U81.3 Preview 1 - Raid Loot

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Gemini-Dragon

Well-known member
The orbs have material type wood for some reason. One definitely looks metallic. And the Dagger, Deep Father's Fang, is material type Steel. They should probably be changed.
 

Leumas Reyemreggin

Well-known member
  • The Unspeakable Maw - We literally just got an acid rune armor with the expansion quests. Please PLEASE make this electric. I don't care about being thematic.
    • Suggestion: Insightful Spell Lore II (wrong value anyway for item level) --> Legendary Ash (like orb)
I thought its a ragebait , we didnt get any Raid rune arm since FOM and what we get is a litteral copy paste of the Quest rune arm + charge rate
it just feels like a bad joke . and it being Acid is just a mockery. the last single target rune arm electric rune arm we got is tovens hammer which is 5-6 years old by Now.

but hey we clearly gotta give those 20 earth Sorcs who run Arcano technician their rune arm (those 2 players definetly exist)
 

mikarddo

Well-known member
I was so looking forward to seeing the raid loot and planning how to regear 4 builds at cap after mostly skipping Chill for gear with my healer mostly in IoD gear even.

What a complete letdown this is.

No fun for me and less money for SSG.

Bad raid loot, no real stat inflation and R10 being easy as dirt makes for very little reason to farm gear and burn resources on changing augs etc.

I like regearing but there has to be a real point to doing so.
 

Rosze

Well-known member
The raid loot seems to lack direction. I can’t really see almost any reason to run the raid. What’s a shame you are fighting all these famous demon lords least you can do is have loot that feels useful
 

Eme

Well-known member
absolutely nothing there that I would want to use on my monk thrower, or my melee monk.

It's a very uninspiring list.

I can't even see why some of this is raid loot, as it wouldn't be out of place dropping frequently from the wilderness for sentient food.

Such a shame and lost opportunity.
 
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Dulkhan

Well-known member
I have to say I'm a little disappointed. The weapons are okay, but I wish we could select the debuff we put on the weapons, and maybe improve them from what we currently have.

These are my observations on the items. I won't touch almost any of the caster* items, because I don't play them as much...

1. Echo of the HeartCleaver

Baphomet Tactics is underwhelming, for two reasons: first, the bonus to tactics is worse than the combat bonus at level 15, and the extra damage is negligible — not worth the loss of DC. This needs to be 15, or even 16, DC to all DCs, and the damage needs to be better; it's a raid weapon. On top of that, the damage of 7d6 is a bad joke. If it were up to me, I wouldn't put a single item with 1d6 damage dice unless you raise it a lot — even 16d6 is low at end game without any sort of scaling — but 7d6 on a raid weapon, on an effect that's limited to bosses and tripped monsters, is almost outrageous.

So let's raise the DC to 16 and the damage to 30d6 (hell, maybe even try to make it scale with 50% melee power), and you'd have a decent effect. It won't make people cheer, but at least it won't make us cry — especially considering it's an effect that only works on tripped monsters, and even then it won't affect the damage of bosses at end game.

Telekinetic is a weaker version of Paralyzing. I think the only redeemable aspect is that you get the bonus damage from all those items with "+damage to knocked-down enemies." Either raise the DC, or add some damage to it — another 10d6 +50, or something, on a successful roll.

2. Butcher Mouth and Teeth

I'm talking about both of these weapons together because they're basically the same, which doesn't make sense — this kind of redundancy shouldn't exist, since both are blunt weapons used by the same races and classes. In fact, lore-wise, the Teeth should be a piercing or slashing weapon. So I would try to differentiate them more, since I think it's too late to change the Teeth's weapon type. If it were up to me, I would make the Teeth deal slashing damage instead of bludgeoning.

Other than that, my only issue with these weapons is Yeenoghu's Butchery — a wasted effect on a raid weapon, mostly because it's so easy to slot enhancement double strike onto any other piece of gear, even yellow augments, if you still want to keep up the double strike bonus. Make it unique 3–5, stacking with everything, and please raise the damage to at least 16d6, or a bit more, like 20, since it's also a more limited effect due to Paralyzing. That shouldn't be at the same level as Baphomet Tactics, since this effect lands more easily than Trip, but it should still be better than an augment at level 24 that's already lackluster.

