U81.3 Preview 2 Treasure

woq

Well-known member
As far as I can tell, the Orcus orce proc - previously 7d20, now supposedly 15d20 - still seems nonfunctional - haven't been able to see a force damage proc at all on anything afaict. Someone else please confirm if they managed to do damage with it. Saw the other procs numerous times.

Tooltip also still says 7d20.
 

Eleron

Well-known member
Another raid with no love for bows. Relentless, and this one. All other weapons turn to vacuum, and they keep the bow the same. They have murderous point, yeenoghus butchery. Legendary slime is... sight.
 

jotmon

Well-known member
Legendary shroud is legendary only in name, the effects are outdated epic tier that was farmed out at levels 28-30.

Loot at this level need to have 'Legendary' desirable beneficial effects not easily replicated with older crafting systems.
Why would players trade down to this assortment of bleh when we have Lamordia/MOD/IOD crafting to customize effects in ways useful to players.

Sixth toe of shadow king is interesting with the 40% smoke screen.. that is something unique,
the quality +3 enchantment makes it caster interesting with an added basic common overlap with Quality +2 Spell focus mastery.
The null magic guard is a garbage, but not surprising as DDO has a bad habit of mixing junk effects with jewels which is tolerable on lower level stuff, but higher level loot expectations are tighter and leaner for optimizing benefits and eliminating waste.

The weapons are boring.
 

woq

Well-known member
- Amulet looks amazing now, happy that the feedback was taken on that - it almost looks too good now that the items have 5 mods, even if they're just stats. Interesting choice to go the 5mod route though not unappreciated and that definitely makes the raid items more appealing across the board.

- Orbs look good. The quality crit + ash combination on them makes them more competitive with dripping x + lgs debuff items.

- Runearm with Ash is very interesting, though acid runearm is still a bit of a headscratcher. Definitely happy to see the ash providing runearm though. Still perplexed by the insightful +2% though seems like it's a bit unneeded? If you care about your spell crits, you'll augment +5%. If you don't, 2% is very little and far below curve for insightful bonus at lvl 35.

- Helms/Cloak: I think some people will be really happy with them probably not for me but I know some will be happy to see these changes on those. Still sadly stuck on getting old item sourced crit % due to artifact + artifact requiring old gear on my healer so can't swap to this even if I wanted to.

On curse modifier on Diadem of Rot:
- Confirmed that the curse proc can land on r1 Demogorgon enemies in slayer area, but they need to roll a 1 or low? Seeing a lot of save rolls. The duration is good though - 2min 40sec, which means tanks will be able to reliably proc it on the stuff that gets to hit often enough to matter. Confirmed it can also proc on purple enemies, which means it's a good item no matter what. Interesting modifier, and it works - thumbs up!

The Sixth Toe still has overlapping enchantment / generic focuses on same item which is... weird, and many (all?) primary enchantment school users already had displacement so smoke screen is still ineffective for them in particular. Hard to see the usecase for this item - it's just not a good fit for a well meshing combination of modifiers and doesn't really do anything truly unique in any shape or form.

The weapons still leave much to be desired with the exception of Echo of Heartcleaver and the Fetid Prince's Fury, but maybe we'll see some tree support that will make the others more appealing one day as well. Especially hoping to see the Orcus weapon actually work. Negation 30 sec icd is extremely weak and the force damage is not applying. Seem to just get a "Immune" if it procs on an enemy with above threshold hp? Not sure. Seems like an echo indeed - only existing for practical use in our delusions.

Overall, I think this preview update shows this raid has some items for people to chase and will be wanted for incorporating into their item setups. Perhaps some are niche - such as for divines only or orb users, but items never are for every build and arguably never should be.
 

woq

Well-known member
Legendary shroud is legendary only in name, the effects are outdated epic tier that was farmed out at levels 28-30.

Loot at this level need to have 'Legendary' desirable beneficial effects not easily replicated with older crafting systems.
Why would players trade down to this assortment of bleh when we have Lamordia/MOD/IOD crafting to customize effects in ways useful to players.

Sixth toe of shadow king is interesting with the 40% smoke screen.. that is something unique,
the quality +3 enchantment makes it caster interesting with an added basic common overlap with Quality +2 Spell focus mastery.
The null magic guard is a garbage, but not surprising as DDO has a bad habit of mixing junk effects with jewels which is tolerable on lower level stuff, but higher level loot expectations are tighter and leaner for optimizing benefits and eliminating waste.

