U75.7 Preview - Loot

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Lazuli

Well-known member
I know it will be a no, but I'm going to ask for this to increase MCL anyway.
The only way it'll be useful is if it increases MCL. We're capped in CL for damage spells. The only thing increasing CL does is increase spell penetration on non-damaging spells. Which isn't a raid-worthy effect.

For the love of God, devs, give us casters something useful.
 

Vox

Well-known member
not gear related- Dev's, did you think before creating a raid w/ the most egregious HP bloat?

4kxs05.jpg
 

Sylvanush

Well-known member
Can you please add quality deception to the augments? I see a quality seeker, but no quality deception.
 

Lotoc

Well-known member
The Harrowing Remains
  • Artifact Necklace
    • New: Memory of Shattered Life: Increases the wearer's caster level when casting ninth level or lower Sorcerer, Wizard, or Divine spells by two
    • Dolorous Slot
    • Miserable Slot
    • Woeful Slot
    • (usual list of chromatic and sun/moon slots)
One thing is we haven't had an illusory death or enchanting death item since feywild (which were +3 caster level)
Divine Necromancy and Enchantment spells are some of the only ones not currently MCL capped (mass inflicts, bless/bane/prayer for DAs)
There are also element specific caster level bonuses that give +3 CLs
I'd think it's warranted for this effect on a raid item for level 34 to be +3 universal caster levels, cause some stuff gets left out rather arbitrarily - like bard's horn of thunder doesn't reach its MCL of 25 but won't benefit from this effect.
 

Ying

5000+ hours played
KNOWN ISSUE: They are missing their static effect in this Preview, aiming to fix for next Preview. The Artifacts are intended to be:
  • The Harrowing Remains
    • Artifact Necklace
      • New: Memory of Shattered Life: Increases the wearer's caster level when casting ninth level or lower Sorcerer, Wizard, or Divine spells by two
It's a wallpaper effect because it exceeds MCL for the majority of builds.
 

Qubert

Well-known member
KNOWN ISSUE: They are missing their static effect in this Preview, aiming to fix for next Preview. The Artifacts are intended to be:
  • The Band of Binding
    • Artifact Ring
      • New: Memory of Binding: On weapon hit, you have a chance of paralyzing your enemies. Struck enemies must make a DC 120 Fortitude save or be paralyzed.
      • Dolorous Slot
      • Miserable Slot
      • Woeful Slot
      • (usual list of chromatic and sun/moon slots)
  • The Mask of the Killer
    • Artifact Helm
      • New: Memory of Butchery: You have a lingering voice in your mind, reminding you of the weak points in every body. On an attack roll of 20 which is confirmed as a critical hit, the weapon severs an opponent's limb from its body. Some creatures, including many aberrations and all oozes, have no limbs. Others, such as golems and undead creatures, are not affected by the loss of their limbs. Most other creatures, however, have their movement slowed 75% and attacks slowed by 50% when a limb is cut off.
      • Dolorous Slot
      • Miserable Slot
      • Woeful Slot
      • (usual list of chromatic and sun/moon slots)
  • The Harrowing Remains
    • Artifact Necklace
      • New: Memory of Shattered Life: Increases the wearer's caster level when casting ninth level or lower Sorcerer, Wizard, or Divine spells by two
      • Dolorous Slot
      • Miserable Slot
      • Woeful Slot
      • (usual list of chromatic and sun/moon slots)
  • The Life for the Lifeless
    • Artifact Bracers
      • New: Memory of Animated Objects: +(Above 159) Equipment Bonus to Rust and Repair Spell Power. +(above 23) Enhancement Bonus to Rust and Repair Spell Crit Damage.
      • Dolorous Slot
      • Miserable Slot
      • Woeful Slot
      • (usual list of chromatic and sun/moon slots)
Thanks! This looks awesome, till I can test them next preview here is my feedback on them. Also Woeful being on is nice as well.

