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Post by FunkySwerve on May 13, 2013 21:42:21 GMT
Yeah, it's that time. We need some ideas for set loot in Limbo - though for the gith, it's going to be megadamage weapons. It may help to look at the XR Items Spreadsheet to see what the best random loot dropping will be. Paragon-area set loot will have ability scores of 16, scaling to 18 with paragon levels. As such, ability scores should be limited to 1 per item (this exceeds the XR max, which is 14 base randable up to 16). Past that, variations on XRs should be suitable, though there will be some offset downward in other areas for the higher ability scores. Special ability suggestions are also welcome. Thanks! Funky
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Post by KnightErrant on May 15, 2013 20:14:53 GMT
I've been thinking on this since you posted...main problem would seem to be where to "draw the line" on power... randomization and more importantly the ability to put augs on non set loot has made most set loot obsolete except for the ones that have cool/neat/desirable/powerful abilities... also the requirements for running Limbo/EE seem to be set up for endgame players... So with that in mind I'll throw out some ideas for stuff I think would be used by "vets". --(I see little use in having more "chest fodder" type items cluttering up the game myself so trying to make stuff that will be useful/get used in some form by end game players).
1) Gusty Breeze (Wind Fire Wheel)
Enemies struck by this weapon must make a DC 50 Fortitude check or be Dazed for 2 turns.
This weapon will bypass the energy fields surrounding Fume creatures permitting them to be safely attacked.
Base Damage: 1d4 Base Damage Type: Slashing Weapon Size: Small
Damage Bonus: 2d12 Divine Damage Bonus: 2d12 Magic Damage Bonus: 2d12 Positive Enhancement Bonus +14 Keen
(Tanks currently have no way to melee fume creatures and standing around being able to do nothing sucks :-) )
2) Saleks Slingshot (Sling)
This sling adds 4d12 of chosen elemental damage, the user can rotate between Acid, Cold, Electric, Fire and Sonic damage.
Bonus Feat: Overwhelming Critical Sling Enhancement Bonus +16 Keen Mighty +20 Skill Bonus: Craft Weapon +25
(There's not much for slings in the game...could make one for each element but IMHO one that rotates between them is fine...could also add Devastating Critical Sling feat and not be too much--once again IMHO)
3) Changeling Silks (Robes)
Using the virtue ability on this item allows you to toggle between 5d6 Sneak Attack, 5d6 Death Attack or 5d6 BG Sneak Attack.
Using the resistance ability on this item allows you to select x4 spell slots level 1-5 for any spell casting class.
Armor Bonus: +16 (AC Armor Modifier) Bonus Feat: Energy Resistance Acid II Bonus Feat: Energy Resistance Cold II Bonus Feat: Energy Resistance Electric II Bonus Feat: Energy Resistance Fire II Bonus Feat: Energy Resistance Sonic II Damage Immunity: Bludgeoning 15% Damage Immunity: Piercing 15% Damage Immunity: Slashing 15% Enhancement Bonus: Dexterity +16 Improved Saving Throws: Elemental Damage +10 Regeneration +10 Skill Bonus: Hide +25 Skill Bonus: Listen +25 Skill Bonus: Parry +20 Use Greater Spell Mantle (17) 2 Uses/day
(Morphable robes for a wide range of melee classes and quasi classes)
4) Beaker of Endless Shadow Shield Potions.
5) Survivors Guilt (Large Shield)
Using the resistance ability will allow the user to choose between Amnesia Immunity, Breach Immunity, Dispel Immunity, Implosion Immunity, Mord Immunity and Stun Immunity.
Using the virtue ability will allow the user to choose between Fire Walking, Levitation, Passwall and Water breathing.
Armor Bonus +16 (AC Shield Modifier) Damage Immunity: Divine 10% Damage Immunity: Ectoplasmic 10% Damage Immunity: Magic 10% Damage Immunity: Negative 10% Damage Immunity: Positive 10% Damage Immunity: Psionic 10% Damage Immunity: Vile 10% Immunity: Poison Improved Saving Throws: Esoteric +10 Improved Saving Throws: Exotic +10 Skill Bonus: Craft Armor +25
(Cool defensive survival shield for tanks).
6) Kobold Ballista (Heavy Crossbow)
This Crossbow adds 5d12 elemental damage of users choice from Acid, Cold, Electric, Fire or Sonic.
Armor Bonus: +10 (AC Shield Modifier) if user has no Monk levels. Bonus Feat: Sneak Attack 5d6 Enhancement Bonus: +16 Keen Mighty +30 Skill Bonus: Craft Weapon +25 Skill Bonus: Listen +20
(There are currently 2 endgame heavy crossbows in the game)
7) Chaotic Mithril (Crafting Item-single use) This consumable will allow a Abyss or Limbo weapon to have it's damage types rerandomized.
