U61 Patch 1 Preview 1: Raid Loot

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SteelStar

Senior Systems Designer
There are items for the new Raid located on the Loot Guy in the Test Dojo! Please feel free to leave feedback on these here!
 

wdhvenrick

Well-known member
My current feedback is that the great sword raid item better stay this large on release. All my time playing this game I wanted a comically large weapon other than greatclub of the scrag.

EDIT: Also the runearm once equipped, is sideways. I don't know if every race will have that issue but male half orc certainly does.

EDIT 2: Runearm also has heroic set bonus. And weirdly enough the weapons are 29, but the gear is 32, is that supposed to be that way?
 
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FVSHasBeenEvenMoreGutted

If you read my posts you have already lost
Hi steelstar, some of the items are very good, while others are very bad. heres maybe what should happen to some of them.
Bugs overall​
  • weapons and shield dont have raid dice
  • rune arm, marro, and unsanctioned arcana have 3 effects, not 4
  • unsanctioned arcana mentions the epic litany of the dead in its clicky description
  • exiled tactics has undying +0
  • non weapons have green and colorless aug slot, when normal stuff has same augs. other raid loot has better aug slots, so the raid items should have green+blue or yellow to be better than quest stuff
item-specific​
  • Char has useless d6 damages on hit, not worthy of a raid weapon. i would suggest that this is given, i would suggest replacing the d6 fire with 2nd degree burns from thunderforged, and replacing the d6 electric damage with stormreavers thunderclap​
  • Collapse is very good, but its a great club, and it has ghost touch. instead of ghost touch, would be nice if it gave enhanced ghostly​
  • demise is ok, instead of slay living could it have a no save instakill like keeper of crimson covenant? DC 100 wont work in modern content on elite much. also the force damage could be replaced with dragons edge​
  • ignition, same thing as demise, replace the slay living with no save kill (or higher DC), would be nice if d6 fire damage became fire vul​
  • marro is strictly bad, and has 3 effects. would be cool if it got an effect similar to sprial, the voice of the elements but just for fire and electric spells as a 4th effect​
  • outburst is easily the worst of all the weapons. imo it should have something cool like a legendary version of the stormreavers thunderclap from the fall of truth raid greatsword (IE its aoe) and dazes target on vorpal. also would be cool if it got dust instead of maiming, and instead of gashing it got legendary slicing winds.​
  • Both the xbows are not great. would be cool if instead of anarchic they got alignment vulnerabilty and instead of firey they got something like 3rd degree burns, alchemical fire attunement, or something of the like. ranged alacrity should be 22% to match other raid weapons​
  • claws of the balor are terrible compared to other raid handwraps. i would suggest replacing the electrifying with Power of Wind and Fire: while in monk fire stance, gain dripping with magma and fire vulnerability. while in air stance gain permanent displacement and an electirc version of dripping with magma. replace fiery with 3rd degree burns from thunderforged crafting.​
  • with the cloak and necklace, instead of improved demonic shield it would be cool if it got affirmation or legendary demonic shield which gave 250 hp with same proc chance.​
  • the unsanctioned arcana is missing a 4th effect. i suggest Soul Ripper: Your offensive spells have a chance to lower enemy will saves by 5 and increase their vulnerabilty to force/bane/untyped damage by 10%.​
  • Snare is not great, change the demonic shield as stated above, and change spell res to insightful spell res. also give it firestorm spellpower to go with the spell crit.​
  • A treatise on battle is bad, itd be good if it gave +16 combat mastery to match the +tactics single augs at lvl 32, it is an orange slot after all​
  • blackstone liturgy should also give poison spellpower​
  • weaverwisp melody is interesting, but 3 prr is a bit too low. maybe make 5 or 10.​
  • the demon engine is missing a 3rd effect. i think the fire lore and insightful combustion should be firestorm lore and insightful firestorm spell power to match the other raid items. the 4th effect should be something cool like sov lightning strike or alchemical air attunement or some electric damage on hit or spellcast​
 
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Ying

5000+ hours played
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Edrein

Well-known member
So looking at the items the first thought I have is; is there going to be an additional selection of 'hidden'/secret items?

My second thought is that none of the weapons feel particularly chase worthy in their current implementation. Standard 6d6 on hit effects aren't very tasty anymore, especially when those effects are effectively pointless in reaper. (Yes, I know not everything revolves around reaper before folks crucify me, but bear with me here) I'd even argue they're borderline pointless in Legendary content, even on normal.

If the 6d6 on hit effects are going to stay, can we at least combine them into new effects like the old random loot had? For instance take the handaxe. Combine Electrifying and Flaming Blast into one effect and name it something like Firestorm Blast to play off the Firestorm effect on caster weapons to slot two spellpower types in one.

