooray handwraps)

    +13 Enhancement Bonus
    Damage (Deadly)
    Fists (this makes them 7[w])
    Insightful Melee Power
    Quality Stunning
    Sonic OnCrit Damage
    Electric Damage
    Red Augment Slot
    Orange Augment Slot


    First, why Harness? Harness is something that straps around the body, wraps wrap around the hand & up the forearms to elbow. So Harness, even though cool in name, doesn't fit what a Wrap is.
    Deadly on a Wrap, interesting but not too effective as others have pointed out.
    Maybe an air guard on them...fits with the Storm Theme. But more importantly, DR bypass without having to buy augments. Doesn't have to be like TF but one or two metals would be nice.

    My 2 cents.
    DR
    Quote Originally Posted by FlimsyFirewood View Post
    That ship has sailed, came back, sailed again, got raided by pirates, became a pirate ship, got cursed to chase after the Flying Dutchman for three centuries, got exorcised to fight in the American Civil War, then got modernized to fight in both World Wars, participated in the D-Day landing and is a decommissioned museum/restaurant now in Key West, Florida.
    Quote Originally Posted by KookieKobold View Post
    I knew i should have actually tested this.

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