SteelStar Asks: What do you want to see in Myth Drannor Raid Loot?

Status
Not open for further replies.

Rosze

Well-known member
Thorn of Cormanthyr - Rapier

Think something like Char, the Hellstom’s Edge or Outburst
  • 3rd degree burn
  • 15d6
  • Metaline or Aligned
  • Planar Sheering or similar (having an extra upgrade is nice)

Additional effect when used with nothing in off hand:
  • Guard breaking
  • Cursed Maelstrom
  • Extra critical multiplier
While not sure exactly what to put here think key is something with guard breaking without need to have a buckler. Why it might be nice to have it had some additional effects when used with nothing in off hand. Another option is to make it a set and creating and off hand item that is a simple glove and lets you be treated as nothing in off hand.

With this being mainly a melee rapier I would like to see it be purely melee focused. With no spell stuff in the mix. These can be fitted elsewhere and if you only have one weapon you want it to shine, though it can be a spell implement.

Think someone mentioned it but having keen on raid wrap is a let down as it’s nice to have additional use from taking improved critical feat and keen just defeats the point.
 

Elminster

Sage of Shadowdale
One last suggestion:

A new concept, not sure how difficult it'll be to implement.

I would like weapon sets but the sets work with other weapons held by other players in your group/raid.

So for example:

The five Elfblades of Cormanthyr. Each of the elfblades have different abilities and are differentiated by the different phases of the moon (New, Gibbous, Quarter, Crescent, Full). If a group is wielding 2 of 5 blades that unlocks special set bonuses, 3 of 5 blades then more set bonuses etc. etc.

I think this will encourage party interaction and group play. Just a thought.
 

I dont Like gimps

Well-known member
ARCANE ARCHER LONGBOW

The idea is to create an adaptive bow designed for an Arcane Archer build that specializes in imbue dice and elemental arrows. Since the build requires spell power, this bow could also be suitable for a hybrid build, which explains the "on hit & spells" effects and the bonuses to DCs/caster level of the corresponding element. The design concept revolves around the elements of cold, fire, electric, and acid, with force damage being excluded due to its inherent advantages (in my opinion, of course).
Fun fact : The bow would have a base element when no elemental arrow imbue is active, potentially random, allowing for four different variants of the bow to loot in its base state OR a bow with no bonuses/effects if no elemental arrow imbue is activated.

**We could also imagine a new quiver with the same theme, which would have unique and special effects and a set bonus when equipped with this bow**

Key Features and Effects:

  • Basic Bonuses:
    • +x Bonus to imbue dice.
    • Grants the feat Enhanced Elemental Dice for free. If you already have the feat, its bonus is increased to +3 imbue dice instead of +1.
    • Wisdom to Hit & Damage.
  • Adaptive Bonuses: The bow’s bonuses and effects change based on the active elemental arrow imbue:
    • Alchemical Attunement on Hit & Spells: Functions like the acid DoT effect, but the damage is of the same element as the active elemental arrow imbue.
    • On Hit & Spells Effects:
      • Acid: Stack of acid vulnerability & Reduced PRR.
      • Cold: Stack of cold vulnerability & Reduced MRR.
      • Electric: Stack of electric vulnerability & Reduced PRR & MRR.
      • Fire: Stack of fire vulnerability & Reduced PRR & MRR.
    • On Hit Effects: DC: 20 + Wisdom modifier + Enchantment OR Evocation Spell Bonuses.
      • Acid: Petrify.
      • Cold: Freeze.
      • Electric: Paralyze.
      • Fire: Fear.
    • Increased DCs & Caster Level: Boosts DCs and caster level of spells corresponding to the active elemental arrow imbue.
This design would allow for a versatile, element-focused bow that adapts to the needs of an Arcane Archer or a hybrid build, offering a range of strategic options and enhancing the elemental synergy of the character.

