SteelStar Asks: (U69.3) What Effects Are Hard To Find On Quest Loot?

free2pay

New member
For heroic levels (1 - 20) on random loots:
1) Blindness Immunity
2) Blueshine
3) Everbright
4) Striding >= 30%
5) Fortification >= 100%
6) Paralyzing
7) Banishing
8) Smiting
9) Fearsome
10) Intercession Ward
11) Metalline
12) Aligned
 

FaustianBargain

Well-known member
Relentless Fury
Cannith Combat Infusion
Armor Mastery MDB+


But what would be kinda cool is to marry the random loot and the named loot systems a bit.
I'd like to see Desert Sands, Crusading, Rebellious, etc on some of the new loot and likewise...

But honestly... you can just add moon/sun augments slots to Cannith Crafting and add a bunch of these added effects to the Cannith systems, and that would solve a lot of the flexibilty/grind part of it. Don't forget to add all these other affixes to Cannith as well.

I mean... isn't that supposed to be the point of investing in crafting skill on your character + grinding out mats?
Feels like a high level crafter ought to be able to drill a hole in something.
 
i agree with the shield clickie that lasts longer than 5 minutes. i always farm a couple 'protective gloves' from korthos, especially on a HC server. i try to keep 2 or 3 shield wands on hand. even in epics, +4 AC doesn't hurt.

and when, exactly, did Vorpal almost completely disappear from RNG loot? I don't play DDO that much, but for a month or two each HC season, and sometimes I get on a kick and average about 2 or 3 hours a day for 4 months straight. but in the last couple years and maybe 500 to 1000 hours of gameplay, I have not found a single vorpal RNG weapon from a quest or as an end reward option. I have plenty in my stash from past lives going back to the mid 2000's, but in the last 3 years or so, I don't even see abysmal weapons (think kama or returning throwing axe) with vorpal. I need to check my gear mules, but I'm pretty sure I have RNG vorpal/keen BIS weapons (longbow for ranger, hxbow for inquis, falchion for 2HF, etc...) put a festival bonus and attune them and a ML7 weapon like that can run you into low epic content.
 

Hireling

Well-known member
I've seen vorpal,but it's almost always on higher level loot, where it's not as good because of the HP limitations.

I'll link one next time I pull one if we I'm same party.
 

Sormiron

Active member
Chance to shield bash.
Sugestion. Legendary bonus to health sun/moon augment based on what shield you are using

i´d realy like to see an augment and/or more items with the stat outside shields since it is such a huge stat for shield users that wish do a bit of damage.
it realy limits what shields you can use.

If you are a swashbuckler or vanguard you want both impact and shield bash on the shield and it limits you to just a few items endgame.
maybe just one or maybe two large shield options now.
during leveling you can cannith craft on gloves unless you intend to use the sharn family set.

shields are in a bit of a pickle. even more so now when the legendary bonus to health was added to shields in myth drannor.

it might be better in the future to add a legendary moon/sun augment for health that is based on if you are using a buckler/small/large/tower shield.
Fighters might want to use towershields, paladins maybe aswell but it costs a feat and that hurts.

the argument for this is that it opens up what shields you can fit in and the amount of different shields that is possible to use.
it is easier to swap shield for a particular fight aswell so you might go hunt a shield just for that.
 

ChickenMobile

Well-known member
Would they?

Anything that's meaningful in R1 would (further) trivialize Normal. Anything meaningful in R10 would trivialize R1.
If they scaled on things such Melee/Ranged/Spell Power or Character/Item Level and is reduced the same way other damage is in reaper, perhaps they could be somewhat balanced.
I wouldn't call scaling proc effects such as Sounding powerful at any difficulty and items like Battlerager's Harness just make me sad. To-hit retributive damage could help tanks keep aggro while blocking defensively (assuming a Retributive Effect means those which happen on getting hit).
 
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