The Band of Binding
Looking forward to farming this one. Great item.

The Mask of the Killer
I think the effect is cool but it is competing against the artifact above in terms of situational CC. It would be neat if this worked on all crits due to it only working on specific mobs

The Harrowing Remains
I have some concerns about this effect.
  • As others have said adding +2 CL to casters doesn't have the impact it does at end game. Very few things don't have a MCL that one would want to increase.
  • Currently there is an item with this same effect called Ik'thanor's Signet Ring and when testing it neither adds the Arcane or Divine levels to casting. Will this be fixed in time for the item above to have that effect?
  • The wording on it makes it seem that it only works on 2 of the 6 arcane classes.
Personally, I would like this effect changed to something else.

The Life for the Lifeless
Doesn't excite me even as someone who enjoys playing as a Warforged. I think other things need to change to make this effect worth farming for.
 

woq

Well-known member
KNOWN ISSUE: They are missing their static effect in this Preview, aiming to fix for next Preview. The Artifacts are intended to be:
  • The Life for the Lifeless
    • Artifact Bracers
      • New: Memory of Animated Objects: +(Above 159) Equipment Bonus to Rust and Repair Spell Power. +(above 23) Enhancement Bonus to Rust and Repair Spell Crit Damage.
      • Dolorous Slot
      • Miserable Slot
      • Woeful Slot
      • (usual list of chromatic and sun/moon slots)
This repair effect should probably have a bit more unique oomph of some kind. Some buff effect on repairing someone, powerful debuff on rusting something to reward that seldom used interaction, or % to cast reconstruct/forcefield/flying drones... on you when you take damage or something like that.

One extra crafting slot when you already run low on useful craftable modifiers is not high enough value for an artifact item, especially when it competes with Threats fortification bracers which are high value for repair characters.
 

Neain

Well-known member
New: Memory of Binding: On weapon hit, you have a chance of paralyzing your enemies. Struck enemies must make a DC 120 Fortitude save or be paralyzed.

Um, could the chance % be made public, or the chance part removed? When I was running a Kukri build, my epic Midnight greetings were paralyzing things more reliably than my legendary ones when I switched, on the same content. That implies to me that the 5% chance of the mobs rolling a 1, was higher than the chance of paralyzing, even being a save.

This takes the effect from a possibly useful effect to a borderline useless one for me.
 

Shear-buckler

Master of reactions
Yes I have, you come out way better using either perfected wrath or the vecna DPS setup over all sun setup, any day of the week. It's not even close. Your mathematics are wrong then, try again ;)
You are stuck in the old meta. Lamordia changed the math on that, and every new update will keep adding to it. Cling to your old gear if you like, but dont delude yourself that you are doing so because of "math".
 

Mindos

CHAOTIC EVIL
my epic Midnight greetings were paralyzing things more reliably than my legendary ones when I switched, on the same content. That implies to me that the 5% chance of the mobs rolling a 1, was higher than the chance of paralyzing, even being a save.
This is weird. Maybe the legendary does not have the auto fail when the mob rolls a one?
 

ChickenMobile

Well-known member
KNOWN ISSUE: They are missing their static effect in this Preview, aiming to fix for next Preview. The Artifacts are intended to be:
Ah ok so there are meant to be effects on these items. I looked at them all and was... immediately disappointed? 4 crafting slots and not much else.
I do like the effects on the Helm & Ring though.