***I'm not proposing elemental damage on hit or elemental burst on criticals because those types of damage aren't viable or useful at high levels. I believe it's better to have effects and damage that adjust based on the build and the character's attributes.
Focusing on effects that adjust based on the build and character attributes would enhance the viability and effectiveness of the build at higher levels, while offering deeper and more meaningful customization for specialized players. This could also encourage a richer diversity of gameplay, where each player can truly tailor their style according to their preferences and strengths.***
I love the idea but we would Need more versions of this then
otherwise this would be the absolute undisputed BIS for something that is allready one of the least played things
 

I dont Like gimps

Well-known member
One last suggestion:

A new concept, not sure how difficult it'll be to implement.

I would like weapon sets but the sets work with other weapons held by other players in your group/raid.

So for example:

The five Elfblades of Cormanthyr. Each of the elfblades have different abilities and are differentiated by the different phases of the moon (New, Gibbous, Quarter, Crescent, Full). If a group is wielding 2 of 5 blades that unlocks special set bonuses, 3 of 5 blades then more set bonuses etc. etc.

I think this will encourage party interaction and group play. Just a thought.
this sounds Like a dream for bugs and lags
 

Mesmerin

Well-known member
If we compare to Citw raid loot weapons, which were ml 23 and also upgraded via tokens dropping in raid (commendations), then expanded crit range/multiplier or loaded die would be nice. Pinion and Sireth are popular today and the raid still gets run regularly for them.
 

Yamani

Tyrannical Overlord
Sun's Fury (Longbow)
1. Legendary Radiance. 14d6 light damage, and blind on critical hit.
2. Legendary light attunement: Attacks and offensive spells apply 100% chance 10d20 stacking light damage over time, stacked up to 5 times. (matching ICD of earth attunement)
3. Elasticity.
4. Sovereign Vorpal.
5. Upgrade path (matching raid weapons from Fires over morgrave so 2 tiers)
A. Fetters of Unreality
B. Unleash the sun(Small chance to do AoE (sunburst) 10d440 Light damage, and DC 120 Blind against will save)
 

Grundable

Active member
This would be a list of things I'd like to see in order of importance.
  • Add a Mythic boosting system for all items that is deterministic with appropriate resources such as threads or collectibles. The Mythic boosting system would not need new affixes the existing ones would be sufficient. Existing affixes should be preserved.
  • Consider using one primary stat to theme items with a maximum of +15 for non-weapons and shields. The rest of the item could be composed of assorted augment slots and sun/moon slots. Maybe throw in a small affix for these that could be worked towards similar to how Sharn items have a small number of items you can work towards.
  • Add +6 insightful stat augments to the raid loot table.
  • Add +3 quality stat augments to the raid loot table.
  • For these augments you could also have a way to craft them with threads / remnants.
  • The raid weapons should be more of the finesse variety with 1 or 2 extra secondary stats for hit/damage such as dexterity/int/charisma.
  • Generation 3 raid filigree?
 

Rusty_helmet

Teh_troll’s Fluffer
Hello everyone, happy release day for Myth Drannor! I've got a topic for discussion during today's downtime:

We're working on the Raid Loot for a raid that's coming out a little down the line, and would like some insight into what effects players would like to see on that loot. Here's what we're looking at:

Unchangeable Parts:
  • There will be around 20 named items in this Raid's loot table.
  • The items will be Minimum Level 33.
  • There can potentially be an upgrade system (to the named items in the raid, Myth Drannor quest loot, or both)
  • There can not be an extensive build-your-own crafting system (like Dino Bone crafting)
  • Sun and Moon Augment Slots can only exist on the slots they exist on in Myth Drannor quest loot
  • There is new, unique art for the following item types:
    • Rapier
    • Shortsword
    • Shuriken
    • Kukri
    • Longbow
    • Scimitar
    • Falchion
    • Orb
    • Quarterstaff
    • Throwing Dagger
    • Kama
    • Large Shield
      • This means we are aiming to make these item types for this Raid - Feedback on these item types is especially important
      • It also means we are unlikely to make items for this Raid that need art but aren't on this list (Helms, armor, cloaks, other weapons, etc), though it is possible - It just wouldn't have unique art. As we said above, upgrading some of the Myth Drannor quest loot could be an option here.

