U61 Patch 1 Preview 1: Raid Loot

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Elves United

Well-known member
Ranged Alacrity 15% is just a wasted ability. At level 32 virtually ever character will keep it from another item with speed +30% move/+15% alacrity. Or just from the level 20 augment topaz of swiftness 15%. At the very, very least make it speed so it does but movement and attack speed to give a very small chance to help with gear tetris. But really it should be replaced by something else.
 

Zvdegor

Melee Artificer Freak
Sharing a system does not necessarily mean sharing ingredients
Exactly what I thought about. Why not using a system what works well? The ingredients and effects, augments can be content specific.
If a player can design the best weapon for a build, I think that is a very good system.
For Devs also easier cause the system is already given, they only need to figure out new effects and augments.
 
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Phaaze

Well-known member
The best thing to do if you're in that position is to consider what you don't like about it, write that out here, and for bonus points tell us what you DO want to see as specifically as possible. When we get posts like that, we talk about that feedback internally and often make changes based on them.
Can you please add 1 "top sneaky" item?

Something like the dull dagger.

Make it obvious that there is a puzzle to be solved but try and make it super hard to solve. I have a feeling there are more top sneaky items on live at the moment but without a clear sign there is a puzzle to be solved a lot of players wont spend the time trying to solve it.

This kind of system of solving these puzzles has become a sort of meta endgame for some players.

Dragons hoard hardcore was this like this too and it was fun to see everyone trying to solve it.
 

Ying

5000+ hours played
Can you please add 1 "top sneaky" item?

Something like the dull dagger.
It's Vecna, so secrets are expected. There's an entire thread around what it might be for this expansion. Like Feywild and Isle of Dread raids, the secret will likely involve the raid optional for a bonus chest with loot unique to that chest.
 

PainStealer

Well-known member
Once again there is nothing in this pack that I would want to equip on my tank.

Mods like "Improved Demonic Shield" are a waste of space. A very small chance to proc 120 temp hit points was good when the level cap was 20 and the max hit points on a tank was like 800 ish. These days with end game mobs hitting for thousands of damage 120 temp hit points is not worth the slot. Healers bounty type effects are also even a worse waste of time and space.

It used to be that when a new expansion came out there were compelling reasons to redo my tanks gear. But now I am wearing 7 pieces of winter and 3 Abishai.

Mods that I would like to see:
Anything that pushes AC. Why not protection 12 and natural armor 15 on the large shield. (Tower Shields are garbage for AC tanks)
Why not the curse protection from the Heart of Suulomades on the armor ? (Or elsewhere)
Why is the Abishai set the only one that gives profane natural armor? It would be nice to have something new that provides that mod.
Why not add Quality Heal Amp somewhere ?
What about Lesser displacement on an armor like the old school TOEE armors.
Insightful Natural armor is avalable one 1 item in the game and it is on an necklace that no one wants to use from years ago.

What about a weapon that gives CON to hit and damage. My tank will still have low DPS but that would be at least interesting to try out. ( If you do pretty please make it a hammer of some sort :)

Speaking of large shields the armor bonus on this new shiny shield is +22. The Crystalline Ward is +29. This may not seem like a lot but it turns into an effective difference of about 35 AC when all the multipliers from filigrees, destinies and enhancements are accounted for. So the best AC heavy shield in the game is from a non raid quest from years ago that takes less than 5 minutes to run. The Crystalline ward also has insightful and quality MRR two highly useful mods. So I can farm a 5 minute quest for a far superior shield or do a raid once every 3 days for a sub par shield. (Dino Bone shields also have this issue. But I was ignored a year ago. I expect to be ignored again.)

So why again would I even bother to run this raid with my tank? There is absolutely nothing in there to improve her setup. (Well 1 extra con on a marginally useful cloak but by grabbing that I loose the highly beneficial Abishai set.)

But I expect this feedback to be ignored. It seems like the developers have no idea what a tank may like in the current game. That is why you see tanks in old gear. Lots of shroud + guardian of the gates or 7 pieces of winter. ( I like the winter set but to be honest there aren't really 7 good pieces of it. A couple of pieces are awesome, a couple are good and a few are meh ( from a tanking perspective ).