8) Shrill Indifference (Ring)
This ring will protect the wearer from Breach Spells targeted at him or her.
Using the resistance ability allows the user to toggle between Charm Immunity, Daze Immunity, Festering Immunity, Sleep Immunity or Stun Immunity.
Damage Immunity: Acid 15% Damage Immunity: Cold 15% Damage Immunity: Electric 15% Damage Immunity: Fire 15% Damage Immunity; Psionic 25% Damage Immunity: Sonic 15% Improved Saving Throws: Spells +10
9) Planetar Plate (Heavy Armor)
This item grants +2 AC above and beyond the normal armor limit when worn. You must have 30 levels of Paladin to equip this item.
While wearing this armor the Paladins Guardian Angel ability has a 50% chance of not being consumed when used.
Using the Mass Resurrection token will raise every party member on the same map as your on. (You must rest with this item on)
Armor Bonus +19 (AC Armor Modifier) Bonus Spell Slot: Paladin 1 x5 Bonus Spell Slot: Paladin 2 x5 Bonus Spell Slot: Paladin 3 x5 Bonus Spell Slot: Paladin 4 x5 Bonus Spell Slot: Paladin 5 x5 Damage Immunity: Bludgeoning 40% Damage Immunity: Piercing 40% Damage Immunity: Slashing 40% Damage Reduction: +16 soak 20 Damage Damage Resistance: Bludgeoning Resist 25/ Damage Resistance: Piercing Resist 25/ Damage Resistance: Slashing Resist 25/ Enhancement Bonus: Charisma +16 Regeneration +20 Skill Bonus: Discipline +20 Skill Bonus: Heal +10 Skill Bonus: Listen +10 Skill Bonus: Parry +10
(Upgraded Holy Avenger Plate with cool abilities)
10) Unholy Grimace (Heavy Armor)
This item grants +2 AC above and beyond the normal armor limit when worn. You must have 28 Levels of Blackguard to equip this item.
This item will double the duration of any Death Ward Spell cast while worn. This stacks with the Extend Spell feat.
While wearing this armor the Blackguards Call of the Grave ability becomes a gigantic pulse attack that lasts 3 rounds. (You must rest with this item on).
Armor Bonus +19 (AC Armor Modifier) Bonus Feat: Aura of Courage. Bonus Feat: Sneak Attack 6d6 Bonus Spell Slot: Blackguard 1 x5 Bonus Spell Slot: Blackguard 2 x5 Bonus Spell Slot: Blackguard 3 x5 Bonus Spell Slot: Blackguard 4 x5 Bonus Spell Slot: Blackguard 5 x5 Damage Immunity: Bludgeoning 40% Damage Immunity: Piercing 40% Damage Immunity: Slashing 40% Damage Reduction: +16 soak 20 Damage Damage Resistance: Bludgeoning 25/ Damage Resistance: Piercing 25/ Damage Resistance: Slashing 25/ Enhancement Bonus: Charisma +16 Regeneration +20 Skill Bonus: Discipline +20 Skill Bonus: Hide +20 Skill Bonus: Listen +10 Skill Bonus: Parry +10 Spell School Immunity: Necromancy
(Upgraded Dreams of the Neverborn plate with cool abilities)
11) Darkness Strikes (Robes)
You must have 28 levels of Assassin to equip this item.
This item will increase your Mortal Strike DC by 1 while worn.
This item will double the duration of any Foebane spell you cast. This stacks with the Extend Spell feat.
Armor Bonus +16 (AC Armor Modifier) Bonus Feat: Sneak Attack 6d6 Bonus Spell Slot: Assassin 1 x5 Bonus Spell Slot: Assassin 2 x5 Bonus Spell Slot: Assassin 3 x5 Bonus Spell Slot: Assassin 4 x5 Bonus Spell Slot: Assassin 5 x5 Damage Immunity: Bludgeoning 15% Damage Immunity: Negative 50% Damage Immunity: Piercing 15% Damage Immunity: Slashing 15% Damage Reduction: +16 soak 20 damage Damage Resistance: Bludgeoning 20/ Damage Resistance: Piercing 20/ Damage Resistance: Slashing 20/ Enhancement Bonus: +16 Dexterity Regeneration +15 Skill Bonus: Discipline +15 Skill Bonus: Hide +20 Skill Bonus: Listen +15 Skill Bonus: Parry +10 Spell Immunity: Maze Use Keen Edge (17) 3 uses/day
(Assassin robes with cool extras--the MS DC should stack with other sources--endgame Assassin MS DC seems lacking when compared to shifters and zen rangers)
12) Swashbuckler Chain (Light Armor)
You must have 28 levels of Weapon Master to equip this item.
