Update 69 Patch 3 Preview - New Raid: Treasure

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shopach

Member
Passive healing effects suspend when you're uncon; otherwise being uncon wouldn't mean much, you'd just instantly pop right back up.
That's not true for all passive healing effects. Fury of the Wild for example, either the mantle or Embrace the Pain (not sure which) continues to heal you while unconscious, which intentionally (I assume) is meant to synergize with their expanded unconsciousness range.
 

I dont Like gimps

Well-known member
Finally be able to move off all those old sharn/oasis/etc. sets is what makes it nice. I've been stuck on flamecleansed for way way way too many years. It's great that the same artifact spell crit those sets have providing finally can be replaced (well replaced in theory, horrible in practice given the % chance for it to drop).
Oh yeah was great fun to enter that wormhole like 17 times getting worm 8 times and my sole drop was a common suite weapon <3
and rigth after that I got Zero drops on the dragon after checking that one more often not being thjere than being there
 

rabidfox

The People's Champion
That's not true for all passive healing effects. Fury of the Wild for example, either the mantle or Embrace the Pain (not sure which) continues to heal you while unconscious, which intentionally (I assume) is meant to synergize with their expanded unconsciousness range.
I haven't tested everything myself; just recall it being talked about before about why stuff stops ticking when a person is uncon. I wouldn't even hazard a guess if those things that do keep ticking heals are supposed to or if they're a bug.
 

shopach

Member
I haven't tested everything myself; just recall it being talked about before about why stuff stops ticking when a person is uncon. I wouldn't even hazard a guess if those things that do keep ticking heals are supposed to or if they're a bug.
Yeah that's certainly possible. I do think it would be a weird line to draw in the sand, given that the Diehard feat does roughly the same thing and is often given out on gear or in enhancement trees.
 

Sarlona Raiding

Well-known member
Elder is Not potency crit its (most likely typed as) Universal crit otherwise flamecleansed+Elders crit chance wouldnt stack

Thank you. I am really just trying to understand what stacks as these potency and universal terms seem very arbitrary to me. Are you saying the solar augment stacks with both elder's and flamecleansed or only with elders?
 

rabidfox

The People's Champion
Thank you. I am really just trying to understand what stacks as these potency and universal terms seem very arbitrary to me. Are you saying the solar augment stacks with both elder's and flamecleansed or only with elders?
It stacks with with elders/4 piece autumn/etc.

Flamecleansed/oasis/other sharn, docks, sands, etc. sets are artifact bonuses that don't stack with it. The solar crit augment lets one replace these old class specific gear sets.
 

Sarlona Raiding

Well-known member
It stacks with with elders/4 piece autumn/etc.

Flamecleansed/oasis/other sharn, docks, sands, etc. sets are artifact bonuses that don't stack with it. The solar crit augment lets one replace these old class specific gear sets.

Ok thanks, that is interesting I would have assumed it behaved like elder's based on the description. Is the same true of the spellpower augment? It stacks with autumn but not flamecleansed?
 

rabidfox

The People's Champion
Is the same true of the spellpower augment? It stacks with autumn but not flamecleansed?
Yes. It's some nice QoL for people that have been stuck on those class designed gearsets from the Sharn days that haven't been able to swap off. Well, if it dropped reasonably it would be; but at least on paper (and from using it on lam), it's a nice thing.
 

Sarlona Raiding

Well-known member
Yes. It's some nice QoL for people that have been stuck on those class designed gearsets from the Sharn days that haven't been able to swap off. Well, if it dropped reasonably it would be; but at least on paper (and from using it on lam), it's a nice thing.

Yeah that does make the augment a bit better, but still far too rare for an item that every caster build would need to use MD gear exclusively.
 

rabidfox

The People's Champion
Yeah that does make the augment a bit better, but still far too rare for an item that every caster build would need to use MD gear exclusively.
Yeah, the rarity sucks on it. Makes it pretty much a non-starter for general usage. And the Sharn(/Oasis/etc). sets that the augments can replace often have better itemization for the classes they were designed around then what's on the MD gear (flamecleansed for example having radiance SP/lore and positive sp/lore on two of the items); so even if I did get the spell crit augment, it might not even be worth using currently until there's more gear with sun/moon slots.
 