If the developers are honestly looking for advice on what makes good tank gear maybe they should open a thread about tank gear and collect feedback specifically from people that play end game tanks. I know my opinion about tank gear is biased as I overload on AC.
 

Wisefreelancer

Well-known member
The gauntlets are really nice set of concepts, but as others have said, really need Insightful or Quality Assassinate rather than normal. Normal Assassinate is everywhere now (including an augment at last!) and raid loot is supposed to provide those rarer options.
 

Ying

5000+ hours played
It's disappointing there isn't a variety of +7 insightful stats on the raid accessories. That +1 stat is something players chase after, and raid loot is an appropriate place to make it available before it's later available in quests once the level cap is increased.

While not directly related to this raid, the game is overdue for generation 3 raid filigree. It's been two years since gen 3 filigree were released with Saltmarsh.
 

Rincewind

Well-known member
Overall, I will run this raid once for favor and call it a day. My tank will not go in here for any of the loot.
Anything you would like to see change for tanks in here? I'm used to play tanks and I wonder if the dwarf axe with a focus on debuffs could be a good weapon for tanks to allow other clases to focus more on dps instead of debuffing as well. But mostly because you can get better results if you provide an alternative to one or two items
 

PraetorPlato

Well-known member
Right now the only three weapons that pure tanks consider are the PN kukri, a Dino stick, and Thirteen—it would be cool to get an alternative. Enhanced bloodrage/affirmation on a single weapon would definitely turn heads, as would enhanced bloodrage/exceptional constitution (although I know exceptional constitution isn't a stat in this xpac).

For a little more creativity, a proc that gives limited duration fire immunity/healing would be *super* neat—the AoTS ability to do this has been really cool for playing around with different tank options.
 

Cashery

Well-known member
Right now the only three weapons that pure tanks consider are the PN kukri, a Dino stick, and Thirteen—it would be cool to get an alternative. Enhanced bloodrage/affirmation on a single weapon would definitely turn heads, as would enhanced bloodrage/exceptional constitution (although I know exceptional constitution isn't a stat in this xpac).

For a little more creativity, a proc that gives limited duration fire immunity/healing would be *super* neat—the AoTS ability to do this has been really cool for playing around with different tank options.

still partial to this weapon on my pally..

 

Helloween

Active member
Weapons are really not better than what we have today. Complete feather of the forgwraith for example ends up as 5,5[1d6+3] + 15 and a decent bonus.. the new one is 5(1d6+2)+15 with an ok bonus ...

It's worse than what`s already been available for a long time... add some love on new weapons .. either put more base damage or some unique good effect.

Put them ina new level
 
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Cashery

Well-known member
Anything you would like to see change for tanks in here? I'm used to play tanks and I wonder if the dwarf axe with a focus on debuffs could be a good weapon for tanks to allow other clases to focus more on dps instead of debuffing as well. But mostly because you can get better results if you provide an alternative to one or two items

Anything really.. I am still wearing 10 items from Feywild due to Mythic/Reaper bonuses and the fact that I get all the artifacts bonuses I would want. Something on Goggles maybe..

As far as tanks sets.

Continue making 7 piece sets for tanks only with every expansion or level increase with the artifact bonuses being similar artifact bonuses from Feywild. However, move the legendary HP's to the T7, and make it be that the 7th piece requires a Tower Shield or Large Shield (both shields should have the same attributes). This would alleviate Casters wearing 4 pieces to get the legendary HP's as we saw in the Winter set (4 piece).

