Can you make Spirit of the Totem stronger? Maybe add some LMC to it.Mind being a bit more specific? We are more than willing to bump the arties (within reason) but need some actionable feedback. Great write-up, thanks!
Can you make Spirit of the Totem stronger? Maybe add some LMC to it.Mind being a bit more specific? We are more than willing to bump the arties (within reason) but need some actionable feedback. Great write-up, thanks!
The 15 energy resist is useless these daysfor example the ornament of the magician:
fc 2
fcr 3
lmc 10
lrc 20
energy resist 15
it could use an upgrade by adding 15 dci to it. You could even drop the 15 energy resist in exchange for that...
We can look at the other legacy doom artifacts for a future update, we are focusing on the current batch of updates for this publish though.Can you make Spirit of the Totem stronger? Maybe add some LMC to it.
One thing I would like to see is a means of buffing all the Doom (drops and stealable equipment) and Treasures of Tokuno majors, and the regular, ToT, and Mondain's Legacy minors. The fishing/T-Hunting specific items as well.And, don't forget the 10th anniversary virtue dungeon drops.Mind being a bit more specific? We are more than willing to bump the arties (within reason) but need some actionable feedback. Great write-up, thanks!
I love the Orny myself (still use the only one I ever had drop for me, and that was 12 years ago), but I can see why some people would want improvements on it.You think Orni needs to upgraded? It's one of the few artis that kept it's value all this time. It'd be at the bottom of my list.
Rather have SDI... IMO.for example the ornament of the magician:
fc 2
fcr 3
lmc 10
lrc 20
energy resist 15
it could use an upgrade by adding 15 dci to it. You could even drop the 15 energy resist in exchange for that...
Ya, ideally we'd have several options of dungeons to clear with bosses at the end who drop sellable loot, not just the Roof. I'm recently returned to the game so SG is still interesting to me as we work out our strats and try to get our clear time down but I dunno how long that'll last. The Doom revamp needs to be awesome to keep us playing, but it can't stop there either.First off you nee make the new arties just drop and get rid of the entire recipe concept. Second without a decent loot bump on all of the monsters of doom it will not encourage anyone to go in there again on a regular basis.
One of new arties that needs to be changed is that ring. 150 luck is ok and all cept the fact the bleue and rouge set exists that give you 400 luck together. Noone needs resists on their jewelry in todays loot systems. Add either dexxer skills like hci, dci, ssi, di or add spell-play skills like fc, fcr, sdi, lmc, lrc. or a combonations of those.
Also while were talking about loot upgrades, it needs to be done across all useless game content, like ml bosses, champ spawn bosses, and other game content that sits dead now cause the roof drops the best loot.
lol, no.Uhhhhh... EVERYONE I HAVE EVER KNOWN THAT MAKES SPELLBOOKS, over 14 years of playing?
The DF is the only reliable and easily killable supply of looted Level 8 scrolls (the Mage 8 + Vampiric Embrace), and the mana cost is so crappy scribing the damn things (you can get 3-4 scribed before having to stop and meditate, sometimes 5 if you fail a lot), that most people would rather just do Doom and loot the scrolls. I've gone to the Gauntlet before with people whose ONLY reason for going was to collect a few hundred level 8 scrolls, and if they got a drop, that was an unexpected bonus in their eyes.
I only fill level 8 scribe BODs from DF loot. They are too much of a mana and reg drain to scribe, unless one is desperate.
Thank you for your confirmation of your ignorance of how things work outside your tiny little circle.lol, no.
Sure. If an item has no clear purpose for PvM or PvP it has little to no value (other than collectors who have a set of everything and clean up points).Mind being a bit more specific? We are more than willing to bump the arties (within reason) but need some actionable feedback. Great write-up, thanks!
You clearly haven't been filling any Scribe BODS since the launch of AOS because they didn't exist then.Thank you for your confirmation of your ignorance of how things work outside your tiny little circle.
The rest of us will still fill 8th level spell BODs and the last page of spellbooks from scrolls looted from the DF, like we have since the launch of AoS.
Amazing how most IDOCs I've ever attended had containers of ONLY 8th level spell scrolls (no other scrolls except Recall, and may Gate), usually right next to the chests of stuff they brought back from Doom, like demon bone, stealables and arti drops.
Magic Arrow (fire damage) would cancel the Swarm effect. Maybe a different Hit Spell effect would make more sense...Give it 50 Hit Swarm.
But also 10 Hit Magic Arrow.
No, that's the intended trade off, otheriwse you have to damage yourself or Disarm yourself, both of which are pretty unfair in a PvP setting. You can put the Swarm on someone but then have to change to a different weapon, gives them a fair chance to do something.Magic Arrow (fire damage) would cancel the Swarm effect. Maybe a different Hit Spell effect would make more sense...
Probably some good thoughts... but for that bow... Without Mana Leech it's still crap.Sure. If an item has no clear purpose for PvM or PvP it has little to no value (other than collectors who have a set of everything and clean up points).