Any weapon of choice the user equips gains +1 to threat range and multiplier.
Using the resistance ability will toggle the Power Attack feat permanently on or off.
Armor Bonus +18 (AC Armor Modifier) Bonus Feat: Evasion Bonus Feat: Improved Power Attack Bonus Feat: Power Attack Damage Immunity: Bludgeoning 20% Damage Immunity: Piercing 20% Damage Immunity: Slashing 20% Damage Reduction: +16 soak 20 damage Damage Resistance: Bludgeoning 20/ Damage Resistance: Piercing 20/ Damage Immunity: Slashing 20/ Enhancement Bonus: +16 Strength Regeneration +15 Skill Bonus: Discipline +15 Skill Bonus: Listen +15 Skill Bonus: Parry +15 Skill Bonus: Tumble +15
(Weapon Master armor with cool stuff)
13) Raiment of Shevarash (Robes)
You must have 28 levels of Arcane Archer to equip this item.
Equipping this item allows the Hail of Arrows ability to be used every three minutes as a fast action.
Using the resistance ability will toggle the Rapid Shot feat permanently on or off.
Armor Bonus +16 (AC Armor Modifier) Bonus Feat: Rapid Shot Bonus Feat: Sneak Attack 6d6 Damage Immunity: Bludgeoning 15% Damage Immunity: Piercing 15% Damage Immunity: Slashing 15% Damage Reduction: +16 soak 20 damage Damage Resistance: Bludgeoning 20/ Damage Resistance: Piercing 20/ Damage Resistance: Slashing 20/ Enhancement Bonus: +16 Dexterity Regeneration +15 Skill Bonus: Discipline +10 Skill Bonus: Hide +20 Skill Bonus: Listen +20 Skill Bonus: Parry +15 Use Greater Spell Mantle (17) 4 Uses/Day
(AA Robes with cool stuff)
14) Holy Hurler (Sling)
Enhancement Bonus: +16 Bonus Feat: Sneak Attack 6d6 Bonus Spell Slot: Cleric 7 x5 Bonus Spell Slot: Cleric 8 x5 Bonus Spell Slot: Cleric 9 x5 Keen Mighty +20 Skill Bonus: Craft Weapon: +20 Skill Bonus: Listen +20
(Cool Slinger Sling with spell slots)
15) Legendary Arcane Caster Bow (Longbow)
Using the virtue ability will merge each Dustbone and Hell bow.
Using the resistance ability will release the bows.
Only useable by a Arcane Archer.
Attack Bonus +16 Bonus Feat: Sneak Attack 6d6 Bonus Spell Slot: Wizard 1-4 x3 Bonus Spell Slot: Wizard 5 x4 Bonus Spell Slot: Wizard 6 x4 Bonus Spell Slot: Wizard 7 x4 Bonus Spell Slot: Wizard 8 x4 Bonus Spell Slot: Wizard 9 x4 Mighty +17
(AA Bow for caster AA's....I haven't seen very many over the years...so maybe this should be a untagged or level 40 tagged item similar to the Aboleth Sorc/PM staff ?)
16) Morphic Augmenter. (Aug/Augmenter)
Using the resistance ability allows the user to choose between +8 to one ability stat or +6 to two or +4 to three.
Using the virtue ability allows the user to choose between +30 to one skill or +15 to two or +10 to three.
Once set and used the abilities can no longer be changed.
(Upgraded version of the Abyssal augs with more flexibility)
17) Rowan Tree Staff (Quarterstaff)
You must be a Staffmaster to equip this item.
Any damage type selected using the Blackstaff spell adds +2 extra dice.
Any Breach spell cast by the user will allow the staff to breach on hit --(CL 45 ? )-- for 1 round per caster level.
Bonus Feat: Epic Skill Focus Craft Weapon Bonus Spell Slot: Wizard 1-9 x2 each Damage Bonus: Acid 2d12 Damage Bonus: Cold 2d12 Damage Bonus: Divine 2d12 Damage Bonus: Electric 2d12 Damage Bonus: Fire 2d12 Damage Bonus: Positive 2d12
(Staffmasters could use a cool class item like the Aboleth Monk staff)
18) Break Enchantment Augmenter (Break Enchantment x2 day CL 45).
(Non casters would love a way to remove hand spells from themselves).
19) Polymorph any object scroll. (Scroll)
Single use consumable.
Allows the user to change their toons appearance one time to one of a list of pre approved toon skins.