The 7 piece set would need to have 5 of the following:
+30 Artifact Bonus to PRR/MRR (keep these together)
+30 Artifact Bonus to Healing, Repair, Negative Amp
+10% Legendary Bonus to Maximum Hitpoints
+100% Artifact Bonus to Threat Generation
+15% Artifact Bonus to AC
+3 Artifact Bonus to Constitution
+10% Artifact Bonus to Fire, Cold, Acid and Electric Absorption(Sharn)
+10% Artifact Bonus to Missile Deflection
 

PraetorPlato

Well-known member
still partial to this weapon on my pally..
sure, but that's not exactly a tank weapon—none of the affixes on that help with tanking, and the bypasses, while nice, are only relevant in higher reaper content, when holding aggro is easy without swinging.
 

PraetorPlato

Well-known member
7 piece tank sets are also crunched out by LGS sets and the presence of the profane PRR sets—you can't run all 3, so the hybrid sets will always be more optimal. Divine tanks specifically are also locked into temperance of spirit/belief items. Devs, unironically really nice job on recognizing that and introducing some gear diversity for those affixes!!! The dark six fingered gloves are AWESOME tank gear, more like that please!
 

Cashery

Well-known member
7 piece tank sets are also crunched out by LGS sets and the presence of the profane PRR sets—you can't run all 3, so the hybrid sets will always be more optimal. Divine tanks specifically are also locked into temperance of spirit/belief items. Devs, unironically really nice job on recognizing that and introducing some gear diversity for those affixes!!! The dark six fingered gloves are AWESOME tank gear, more like that please!

Yeah, Not sure I want to go temporarily invisible as a tank. The incorporeal is ok., otherwise I have the Temperance of Belief and Smites on other items i wear.
 

Cashery

Well-known member
sure, but that's not exactly a tank weapon—none of the affixes on that help with tanking, and the bypasses, while nice, are only relevant in higher reaper content, when holding aggro is easy without swinging.

I hold agro just fine by swinging due to Threat GEN/Intim, I don't turtle up, don't need too(except in LoB on the stun attack)
 

PraetorPlato

Well-known member
I think we're talking about tanks for different purposes/difficulties. Dark six fingered gloves are awesome in dicey scenarios where staying alive is more important than being able to generate threat (think near-wipes in raids, when orthons arrive as a tank who isn't trying to take orthons, when you get stuck in high damage circles, etc.), or when you need to swap tank and need to clear stacks, etc. Now we don't have to run Shroud for months to get those clickies/can swap them all to radiant forcefield clicks.

Never having to turtle up tells me you don't need new gear, you need harder content :p!
 

Rincewind

Well-known member
Anything really.. I am still wearing 10 items from Feywild due to Mythic/Reaper bonuses and the fact that I get all the artifacts bonuses I would want. Something on Goggles maybe..

As far as tanks sets.

Continue making 7 piece sets for tanks only with every expansion or level increase with the artifact bonuses being similar artifact bonuses from Feywild. However, move the legendary HP's to the T7, and make it be that the 7th piece requires a Tower Shield or Large Shield (both shields should have the same attributes). This would alleviate Casters wearing 4 pieces to get the legendary HP's as we saw in the Winter set (4 piece).

The 7 piece set would need to have 5 of the following:
+30 Artifact Bonus to PRR/MRR (keep these together)
+30 Artifact Bonus to Healing, Repair, Negative Amp
+10% Legendary Bonus to Maximum Hitpoints
+100% Artifact Bonus to Threat Generation
+15% Artifact Bonus to AC
+3 Artifact Bonus to Constitution
+10% Artifact Bonus to Fire, Cold, Acid and Electric Absorption(Sharn)
+10% Artifact Bonus to Missile Deflection
I was talking about the items per se, like a tank cape, or one of the weapons, what effects would you like to see in any of them, pick a couple and just change them to what you think tanks or your tank needs
 

Lotoc

Well-known member
Could the Blackstone Liturgy give Nullification rather than just raw Negative spellpower? (Tested and it grants nothing for poison)
these implement+spellpower augments tend to have an ideal usecase of being put in the weapon for an imbue build that wants the raw spellpower but doesn't use a caster weapon, there isn't an imbue currently that scales with negative spellpower.
The only other use I really see is putting this in a dinobone caster 1h cause I believe those aren't currently giving implement bonuses usually.
 
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