There's a bunch of bugs with the raid weapons too - not gonna list what already said.
  • Only the Maul and Sickle (?) were proc'ing the secondary physical damage for Murderous Swing/Edge.
  • Slayer of the Living wasn't proc'ing the Force Damage on spell crit.
  • Many of the weapons were doing small amounts of fire damage but nothing in the description says it should. Perhaps they were meant to be the Bludgeoning/Piercing/Slashing part?
I do like how the bane proc also applies with spells. This is a good little dmg bonus that cannot be resisted.

buuuuut... none of the weapons or items felt unique/special like a raid weapon should. You did well in Threats (excluding the ones with effects that still don't work) - and half of the items in Vipers (some are a bit too niche maybe?).
Where's the weapons with strange attributes to hit/dmg? Different elemental types other than bludgeon/pierce/slash? Bonuses based on class-specific abilities? Spell Proc effects useful to certain classes or builds. Weird Centerable weapons. Weapon types with different crit profiles which are normally otherwise not that great? Has a downside but is otherwise worth it? Effects that normally aren't seen anywhere else (or this one - so good)!

Outburst may not have been the most useful weapon because of many creature's electric immunity (perhaps weapon base damage should go round immunities?), but daaam wasn't it thematic af!

Once players have all the gear they need from a raid they become less interested in running that raid unless it drops set augments which is a never-ending grind that players like and don't complain about.
100% agree with this. I still run Deathwyrm / FoTP every week because of the useful augments that can be crunched from there. Also because they are great introduction to raids for newer players ;)
 

Rull

Well-known member
  • New: Memory of Shattered Life: Increases the wearer's caster level when casting ninth level or lower Sorcerer, Wizard, or Divine spells by two

Might as well write "+2 Knock dc".

I mean I don't care if it's weak or strong, but I think this is just deceptive. An ability like this, on a raid item like this one, clearly signals that it makes your spells stronger... but in reality for 99% of the players in 99% of the cases it does not, that's just wrong game design.
 

VinoeWhines

Well-known member
My understanding that set aurments intended to add flexibility and use of non-set items or items with set bonuses (at cost of disabling original set effet) with sun/moon augment now you have same set effects and at no cost can add 2-3 more set effects that were not available before making set augments very strong.


Correct but you dont need all effects - dont need both MP and RP, dont need DS and DS at same time.

If set augments to stay and expand, maybe change augment colors they go to (green, yellow, blue) - make them more competitive in item setup. I dont use set augments but disabling sun/moon augments maybe too much. Would be ok if set augments were unique effects - most current set augments replicate existing sun/moon variants.

That choice is trival compared to having to choose from fewer of the many very strong artifact bonuses.


Yeah it is obvious that you have many set augments and are happy for their new found OPness and that they provide key stats for many of your gear sets. I dont fault you. Removing them from solar/lunar items however would likely force you to make some really hard and interesting decisions and consider true trade-offs. The argument that removing the main drawback leads to more decisions and trade-off is clearly backwards.

As for adding them to new raids, sure thing do that if you make them disable solar/lunar slots. There is already near-endless grind in this game, adding hundred of runs of decade old raids that nobody runs for essential gear to that list only enforces the power gap.
Gear is supposed to be the "great equalizer" and make past grinds matter less. The current state of set augments goes completely counter to that and only further strengthens the players at the very top.


I use the Vecna Set:
3 Pieces Equipped:

  • +3 Artifact Bonus to all Ability Scores
  • +15% Artifact Bonus to Doublestrike and Doubleshot
  • +30% Artifact Bonus to Fortification Bypass
  • +15 Artifact Bonus to Melee and Ranged Power
I need the +3 to All stats as:
+3 Charisma helps with my bluff and deception.
+3 Dexterity helps with my Move Silent and Hide scores and Doubleshot when ranging.
+3 Constitution helps with giving me more HP in Reaper 10 to stay conscious when under 1 Hit Point.
+3 Intelligence helps with my Disable Device and Search and Assassinate.
+3 Wisdom helps with my Spot and Falconry attacks.
+3 Strength helps me not be encumbered and effect also Reflex or Dodge saves I believe.

Now the +30% Artifact Fortification helps me to land attacks/assassinate.
When in Melee range the +15 Melee Power/Double strike help with meleeing mobs that I can't assassinate.
When reaching for Archers or mobs in perched places the +15% Range Power/Double shot helps me take out those mobs faster and stay alive from incoming missle or magic attacks.