The weapons are boring.
I like how the only item you seem to be fascinated with is the one that seems dumpster tier to me.
 

Hakoist

Well-known member
Butcher's Teeth, Mouth, and Tongue - revel in blood (piercing) > Bludegeoning
The Unspeakable Maw - ins spell lore 2% > 5% or give something else

----

giving the nearly complete makes them quite an efficient item in gear set. Nice
 

Christhemiss

Maker of Builds
As far as I can tell, the Orcus orce proc - previously 7d20, now supposedly 15d20 - still seems nonfunctional - haven't been able to see a force damage proc at all on anything afaict. Someone else please confirm if they managed to do damage with it. Saw the other procs numerous times.

Tooltip also still says 7d20.
it doesnt do damage, and also is bugged in some other incredible ways
 

Richard

Well-known member
  1. The Prince of Demons: We have so many seeker effects available; why not put Insight Seeker, since we only have a few?
  2. The Queen Rot: Same; we already have a sapphire augment that gives us 40 Sheltering and many Sheltering effects. Why can't it be Insight Sheltering if we don't have many?
  3. The Skull of the Horned King: we have many effects with double strike. Why can't it be profane double strike if we don't have many effects with that?
  4. The Sixth Toe of the Shadow King: Overlapping effects: quality enchantment with quality spell focus. Null magic is completely useless, and we have augments or other effects in ED for that. If it is going to be a caster item, why don't you dont put Mummy Gift as a raid item? Why does it need to be underwhelming at legendary levels?
  5. The diadem of Rot: Looks like an Essence crafting item. Legendary Curse is absolutely legendary garbage, honestly speaking. You are doing a legendary Raid helmet with just Effects that can be slotted with augments? I can get a better helm with essence crafting.
  6. The unbreakable Divinity: The only item that people want. The raid is only about this unique item and the Orcus wand, nothing else.
  7. The Faceless Lord's Reach: for a Legendary bow, Legendary Slime is probably good and relevant for epic content. Do you know what impact a minus 10 on PRR and MRR has on a creature with CR 46? It is a raid weapon that is not powerful. Disintegrate has a small chance to deal extra damage. What is that? So many effects and damage can be added. You can add Legendary Force Burst, Rippling Energy, Fetters of Reality, or Identity Crisis. Give some unique effects to bows. You design a Raid bow that is very inferior for a level 36 Legendary Raid weapon. Stop limiting bows to bows and armor only for range alacrity. Bow users always need to use the same armor or the same bow that gives 20% range alacrity to get the benefit of that effect. If you are designing bows and armor for bow users, take that into mind and don't keep giving them underwhelming stuff.
  8. The volley Aria: Specifically designed for Bard throwers. People can be arguing that it's "an Arcane Archer item." Where in the tree does Arcane Archer have Sonic Imbue? Or support the use of Sonic? The most underwhelming imbues are electricity and cold. The most effective imbues for AA are Force Arrows and Acid Arrows; everyone who plays Arcane Archer knows that. So you placed doubleshot, which is a common effect on many items, because 1% more isn't enough and not worth gearing Tetris just to change for that. Many items with greater marksmanship are so boring. Insight enchantment focus +7? og the marilith gloves are better if we are going to use them for paralyzing arrows. Spellpower is irrelevant if you are using paralyzing arrows. Worst-designed item looks like AI.
  9. Who uses a morning star and a mace as weapons for DPS? Again, a weapon-design deficiency.
  10. The Deep Father Fang: a dagger that reduces MRR with Legendary ASH? AI-generated for sure.
I'm okay because I know these items will not be fixed, as happened in the past. So expect disappointment, so you won't be disappointed.
 
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dozensnakes

Well-known member
I'll repeat that the hidden, maximum of 1 target, 30 second cooldown, on legendary negation should be listed, and the effect in general should be buffed, as epic monsters lose something like 1 negative level every 3 seconds.
 

rabidfox

The People's Champion
As far as I can tell, the Orcus orce proc - previously 7d20, now supposedly 15d20 - still seems nonfunctional - haven't been able to see a force damage proc at all on anything afaict. Someone else please confirm if they managed to do damage with it. Saw the other procs numerous times.

Tooltip also still says 7d20.
The friendly fire on the new weapons makes me giggle.
With a hardcore lantern season coming up, it would be bad for the friendly fire to go live, but funny as heck when it happens on lam.
 
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