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:
- Handaxe: Skybreaker Update this effect for legendary values.
- 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.
- 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.)
- Bastard Sword: Replace the Flaming Blast with 3rd Degree Burns.
- Club: It only has 3 unique effects currently. Might I suggest reusing Crippling Flames and allowing it to apply on spell crits?
- Greatsword: Legendary Slicing Winds, and keep the Gashing 14.
- The Crossbows: Glass Shards effect, what screams anarchy more than molotov cocktails?
- Handwraps: Devil's Blood
- 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:
- A Treatise on Battle: Change to Quality Tactics.
- 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.
- 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.