20) Honing Stone of the Silver Sword. (Gem)
Single use consumable.
Using this gem/rock will enchant one melee weapon to +20 Enhancement for 1 hour of real time.
21) Free as a bird. (Ring)
When wearing this ring you are immune to being Forcecaged by item or special ability.
Spell Immunity: Bigby's Clenched Fist Spell Immunity: Bigby's Crushing Hand Spell Immunity: Bigby's Forcefull Hand Spell Immunity: Bigby's Grasping Hand
22) Entropic Crucible (Consumable)
Single use upgrader for already Moliated items.
(Specific item by item upgrades would need to be hammered out)
23) Lash's Leash (Whip)
You must be a Lash of Hatred to use this item.
Bonus Spell Slot: Blackguard Level 3 x4 slots Bonus Spell Slot: Blackguard Level 4 x4 slots Bonus Spell Slot: Ranger Level 3 x4 slots Bonus Spell Slot: Ranger Level 4 x4 slots Damage Bonus: Cold 2d12 Damage Damage Bonus: Divine 2d12 Damage Damage Bonus: Electric 2d12 Damage Damage Bonus: Fire 2d12 Damage Damage Bonus: Positive 2d12 Damage Damage Bonus: Sonic 2d12 Damage Enhancement Bonus: +14 Keen
(Cool Lash weapon along the lines of Aboleth Monk staff...Lash's don't have much in the way of "fun" stuff)
More ideas to come later, KE.
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Post by martylovetoplay on May 24, 2013 23:54:17 GMT
This idea was probably discussed before but i personally don't agree with loot in limbo area. I take limbo has a second chance, even more cause you "overdied" to get there.
If something must drop then it should be helping you getting out of the map, like apports , 3rd eye pots ... for weapons well maybe one that can bash those walls and who any class could use ?
Just a player point of view, great job to the dev team btw tyvm !
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Post by KnightErrant on May 25, 2013 0:09:00 GMT
It's a new area/s...we should probably give one --or both-- of them new names to avoid confusion. Maybe Limbo (Fugue) or Limbo (Plane) or both. Populated, iirc, with Slaadi, Githyanki, Chaos Dragons? and other nasties KE.
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Post by Raj on May 25, 2013 0:20:07 GMT
Lies, the limbo is full of loot, everybody should go check now!
Are the sets going to drop in Limbo or EE areas? (I mean those sets of items giving additional boost if you wear more than one piece at time, there was some talking time ago)
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Post by martylovetoplay on May 26, 2013 0:07:10 GMT
ahah ! got me there , yes you should change or specify the names. Some players like me ( english not 1st language ) get confused
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Post by KnightErrant on Jun 24, 2013 17:08:12 GMT
Bump.
Everyone almost always complains about "crappy" Abyss/Aboleth/Elysium loot and Funky opens a suggestion thread almost two months ago that no one can be bothered to post in ?
Surely there are some people out there with the ability and free time to think up some ideas and post them...
KE.
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Post by chirality on Jun 24, 2013 19:42:45 GMT
highergroundpoa.proboards.com/thread/23038/contingent-calamity-correctorMy guess was this idea totally sucked since not one reply. I thought it might be a cool and unique XR set loot and help improve tank quality of life. Maybe too complex to implement or maybe too powerful or "rule breaking" in concept. I have time (clearly) but don't feel to comfortable posting many ideas since I'm so noob at endgame. I can look at loots and see what they do but it's hard to come up with ideas without having a good sense of what to look for. One issue I found myself in when trying to brainstorm when this thread was fresh was the overwhelming amount and variety of the random loots. I am having difficulty trying to come up with something that isn't in some way a copy of those XR gears. I like the examples/suggestions you provided due to looking for an angle into some unique class-based gear. But between those and the randoms it's daunting for nub like me. Useless post, I know. --Is it possible to create immunity to aoe mords? That would be cool --What about some cool unique weapon similar in concept to Tide of Justice, which morphs to suit the wielder, being powerful enough to be worth using in higher-level content. Could be class specific or maybe some special function useful to any class. --How bout some kind of endless container of poison comparable in power (stronger even maybe) to spider king/moriarty poisons. Or maybe an "urn of endless poisons" similar to uro dragonkin mini item that can have a poison used on it and produce extended amounts/endless amounts of good poisons --item with morphable survival imm on it (possibly in addition morphable slot as well? not sure how that could work if possible) --survival mote? --endless ammo containers that don't drop from a random boss and are really nice --item granting bonus xp % ? shrug maybe not even possible --item granting ability to bypass sneak imm (no one plays pure rogue anyway so who cares if it's stepping on their toes) --item making Hos cloud immune to gust (assuming good sacrifice to balance it)
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Post by AuBricker on Jun 24, 2013 21:33:25 GMT
I think both KE and Chirality have some quality ideas. I have two suggestions.