3. Butcher Tongue

The same issue as with Mouth and Teeth, but at least this one is used by a couple of other races.

4. The Deep Father Fang

A better version of the previous weapons, mostly because we have Metalline, a good effect on any weapon — but also because of the damage. The only bad thing is that this shouldn't have Legendary Ash, since it's a physical weapon, not a caster dagger — something that reduces PRR should be here instead.

5. The Faceless Lord

Overall, a good bow. I wish it had Paralyzing instead of Disintegrate, considering the bow is a slow weapon, so you won't get many procs. Aside from that, a solid bow, and probably worth considering as an upgrade.

6. Fetid Prince

Another solid weapon, sadly on a weapon type that's pretty much useless, and a proc effect like Disintegrate is wasted on a two-handed weapon. I wish this kind of thing wasn't used here unless you get a special version with more damage or a better proc chance, because the value of this effect changes a lot depending on the weapon. Two-handed weapons need effects of their own if we ever want to see them return to the meta.

7. Slime Father

Quarterstaves have better support than Mauls, so this weapon is immediately better — having Blunt Trauma gives this QS a chance to dethrone the Staff of Shadow as the best QS in the game. Sadly, two-handed fighters (THF) are still in the dust DPS-wise, and there's nothing here to fix that (I must insist THF should have more effects, and/or better ones, than one-handed weapons).

8. Diadem of Rot

This item has two issues. Natural Armor is a very common effect for tanks (the main target here), and it's mostly useless on non-tanks anyway, so a different effect here could do a lot — maybe Insightful Amplification of all types, a rarer AC source (like Primal Hide), or Quality Sheltering could work. A legendary version of Hardened Exterior that gives 5 AC or more would also be welcome here (we haven't seen an effect like this since Feywild).

And then there's Improved Demonic Shield — a 120 shield bonus on a level 35 raid item. I want to believe this is an error and it was supposed to be the legendary version, but even so, it's a weak effect for a raid tank item — it should have Legendary Affirmation.

9. The Queen of Rot

Fortitude 14 is a hard no on raid items — it's too niche, and most tanks would rather have a Resistance 12 item here, as others have already said. Freedom of Movement (FoM) is a very common effect that's already on a lot of tank items, so I'd rather see a different effect here — maybe absorption for one of the raid's damage sources that isn't covered by the other items, like an alignment absorption, for example — Evil Absorption hasn't appeared since the level 29 items. That way, every tank in the game will want this item for the raid, at least.

10. Skull of the Horned King

Maybe change Double Strike for another, less common offensive effect, like Cannith Combat Infusion, which hasn't been seen in a while — maybe a legendary version with better numbers, or one that adds some melee power, or just a better proc chance, maybe 5%.

11. The Volley's Aria

Oh lord, what to do with this item. It's clearly an item for an Arcane Archer or a ranged character using Sonic Imbue (Bard), but honestly the game doesn't support either of those playstyles anyway, and unless you have an AA rework planned soon, this item is dead on arrival.

What I would do to try to help is forget about Insightful Enhancement Focus and swap it for Quality Frozen, Thunderstorm spell power, or at least Insightful. This way the item would still be focused on ranged characters, but wouldn't be a must-have item for casters of those schools, since they'd be wasting two slots — not ideal, but at least there would be a place for it. Give it a new doubleshot source bonus and you'd give this item a chance on regular characters, with one big drawback: a lot of useless effects for most ranged characters.

12. The Prince of Demons

Here's an idea — be brave with me and make this item give 20% attack speed when using a two-handed weapon. Give THF some love.

If you don't feel brave (or "stupid," as a Kobold would say), remove the attack speed and add another effect instead — an updated version of Rune-Fueled Warding giving, say, 50 DR for THF, or an updated version of Bloodrage Defense giving 15 PRR/MRR for THF, or combine the old effects into one.

And please upgrade Legendary Conditioning to at least 10% (it should be 15%).

Also, go crazy and add Dipping with Magma to it, and barbarians will go crazy for it.

13. The Sixth Toe of the Shadow King

Oh god.

It's a caster item, but most of the time you won't be close enough to other casters for the silence to ever reach them — and that's assuming the item's proc chance is even decent enough to matter. Please remove it and put something else in its place — take this chance to add Quality Sonic spell power to an item, for once.