Britches of Warding
No LMC = no PvM.
No Regens = no PvP.
Get rid of the eater property and give it 8 LMC. It's still low end but at least you could work something around it.
Gloves of Feudal Grip
Remove the eater property, luck and DCI.
Add 8 LMC, 3 HPR, 3 MR.
Bump the resists to 17 minimum.
The Deceiver
No leeches = no PvM
No SSI, and Hit Area = no PvP.
HCI/DCI on something that can be Disarmed = no one building around those mods = completely pointless.
It's the show piece for whatever the f 'Sparks' is. So for a start that needs to be 50% or higher.
For it to be used in PvP it pretty much needs to be a Hatchet.
Change HCI/DCI for HLA/HLD.
Scholar's Halo
Remove the 8 Int and 15 Mana.
Increase the SDI to 20.
Increase the resists to all 15's MINIMUM.
Cuffs Of The Arch Mage
Change 15 Resist Spells to 15 Magery.
Remove 5 Mana Increase.
Add 4 MR.
Change the resists to 10/20/20/20/20. (Doesn't make any sense for a 'something of the Arch Mage' to be strong in physical.)
Glenda
Remove Str and Hit Mana Drain.
Add 1 FC.
Add 5 HPR.
This is a PvP weapon for Ninjas Dismount/Shadow Strike.
Stats on weapons are pointless.
Ring Of Primordial Consumption
Serves no purpose whatsoever. Doesn't go in a Luck suit as it's not enough Luck. Eaters are a 'last mod to bother with for PvP suits' and the resists are pretty much covered on armour.
Pretty much back to the drawing board on this one. Which may not be such a bad thing, I think it's high time we got a 2 FC ring, how about just that... 2 FC Imbuable, the name can apply to the consumption of ingredients used to make it useful. It can then be geared for dexxer or caster based templates.
Bow Of The Infinite Swarm
I think Swarm is a stupid property idea to begin with, but I doubt that's going to change, so as with all the above weapons...
It's for PvP.
Remove the 15 Archery.
Reove the Stamina Leech.
Remove the Stamina Increase.
Remove the Stamina Regen.
Give it 50 Hit Swarm.
But also 10 Hit Magic Arrow.
Give it 35 HLD.
Passed it along to Bleak, who is looking into it.@Kyronix
After downloading today's patch, I can no longer select the 1152x864 or 1280x720 game size window. It just defaults back to the 1024x768 size.
I have tried restarting the client with no success. Previous characters who changed to 1152x864 have kept that size.
Know i've mentioned it a couple times, but refer to my other thread; Make Doom Great AgainWe can look at the other legacy doom artifacts for a future update, we are focusing on the current batch of updates for this publish though.
I'm all for higher SDI, but keep one of the two, int or mana (the two together is a little redundant on the same item). Personally, I'd add FC 1 to it, which would make it the only head piece with FC.Scholar's Halo
Remove the 8 Int and 15 Mana.
Increase the SDI to 20.
Increase the resists to all 15's MINIMUM.
The resist change makes sense.Cuffs Of The Arch Mage
Change 15 Resist Spells to 15 Magery.
Remove 5 Mana Increase.
Add 4 MR.
Change the resists to 10/20/20/20/20. (Doesn't make any sense for a 'something of the Arch Mage' to be strong in physical.)
This *could* be a nice piece in a luck PvM suit. Bump luck to 200 so it's slightly over the cap, and make it a "Bracelet Of Primordial Consumption", and all of a sudden it's REALLY tempting. As it is, though, it's 100 luck lower than Compassion's Eye, and won't really fit anywhere on most suits.Ring Of Primordial Consumption
Serves no purpose whatsoever. Doesn't go in a Luck suit as it's not enough Luck. Eaters are a 'last mod to bother with for PvP suits' and the resists are pretty much covered on armour.
Pretty much back to the drawing board on this one. Which may not be such a bad thing, I think it's high time we got a 2 FC ring, how about just that... 2 FC Imbuable, the name can apply to the consumption of ingredients used to make it useful. It can then be geared for dexxer or caster based templates.
I kind of like the swarm and sparks concepts, but swarm feels like a SW thing, and sparks like a Mage thing. I'd rather see those on some mage-friendly armor pieces - the Halo and the Cuffs for example - and give the % chance to trigger them when you have a spell cast on you. Evil archmage casts on me, the halo's sparks % kicks in, and now that archmage is getting hit by the energy sparks. Both just feel way more like MageVMage protective properties than anything that belongs on a dexer/archer's weapon.Bow Of The Infinite Swarm
I think Swarm is a stupid property idea to begin with, but I doubt that's going to change, so as with all the above weapons...
yes I do because I play on Siege where you can only bless one item and that item absolutely needs dci on it or else you can't get to 45 dci for pvp.You think Orni needs to upgraded? It's one of the few artis that kept it's value all this time. It'd be at the bottom of my list.
