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

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Bjond

Well-known member
My choice of raid weapon is driven by two things: set bonus and debuffs. I expect MD raid loot to not be useful. However, there are some special qualities for other gear that would be very interesting.

Spell Absorption on a different item slot than hands, cloak, or trinket or more hand & trinket choices.

Crunchables: raid items that can be consumed for other things, particularly rare lunar/solar set augments.

BTW, non-set & no-debuff weapons doesn't mean we won't run the raid. If it's fun, we'd likely run it weekly. If it gave a route for set-augment acquisition (including rares), we'd probably run it twice a week as we do with skeletons. Multiple chests earns it a spot as a thread source.

In general, metaline and aligned are nice, especially for small weapons (throwing & twf). Extra augment slots are also very useful. Q-Staff (if melee) requires an improved profile to compete with other 2H at cap (and with Staff of Shadows) -- probably at least 19x3 base because SoS's 20x3 isn't enough.

I always love seeing non-standard materiels for weapons; eg. Order Scimitar + Chaos Kukri would probably fit MD nicely thematically. I probably won't actually use them, but ever time y'all make those I spend a LOT of time playing around with them in the builder trying to use them .. ;)
 

Zvdegor

Melee Artificer Freak
I'd like to see for melees a clicky or perma with acid absorbtion and piercing damage reduction. Carrion Crawlers are a pain. Worst than any redname monsters. IMO those worms overperforming damagewise and kill me mroe than anything else in the new expansion.
 

Amoneth

Well-known member
The bracers are all very specific to certain classes. To be useful to me, I would love Insightful Sheltering on some (both types) and if they had Insightful Con and Quality Con on too, I would be more than a little bit excited! Even some of those stats on a necklace would be useful for the gear tetris.
 
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Willsave20

Indie Game Developer
First Idea:
I would love for an item to be able to create a temporary wild magic zone (clicky) centered around the caster. Depending on the lore/alignment of the weapon, the wild magic zone could have an increased chance to cause a [Bad or Very Bad Wild Surge], or a [Good or Very Good Wild Surge].

After playing through this expansion, I see a lot of potential for Wild Magic in other areas of the game, outside of Myth Drannor and Eladrin. Looking through the types of surges and how they function as a mechanic on the wiki, I can see several uses for every type/tier of surge;

[Bad/Very Bad]:
Being able to drag an enemy you are struggling with through one of these could give you just the edge you need to defeat them. Obviously bosses will have resistance to the effects.

[Good/Very Good]:
Gives AOE Buffs to the party, regardless of what effect you get. downside is that the enemy would benefit from this as well, if they happen to enter the zone.

Second Idea(s):
- Unstable Power:
An effect that allows you to deal more damage to enemies within a Wild Magic Zone (You can balance this by making it so you can't benefit from Very Good wild surges while this item is equipped).

You can give your Wild Magic Zones even more uses!;

- Make weapons and gear that have hidden bonuses/effects that only trigger in Wild Magic Zones:
  • A sword with a blade that constantly shifts in color and form. Each strike deals a random type of damage (fire, cold, lightning, etc.) and has a [x]% chance to trigger a Wild Magic Surge.
  • While in a Wild Magic Zone, you regenerate [x] hit points at every [x] seconds.
  • Your body becomes attuned to the chaotic energies around you, granting you resistance to a randomly determined elemental damage type (fire, cold, lightning, acid, or poison) that changes at the start of each of your turns.
  • While in a Wild Magic Zone, your physical form becomes unstable. Attacks against you have a [x]% chance to miss as you momentarily phase out of existence. However, each time this a random Wild Magic Surge effect occurs.
  • and so on...

This is a great game loop that could make it so players can utilize wild magic outside of Myth Drannor and the Eladrin Chaosmancer. It could also set up some other storylines/mechanics as well~
 

Vox

Well-known member
Are you still taking considerations for weapons?

How about a proper endgame scourge weapon - Light mace of disruption

Light because that's the theme of the effects.

Light damage aura when in mainhand, moves with player,, works as a light source.
Affirmation proc
Sov. radiance & radiant burst (scaled up Star of Day effects)
Sov. undead bane
Sov disruption
Light damage type, unbreakable
Secret effect, if welded by a scourge gains LGS dust vs all & LGS ash vs undead
 
Myth Drannor quarterstaff suggestion:
A short, temporary spell point boost, possibly with a chance for a drawback.
Example: Small chance (1/20?) on spellcast to gain 1000 temporary spellpoints for 10 seconds. Spellpoints expire afterwards. Smaller chance (1/20 of the 1/20 casts that proc the effect) to decrease sp by 1000 temporarily, or MRR by 100 temporarily. Something similar.
 

Svirfneblin

Well-known member
How about something for the Archmage that…
Boosts max caster level on Arcane Blast and Bolt
Boosts chance of Arcane Supremacy triggering, and lowers its cooldown
Boosts Primary School DCs
Boosts all Magic Missles damage, because every Mage casts the MMS.
Adds some spell crit chance to Acid, Cold, Electric, Fire, Force and Untyped damage spells
 

Blerkington

Well-known member
I would like to second the suggestion that you create a new kind of spark for old artifacts that lets us add one or two more filigree slots. This would be so useful for many of us.

Maybe it could increase the min level and rescale the item's stats as well.

I would also like to see new quivers added. There should be some that are generally useful to all characters, some for ranged, for melees, a caster one that grants the eschew materials feat and so on. Or maybe even craftable quivers that allow us to choose from a number of options when we make our own.
 
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Striga

Well-known member
Sell rare quest/wilderness loot for Raid Runes.
Sell augments for Raid Runes.
(I haven't read the thread, might have been suggested before)
 

Greatpumpkin

Well-known member
Not raid loot per-se, but how about a flat 1% chance for a (BoA) "Wish of Inheritance" to drop?

(apologies if this has come up already.)
 

Contessor

Well-known member
I want gear that make it easier to pass up having a trance. Some relatively high insightful damage/attack item would do the trick.
Wouldn’t it also need high insightful tactics to be competitive as well? If so I agree.

But it would have to be a pretty high bonus to be a consideration. Maybe like +25, which is still less than half of the possibility of a max trance.
 

Cetus

Well-known member
Wouldn’t it also need high insightful tactics to be competitive as well? If so I agree.

But it would have to be a pretty high bonus to be a consideration. Maybe like +25, which is still less than half of the possibility of a max trance.
I don't think the item needs to match the bonus a trance provides. Just a portion of it, so the impact of not having a trance is more tolerable.
 
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