If that can be done then my suggestion would be something along the lines of these for a unique fourth effect to replace the now extra slot availability by combining the on-hit effects:
  1. Handaxe: Skybreaker Update this effect for legendary values.
  2. Greatclub: Bake in an unique crit profile please. I want to like this item, and it's decent on paper. But like all greatclubs it suffers from having 0 support in any class/race/feat setup.
  3. Dwarven Axe: Replace the current Impact/Force damage with Mortal Fear and allow Mortal Fear to work in legendary content, reduce the chance to proc to 2% in compensation. (Which will also have the benefit of revitalizing old content.)
  4. Bastard Sword: Replace the Flaming Blast with 3rd Degree Burns.
  5. Club: It only has 3 unique effects currently. Might I suggest reusing Crippling Flames and allowing it to apply on spell crits?
  6. Greatsword: Legendary Slicing Winds, and keep the Gashing 14.
  7. The Crossbows: Glass Shards effect, what screams anarchy more than molotov cocktails?
  8. Handwraps: Devil's Blood
  9. Runearm: I actually like this. Just wished there was another runearm that was sonic based in the raid. Edit: I missed that this didn't have a fourth effect. I'd echo FVSHasBeenGuttedwhyohwhy's suggestions here. Although 3rd Degree Burns could be a nice option given the synergy with runearms and SWF's increased vorpal range.
The equipment items look relatively decent. Not enough to fully make me swap any gear sets, but I could see their uses.

As for the augments: For level 32 raid items they all feel a bit too generic/common effects wise. Please consider changing the bonus types:
  1. A Treatise on Battle: Change to Quality Tactics.
  2. The Blackstone Liturgy: Change this one entirely. Rather than being spellpower switch to quality negative amp. We've got 3 undead player character types currently. And only two source of quality negative amp at higher levels. Yes, I know this means it competes with the artifact in this very expansion, but I think every undead would sigh in relief to have that flexibility.
  3. Whisperweave Melody: I don't hate this. However, I would like to remind you that due to choices in the balancing department Stormsinger's will not benefit from this at all as they lack Inspire Greatness.
 
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Zvdegor

Melee Artificer Freak
I never understand why is good the combined Tactic DC when we have stuning/sunder/trip augments with a +5 DC higher??? It feels like a waste. Especially on a lvl 32 orange augment.
IMO noone will use it. The +5-6 DC difference is too much to lose

There are bunch of items out there with Quality Tactic +3 DC but those which have insightful +5 and 6 are mostly Helmets which cannot be swapped cause Headwear slot is a setbonus slot.
It is really hard to find something with has Insightful tactics on it and could fit it in our gearset.
If it would be Profane or Alchemical (omething stacking)+3 Tactic DC and could be slotted in a green Augment slot would use it immediateley.
 
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DBZ

Well-known member
Are those weapons real man they look bad 1 stat point ok why is there even a 6 second clicky make it at least 30 seconds please

For anyone to even bother with and who exactly is ever going to use fire and lightning how about fire and force that might be used
 
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Edrein

Well-known member
Also I know it's not particularly standard form and Isle of Dread may have been an outlier in having the Attuned Weapons. But could we please have the raid weapons count as a piece of the expansion set?
 

Melkizadek

Well-known member
The Demon Engine seems like it has the heroic values of the set bonus.

It is going to be really hard to swap from dread set if raid weapons cannot have the set bonuses on them. That is potentially 2 gear slots that will no longer have set bonuses.
 

Zvdegor

Melee Artificer Freak
Would you? Any trance will get you +15 (or much more) insightful tactics, so why would any build relying on tactics dcs put it on gear?
Oh I totally forgot about trances. You are right!!! I modified it to Profance bonus.
 
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Monkey_Archer

Well-known member
Also I know it's not particularly standard form and Isle of Dread may have been an outlier in having the Attuned Weapons. But could we please have the raid weapons count as a piece of the expansion set?
This would be the bare minimum to even consider using any of this instead of dread...
 

Zuldar

Well-known member
Ok some thoughts.

  • The weapons should be part of the Forbidden set.
  • When you're doing thousands of damage 6d6 is essentially the same as 0. I'd recommend any of these types of damage increases scale with imbue dice.
  • DC 100 isn't really effective at endgame. I propose standardizing these things to be 5 x minimum level. Especially if they also only have a chance to proc.
  • The shield needs the increased chance to shield bash feature, all shields meant for shield bashing should have this.
  • The tactics augment should be +15, marginally lower to account for being less specialized.
  • The weapons should probably be ml 31.
Compared to dino crafting these weapons need some work. Also I'd recommend replacing keen on the dwarven axe, any build is going to have improved crit long before 29 if only to qualify for overwhelming critical.
 

Grub

Active member
Unless this is a double thread raid, it may be the first time we don't add a new raid to the weekly raid schedule. I see very little in here that would appeal to enough guildie's toons to generate interest. So it may be a few runs for the novelty then back to the current raids.

Guess thats pretty par for the whole expansion, pretty meh... But at least the augments in the quests make them worth running for a bit.
 
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