Useful Feedback:
For the purpose of this thread, actionable constructive feedback factors in the following:
  • Contains what you do want to see, not (just) what you don't want to see
  • Is specific about effects when possible, or frames out the purpose of the item you want to see
  • Stays within the rules of the Unchangeable Parts above
And please remember: This thread is in Official Discussions. Official Discussions do not permit debates between players and are more heavily moderated than typical threads. Stay on topic!
Guardbreaking on all the weapons please.
 

Zvdegor

Melee Artificer Freak
On some of the raid weapons I'd like to see:
  • an improved Overwhelming Stealer of Souls (stonger PK effect)
  • improved Polycurse also fits in the chaotic/wild magic theme
  • useful AOE effects (can be DPS or CC)
  • debuffing effects
  • similar to Scion of Limbo the weapon should give different useful stacking melee/caster/ranged dps buffs and 1 neutral but cool looking confetti like buff each 1 minute (not the same effect as the Scion of Limbo feat)
  • Quad Damage
 

Gimpy Jok

Member
Some ideas for items i would love to see
Gloves
  1. Quality Potency
  2. Kinetic Lore
  3. Insightfull Shaltering
  4. Moon Augment
Googles
  1. Magical Efficiency 15%
  2. Quality Potency
  3. Upgrade System to add +15 choosen stat and/or +3 Quality of a chosen stat
  4. Sun Augment
Pendant
  1. Sea Attunement / Greater Water Elemental Form (Maybe other elements variants as well on different piece of gear)
  2. Ice Lore
  3. Profane Lifeforce / Vitality HP
  4. Any Metamagics Effecient?
  5. Moon Augment
 

saekee

long live ROGUE
hey would you put a sun or moon augment slot on them? IoD weapons are part of a set so that would echo the idea
 

Svirfneblin

Well-known member
How about a little something for my favorite flavor build that can use all the help It can get the monk ninja short sword dual wielder. A shortsword that
Adds alacrity that stacks with Wind Stance.
Removes Poison Immunity because…
Poison Blast 7
Extra Legendary Paralysis DC 110
Salt… because poison slows u down!
Expand the crit range by one because shortswords stink as does pierce bypass (don’t use keen make it special)
Hidden effect…. If you have the Poison Blades or Sting of the Ninja active, u get 5 more Imbue Dice.

Quarterstaff of the Warlock Eldrich Blaster.
Adds 5 Eldrich Blast dice
Adds 5 Pact dice
Force and Light spellpower
Force and Light critty chance
Force and Light critty damage
Increases Blast speed by 10%
% chance to trip foe with Eldrich Blast chance equal to 1/4 your Evocation DC.
Exceptional Evocation DC

Quarterstaff of the Wild Mage
Your Wild Magic effects and durations are doubled
+5 to your Prismatic Mind damages
+5 stacking Caster Level and Max Caster Level to Chaotic spells.
Obligatory Chaos and Light spellpower
Obligatory Chaos and Light spell critty chance
Obligatory Chaos and Light spell critty damage
Insightful Chaos and Light spell crit chance
Coalesced Chaos- Whenever you cast a Chaos or Light spell, you gain +60 Temporary Spell Points that last for 30 seconds. This can only trigger once every 45 seconds.
 

Svirfneblin

Well-known member
How about a pair of kamas with a set bonus that adds +2.5 W and some exceptional melee power.
Throw in some chaos blast and burst on one and light blast and burst on the other to fit with the theme of wild magic. Scale the blasts and bursts with Melee Power.
Add guardbreaking to one and Salt to the other.
PRR debuff on one, MRR debuff on the other.
When paired, add a chance to do a Wild Strike
 
Status
Not open for further replies.
Top