The Solar and Lunar augments do not in any way supersede these abilities I need to stay alive in questing, especially in upper Reaper Content(I usually am running in Reaper 10).

I have to still use Assassinate Ring from the old Raid Killing Time as it has Assassinate and insightful assassinate on a Ring since I need gloves for other items and am using the Isle of Dread Artifact ring as it doesn't disturb my other gear choices.

Someone mentioned that Isle of Dread 5 piece set bonus could be achieved with 2 Weapons 1 Trinket 1 Ring and 1 extra item.
That saves you to be able to get a 3 piece set bonus with Helm/Armor/Cloak, which is what I am currently on.

The Sun/Moon augment cant give me this amount of abilities...yet. Im still missing things like +30 Artifact/Profane Sheltering( I actually slotted the 2) but still need Profane bonus to Melee and Range bonus.
I gave up the +3 Artifact to Assassinate and Imbue dice from the Walking Ancestors set to switch to the current set.
Solar and Lunar Set are a nice little/big boost.


They still need to put Solar/Lunar augments on Rings or the "older" Gear will be still better/more powerful.
They also need a +3 Artifact/Profane bonus to All Stats Solar/Lunar augment to truly free up 3 piece 4 effects items from older quests/raids along with the Rings having Solar/Lunar type augments. Like 2 Ring(Mind Matter) bonus and TOEE set bonus(with Ring) and Isle of Dread 5 piece( with Rings) set bonus, etc...
 

Shear-buckler

Master of reactions
The Sun/Moon augment cant give me this amount of abilities...yet. Im still missing things like +30 Artifact/Profane Sheltering( I actually slotted the 2) but still need Profane bonus to Melee and Range bonus.
It sounds like you need to go back to the drawingboard. I suggest less focus on trivial stats and more focus on the key stats.
 

VinoeWhines

Well-known member
  • The Band of Binding
    • Artifact Ring
      • New: Memory of Binding: On weapon hit, you have a chance of paralyzing your enemies. Struck enemies must make a DC 120 Fortitude save or be paralyzed.
      • Dolorous Slot
      • Miserable Slot
      • Woeful Slot
      • (usual list of chromatic and sun/moon slots)
  • The Mask of the Killer
    • Artifact Helm
      • New: Memory of Butchery: You have a lingering voice in your mind, reminding you of the weak points in every body. On an attack roll of 20 which is confirmed as a critical hit, the weapon severs an opponent's limb from its body. Some creatures, including many aberrations and all oozes, have no limbs. Others, such as golems and undead creatures, are not affected by the loss of their limbs. Most other creatures, however, have their movement slowed 75% and attacks slowed by 50% when a limb is cut off.
      • Dolorous Slot
      • Miserable Slot
      • Woeful Slot
      • (usual list of chromatic and sun/moon slots)
  • The Harrowing Remains
    • Artifact Necklace
      • New: Memory of Shattered Life: Increases the wearer's caster level when casting ninth level or lower Sorcerer, Wizard, or Divine spells by two
      • Dolorous Slot
      • Miserable Slot
      • Woeful Slot
      • (usual list of chromatic and sun/moon slots)
  • The Life for the Lifeless
    • Artifact Bracers
      • New: Memory of Animated Objects: +(Above 159) Equipment Bonus to Rust and Repair Spell Power. +(above 23) Enhancement Bonus to Rust and Repair Spell Crit Damage.
      • Dolorous Slot
      • Miserable Slot
      • Woeful Slot
      • (usual list of chromatic and sun/moon slots)





Are the "New: Memory of 'X'" an effect that you can put on an Artifact? Would be nice to be able to put "Butchery" on a Ring. Or also have a Minor Artifact Trinket you could slot those effects on.
 

VinoeWhines

Well-known member
Can we have a 10-15% Quality or Profane HP Bonus on an item like Trinket or Ring instead of usual 10-20% Legendary HP Bonus.
 
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