On the latter point, I'd say the same thing about shields with FC and no SC; those don't make a lot of sense for the same reasons.As for the luck item... No it wouldn't work for Pv anything.... First off it it's for a Dexer then it needs HCI, DCI, DI and some MR or something... But certainly needs at LEAST 15HCI... SSI would make it good too... but for a mage without having at least 1/2 it's crap... besides most "mage" types if they are looking for luck wear the the Blue Jewels... what would they wear this for??? Unless it had stuff to boost magery like 1/3 with SDI and MR and such... otherwise it's just garbage... I don't need resists on my Jewels... I need stuff that I can't get on my armor... Having a bunch of resists on a piece of Jewelry is just a waste of properties IMO.
And while you all are redoing things @Kyronix could you please look into this for me..... WTF good is it to have "Mage Weapon" property on items when they aren't Spell Channeling???? IMO Spell Channeling ought to be Mandatory for anything that gets the Mage Weapon property. What's the point of carrying some weapon in your hand if the min you go to do what you do... Cast a Spell the thing is in your pack???
shields with only fc and no spellchanneling are not meant for mages, they're good for necro and chiv dexxers.I agree @BrianFreud about the shield thing... IMO the Mage Weapon property and such on things is honestly a waste of a property if it doesn't at least mean it's spell channeling... otherwise no mage in their right minds would bother picking it up.
No. My whammy never gets disarmed when I'm casting Wraith, curse weapon, etc.Necro still needs SC, no?
It's for PvP, it doesn't need HML.Probably some good thoughts... but for that bow... Without Mana Leech it's still crap.
It already has FC, I only posted the changes I'd make to the existing items (which is what Kyronx asked for).I'm all for higher SDI, but keep one of the two, int or mana (the two together is a little redundant on the same item). Personally, I'd add FC 1 to it, which would make it the only head piece with FC.
The Mage Masteries are pretty weak and I haven't heard of anyone using them. The purpose of changing it from Resist to Magery is because it allows you to not need it on jewellery for use with Mage Weapons. Freeing up a slot on jewels makes more options available for suit building. A lot of people aren't running Resist.Either skill doesn't make much difference, BUT Resist seems better to me. It seems odd that "the arch mage" would need a magery boost. Plus, if I recall correctly, mastery is based on real skill, not skills from your suit. So if it's resist, that's 15 points you'd be saving on a non-mastery skill, while moving that to magery could well lead to templates with either 'real' magery down under 100, or wasted +magery points.
If it's less than the Bleue (or dexxer equivalent set) it won't be used for Luck, and the other mods are worthless.This *could* be a nice piece in a luck PvM suit. Bump luck to 200 so it's slightly over the cap, and make it a "Bracelet Of Primordial Consumption", and all of a sudden it's REALLY tempting. As it is, though, it's 100 luck lower than Compassion's Eye, and won't really fit anywhere on most suits.
Much as I'd like to see a 2FC ring, this name doesn't scream "mage ring!" to me; that seems something better left for a different item.
I haven't really looked in to how either works in practice but I expect Swarm is the same as the Juka Mage thing of old. I don't think either property is interesting enough to build around or use at this point but they'll probably go in any way.I kind of like the swarm and sparks concepts, but swarm feels like a SW thing, and sparks like a Mage thing. I'd rather see those on some mage-friendly armor pieces - the Halo and the Cuffs for example - and give the % chance to trigger them when you have a spell cast on you. Evil archmage casts on me, the halo's sparks % kicks in, and now that archmage is getting hit by the energy sparks. Both just feel way more like MageVMage protective properties than anything that belongs on a dexer/archer's weapon.
Any true "arch mage" should definitely have resist in his or her template.The Mage Masteries are pretty weak and I haven't heard of anyone using them. The purpose of changing it from Resist to Magery is because it allows you to not need it on jewellery for use with Mage Weapons. Freeing up a slot on jewels makes more options available for suit building. A lot of people aren't running Resist.
Agreed; hence my suggestion to change the stats and make it a bracelet. The TC ring is kind of worthless, while the bracelet I proposed I can see huge potential for, while it's still within the realm of what could drop as a legendary (other than the luck being slightly over-cap).If it's less than the Bleue (or dexxer equivalent set) it won't be used for Luck, and the other mods are worthless.
I disagree, but they would definitely have Magery. Resist is not really related to any class.Any true "arch mage" should definitely have resist in his or her template.
Don't touch 4/6 remove curse. It's the only great way dexers have of protecting themselves and their team from nonstop curses from mages that use it as a crutch. I can only imagine the look on noob vet back again's face when he tries to curse over and over and a person removes his curse with a 4/6 chiv dexer over and over. That makes me smile. Leave it alone. It's perfect. Please make real suggestions. Not, "Please make me a pvp god by nerfing all the checks that keep me average at best." suggestions. You'd still be average if they removed it anyways.I can say that I am very satisfied with the current publish. I didn't get everything I want, which I didn't expect. But @Kyronix did listen to myself and others and put together a fairly decent compromise. Honestly the thing I am most excited about is the HF nerf.
Now if I can just get them to look at remove curse at 4/6![]()