1) Would it be possible to XR weapons that do not heal opponents or provoke KB?
2) How about a type of item akin to Abyssal Vestiges and Artifacts? We could call them Relics, perhaps. They could bind to a toon once used. Suggested powers could range from increased caster-level and DC to improved damage and AB. Other possible powers would be spell spell use, say unlimited Shadow Shield or immunity to amnesia.
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Post by Paradoom on Jun 25, 2013 0:37:11 GMT
A special weapon crafter kit, that allowes you to rerandomize random weapons like the level 50 and abyss ones at a price of gold for e.g. 150million for level 50s and 1 billion for the abyss ones.
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Post by arek on Jun 25, 2013 2:42:24 GMT
hehe Relics....there are already mechanics in place for those, which are a bit different from normal artifacts/egos. Here's what I remember about them: Any Relic belongs to a set of relics (i.e. Relic of Selune, Relic of the Axerian Empire). Relics belonging to the same set may be equipped together, but you may not equip relics from different sets together (ie you could equip 2 or more Relics of Selune, but not a Relic of Selune and a Relic of Axerian Empire). It was also said that Relics are considered Ego items, for the purpose of equipping existing ego items (I'd like to argue against this, but that's outside the scope of this thread). Also, along with Relics, are Gestalt(sp?) Set items, which consist of a Core item and one or more other items that, when equipped with the Core item, improve the stats on said Core item. I hope this gives someone some ideas for items and/or item sets. --Arek
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Post by chirality on Jun 25, 2013 3:46:45 GMT
Well since arek broke the ice (I was hesitant to mention, figured idea'd been shelved long ago)
It'd be pretty cool to see something done with that for XR loots (maybe not Limbo necessarily but at some point)
I have always held interest in such gear structure, and read that thread with curiosity if it would ever go anywhere
At the same time given how absolutely nuts some gear is with randomization, and this long into the 'career' of randomized loot ( = people have some super crazy gear) it might be pretty difficult to balance. If there was "lowbie" sets it might make a bit more sense but I can only imagine that to hold the attention of the players who'd be realistically playing frequently in XR areas, it would have to be extremely powerful (to compete with sick randomed gear)
That said XR zones/drops seems like a fertile ground for bringing those ancient gestalts/relics to fruituion.
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Post by arek on Jun 25, 2013 18:30:47 GMT
One that I thought about that would fit the 'lowbie set' thing quite nicely is a crown/helmet that goes with the Dachy and Rona gear (Crown of the Axerian Empire?), and improves as more such gear is put on (more spellslots, a higher caster stat, and possibly some extra benefits (+1DC, +1SP?) if you're equipped with 5-6 total peices of dachy and rona gear combined). My idea was for the crown to be universal, gaining spellslots and increasing its caster ability bonus based on what class each piece of loot is for, and other bonuses based on the total number of pieces equipped. If it was wanted for the item to scale, it could also combine with Tiamat caster gear, but in that case it should grant only a slightly larger number of spellslots than if dachy/rona gear were being worn, and perhaps have better scaling for its ability bonus, and any extra bonuses it gets should not be as good as if dachy/rona gear were being worn (+SP and +DC would be right out). Whether or not it scales with Tia gear, the crown should be a Relic (of the Axerian Empire?) with no level requirement, either requiring no tag (if it drops in Limbo) or requiring only the Dachy tag (if it gets added to Dachy). I'm not sure how feasible this is, so I'd like to leave the actual details up to others who have a better grasp of what would be nice for such an item. --Arek P.S. I'm also not completely certain that the framework for Relics and/or Gestalts is in place, but I'm fairly sure it is, given the items and abilities we already have. I think you forgot something Chir: My crowns are only for show - I only administer the forums.
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Post by chirality on Jun 25, 2013 18:56:49 GMT
Nice. What are some other potentials? I'm aware you're not a dev. When I referred to you breaking the ice, I simply meant that I didn't want to brother bringing it up myself--but, since you showed independent interest, I was happy to jump on board
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Post by AuBricker on Jun 26, 2013 18:52:06 GMT
Has there been discussion of XR augmenters?
I would like to see augmenters who effects duplicate the powers of the four-elemental rings with some additional immunities and powers.
For example, the air augmenter - let's call it Misha's Augmenter -- might grant Levitation, 40% percent cold immunity, 20% electrical immunity, and +4 to all dexterity checks.
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