Smoke Screen 40% on an item that's most likely going to be used by a caster with access to Displacement? Please remove this and add something related to sonic damage or bards. You could even end the item's lore by saying that, for some reason, the toe is always trying to keep the same rhythm — maybe it wants to drive you mad? — and change the quality spell DC, since it doesn't stack with the Quality Enchantment DC that's already on the same item. Make it a profane bonus to Enchantment DC +4, or a +3 to everything to save a player an augment slot — bards know they need every solar/lunar augment slot they can get.

In short, do something about this item — it's really bad for a raid item, and especially bad for a caster item.

14. The Unbreakable Divinity

Extra smites are fine, but Hollowed? On a raid item? Please, until you actually make Turn Undead useful, stop adding this to raid items — leave it as a quest item, if at all. Instead, maybe add an effect that gives 1 damage or 1 melee power per 2–3 Religious Lore feats, as a poor man's version of the Sanctified Fervor filigree effects? I don't really like Quality/Legendary Deadly, since there are other really good items in the expansion with the same effects that you'd never drop this one over — and this is a raid item, so it should be better.
 

Rosze

Well-known member
For the two handed weapons with disintegrate 7 I would consider changing it to something else. Like lingering acid or a similar effect using untyped. I know they already have a revel in blood effect, but if you are only wielding 1 weapon you loose out of an "dripping with magma" style effect that wielding 2 weapons would give. Ideally something that is X d X each hit and high chance of doing damage over time.

You get a very strong weapons that also don’t feel like a trade off compared to using two weapons.
 

Bjond

Well-known member
Some of the effects are a bit odd or weak for a raid item:
  • LGS Vacuum & Negation? Meh. Selectable or one of {Dust, Ash, Ooze/less, & maybe Salt}
  • Dagger has LGS Ash (MRR debuff): should be LGS Dust
  • Staff needs 20/x3 or *still* can't compete with L28 SOS (KT Staff), and has worse effects than Oozing Staff (don't worry, 20/x3 staff is still worse than all the other 2H'ers at cap -- you won't be making anything remotely "OP")
  • 2H Weapons likely need 2x LGS effects to compete with 1H
  • Bane "Magma" effect is weaker than Acid from Oozing Weapons (suggest auto-apply immunity strip + other element)
I didn't see any shields or rune-arms. There are still no rune-arms in game with selectable LGS effects and only one with a "magma" dot.

Suggest giving the raid items a nicer base materiel type: adamantine or mithril are the most "duergarish" for exotics or maybe make up something new to fit the traditional dark/functional theme for Duergar weapons. Metalline is always welcome, but if it naturally breaks 1~2 things that's still a leg up from most non-raid weapons.

Raid *badly* needs Throwing Axe & Hammer representation. Y'all worked on making T.Axe & T.Hammer playable for Duergar. There's some folk having a lot of fun with 'em. It would be a shame not to reward their efforts with raid weapons. Not everything needs to be in service of the current raid meta.

I like the cosmetics, but if the goal is Duergar-Themed, they're known for dark metals with wicked functionality rather than bright & glowy.

I didn't see anything worth using over existing gear on any of my characters. It works as a thread & cosmetic raid, though.

If you're curious what I would look for in raid items: specific weapon types -- h.axe, shuriken, *light* repeater, 1H centerable weapons (centering without T5 Kensei that is). They also need extras that compete with existing: selectable LGS, "magma" type dot, maybe earth-attune, extra DR breaking. DEX/DEX Bucklers with selectable LGS. L.Shield with selectable LGS that does not break druid oath. Rune-Arm with selectable LGS. I don't care about orbs myself, but there's only one selectable LGS Orb in game -- variety would be nice.
 

Bjond

Well-known member
Hmm, if you want to provide a few unique raid items and yet still cover "everything" thematically, add an "upgrade" process for the Oozing Hunger weapons that permits adding another effect that can be chosen:
  • Second LGS effect
  • Blunt Trauma
  • Metalline
  • Material (Crystal, Adamantine, etc)
  • Felling the Oak
  • Limb Chopper
  • +1W
  • Schism effects
  • etc..
If you want folk raiding a while, tier the upgrades and double the previous mat count each tier (eg. 1, 2, 4, 8).
 

mikarddo

Well-known member
Please - less weapons and more non-weapons!