Epicsoul

Lava Divers Assistant to the Regional Manager
The Thayan Pactmage's Bangle is a great item for Warlocks, but I want to make a suggestion that would make it more broadly useful. Many endgame Warlock's take the Utterdark Blast enhancement to change their Eldritch Blast damage type to evil instead of force. It would be ideal if the Impulse and Kinetic Lore could be swapped for:
  • Force for Good or Evil +162: +162 Equipment Bonus to Force and Alignment (light, evil, chaotic) Spell Power.
  • Forceful Fate Lore 24%: Your Force, Physical, Untyped, and Alignment Spells gain a +24%....
This would make the item more broadly useful not just for Warlocks, but may entice other spell casters as well.
 

droid327

Well-known member

I've been a vocal proponent of Sun Blades for a while, so it'd be great if there was a new one...though I would hope its not locked to raid only, since it requires you to specifically build around Sun Blades to make proper use of them (SWF+THF plus Shortsword enhancements).

But for that reason, it'd only be useful at cap, too...it'd require you to respec into a Sun Blade build, because there currently isnt a full progression of adequate Sun Blades through all level ranges.
 

Crenith Longreach

Active member
I love the longbow, especially that I can customize the final effect. I don’t have access to the content yet, but I am feeding a kobold gem for when I eventually get this bow.
 

Kitty2Meow

Well-known member
The two Minor Artifacts, Breath of Vitality and Footfalls of the Dracolich, are missing regular Blue Augment slot. Should those Minor Artifacts have total of 4 slots: Green, Yellow, Blue, and Moon Augment slots?
We'll take a look at the Artifact augment slots and adjust as needed, thanks.

Both Minor Artifacts have 3 effects and a Moon Slot, total 4 effects. Please add back the regular Blue Slot as Minor Artifacts have all three Green, Yellow, and BLue Slots.

Thanks.
 

Rosze

Well-known member
Since the Red Wizards are all about wizard necromancy it would be really cool to have some raid loot that supports Pale Master.

(a more thematic take on this item, whose name seems to have little to do with what it does)
Death's Deferral
Greater Boon of Undeath
Legendary Negative Healing Amplification
Profane Unconsciousness Range
Unending Recorporation - Double the duration of Lesser Death Aura, Death Aura, and Greater Death Aura. These effects now continue to heal you while you are unconscious.
Or possibly something that gives them a better negative energy strip than what they have now.
 

Rosze

Well-known member
With the kinetic bracers would be nice to have another effect as well like possibly light
 

shopach

Member
Or possibly something that gives them a better negative energy strip than what they have now.
Yeah honestly I would love that, I was mostly thinking about this design for thematic reasons, just because the name of the item is "Death's Deferral", but then it had like, accuracy and deadly. The only thing about the item that "defers death" is Death Ward, Mass, which ok yeah that makes sense, but I still think it would be a better thematic match if Death's Deferral is the premier "I'm a necromancer trying to cheat death" item.

Negative damage is (and always has been) in such a bad place because the only strip (that I know of) is T4 Pale Master, and that only affects undead. Constructs (of which there are a great many in this game's content) remain a consistent problem. The other issue with Pale Master's strip is that (as normal) you have to hit the target with negative energy first, and unlike most other strips where the biggest value comes from creatures that are Immune to the damage, undead all heal from negative energy, so if it's not the first thing you hit the target with (or your party members) then you're going to heal the undead first, so that you can start doing damage later.

Personally I think that Pale Master's T4 enhancement should be reworked so that your spells never heal enemy undead, and you get a full on negative strip, not just for undead.

But if they made a raid item that did that first, I would be all about it! After all, not all negative builds go into Pale Master so it would still have value either way.
 
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