It is really boring that weapons take up (more than) half the raid loot slots every single time - weapons are only 2 out of 14 gear slots!

And - the loot badly needs some really strong caster gear. Remember casters? Martial dps is not in any way in need of being upgraded.
 
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Rosze

Well-known member
Echo of wand of orcus could use some tweaks. I’d replace the negation with negative energy version of dripping with magma (ideally that combines with a strip but with the new feats not necessarily a must).
The orcus magic nightmares is just too weak. I would have it be minimum 50k I think 100k would be where it probably should be depending on the proc rate but if it’s around 5% think that’s probably fine. I’m sure some people will think that’s too strong but a ranged character can do 100k hit every 10s so if it procs every 10s insta killing anything with 100k or less it’s fine. And of course the damage needs to be boosted to match.

Also it has a save? I really don’t get it. Original slay the living seems better as it would kill anything if they failed the save. So definitely boost the threshold and ideally does massive damage if the enemy is above threshold and half on a save.
 
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Yamani

Tyrannical Overlord
For the bow instead of disintigrate 7. Can we get something like:
Juilblex Ichor: Any ammunition you equip gains 100% returning, and on-hit do 14d6 acid damage.
Or Conjure Oozing Arrow: Summons an arrow with 100% returning, on hit acid damage, and then maybe the disintigrate 7 effect as well.
 

VinoeWhines

Well-known member
Would be great if you could place an effect in Tiers I and II and III to add effects on weapons.
Tier I: Material and Quality/Insightful Ability Scores(Stat, Tactics, Spell Focus, Assasinate, PRR/MRR, Absorption)
Tier II: Effects(Paralyzing, Identity Crisis, Limb Chopper, Dust/Ash/Vacuum)
Tier III: Open to place a Phantasmal Killer, Slay Living, Trap Soul, Legendary Cackle Fever(Blind, Helpless laugh)
Bonus boost: Mortal Fear proc: (instead make it -15% Hp on Vorpal)

The Deep Father Flotsam Fang:
 

Sarlona Raiding

Well-known member
I put this in the raid thread, but will put it here too in case this issue is more of a "loot" issue.

6 months ago someone told me +7 and better tomes didn't drop in Relentless. I didn't believe it, but since then have kept track and run the raid way more than enough time to realize he is correct.

Please ensure tomes drop in the new raid. I didn't see tomes in the 4 raids I ran yesterday, however, it's a pretty small sample size. Did anyone see a tome drop in there?

Perhaps the issue is level - it's a high enough level that it should in theory drop +9 tomes on at least one difficulty, but those aren't available.
 

ChickenMobile

Well-known member
Everything ok SSG? There is only a few good items on the list here worth getting. A lot of effects are useless at level 35+ or strangely paired.

Feedback -

The Good:
  • The Dwarven Axe is fun & great additive for Duergar. Knockdown on crit is a really cool effect. The extra damage on knockdown is small though (20-40 damage, even with full vulnerability stacks)
  • Revel in Blood is a great effect
  • Helm has great effects and looks really cool. Nice one!
  • When the stats are fixed from level 11, The Butcher's Mind Orb. The combined Lore, spellpower and matching LGS debuff look great.

The Mid:
  • Almost no-one uses Qstaffs, Maces or Morningstars end-game because of their bad crit profile. Light mace is slightly better just because swashbuckler fixes them. Buff these weapon types somehow and they could be quite good.
    Suggestion: At least add Favored Weapon to the Morningstar so Morninglords can take advantage of them without levels in paladin!
  • The bracers seem to be made for a specific build and not useful for most. Arcane Archer or thrower Bard swashy?
    Suggestion: Make the Enchantment DC & spellpower a 'craftable' effect like other Demogorgon items so players have choices.
    Choose to boost a specific damage type you want. E.g. Force, Acid, Electric, Sonic, Fire or Cold - or perhaps a mix of different 3 to match its current item power.
  • The Runearm is not raid tier - but it also seems the stats may be wrong anyway.
  • The other orb: Unspeakable Power. Not sure why you would take it over Butcher's Mind, also it's been a hot minute since we seen a orb with spell powers for Acid, Electric, Positive or Sonic (last were in feywild or sharn! And I'm not just talking about raid ones).
  • The Armor: 5% hp and melee attack speed? There are a lot of better choices out there than this.

The Bad:
  • Legendary Phantasmal Killer / Trap the Soul hardly ever proc'd on the 'caster' sticks. I cast Color Spray over 50 times on the 10 kobolds in the dojo and it only ever went off once (and yes they had less than 3k hp, and yes Color Spray is an offensive spell since Wild Mage was released).
    Suggestion: Either up the % chance or remove the health threshold or it won't proc.
  • The internal 30s cooldown of Negation and mobs quickly recovering from Epic ward makes this effect terrible.
    Suggestion: change this effect to make it affect mobs only once and reduce the internal cooldown heavily.
  • Ash on the dagger seems like a strange choice, seeing as it mainly does physical damage.
    Suggestion: Change it to Dust or Vulnerability

The Bugs:
  • Wand of Orcus never proc'd the force damage on save on the IK. But I'm not sure if this is because the proc rate is so low I never saw it.
  • Echo of Heartcleaver appeared to deal the 7d6 damage twice for tripped enemies (one affected by Vulnerability, the other not)
 

Arthol

Well-known member
First off thank you for adding the First Extra smite item since MD, that being The Unbreakable Divinity. I’m also glade it’s not wrist item since Bracers of the Battlerager is very difficult to be talked into replacing. You might want to consider adding Temperance of Belief or something Similar like a Melee/Range power version based on religious lore call it Religious Fervor. If I was to make choice Legendary Gauntlets of Devoured Divinity seem like much more practical design minus the smite.

The Prince of Demons, change this to a Catalyst that combines with Legendary Great Forge component to produce any type of armor light medium etc. Add Legendary version of Demonic Retribution, increase the conditioning to at least 10 and replace Melee Alacrity with Shadow Striker. Also add Nearly Complete: Ability Score and keep Profane Well Rounded +3 from the Great forge. This would make it a lot more versatile with regard to melee/Range toons.



The Skull of Horned King visually I like it, the white hood part of it change to fur or black. Again, I would add some type of demon ability. Add Revel in Blood type ability as a guard. Add Legendary Demonic Shield. A Fearsome Countenance guard that can only actively affect 3 mobs at once. Ive personally been asking for a player wearable Skull helm from the Svalich Druid, with a Ravenloft event in works this can still happen….

Sentient Jewel of the Covetous on that even list would blow a lot people’s minds as well.

The Butcher's Tongue, change the crit profile to 19-20 / x3 add Enhanced Bloodrage for flavor .
 

woq

Well-known member
The Bad:
  • Legendary Phantasmal Killer / Trap the Soul hardly ever proc'd on the 'caster' sticks. I cast Color Spray over 50 times on the 10 kobolds in the dojo and it only ever went off once (and yes they had less than 3k hp, and yes Color Spray is an offensive spell since Wild Mage was released).
    Suggestion: Either up the % chance or remove the health threshold or it won't proc.
  • The internal 30s cooldown of Negation and mobs quickly recovering from Epic ward makes this effect terrible.
    Suggestion: change this effect to make it affect mobs only once and reduce the internal cooldown heavily.
  • Ash on the dagger seems like a strange choice, seeing as it mainly does physical damage.
    Suggestion: Change it to Dust or Vulnerability

The Bugs:
  • Wand of Orcus never proc'd the force damage on save on the IK. But I'm not sure if this is because the proc rate is so low I never saw it.
  • Echo of Heartcleaver appeared to deal the 7d6 damage twice for tripped enemies (one affected by Vulnerability, the other not)
Yeah, I spent 20 minutes hitting stuff on my healer fvs in the r1 slayer area with spells and it never killed a single thing and I confirmed it was proccing said effects on kobolds in dojo. It killed some of the 10k hp kobolds on the "normal" difficulty area in the Dojo, but on r1 in level appropriate content for where Orcus wand would be used, it never did anything useful at all. Completely unusable item as it is, and I don't think 7d20 force proc would help it in a meaningful way.

Both Negation and the orcus effect need to be entirely reworked to be useful, or just swapped to something else.
 
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