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TOPIC: 2021 Rare Almost Final!

2021 Rare Almost Final! 3 years 8 months ago #13

Also Holy Cats. Necklace of the Woodlands.

+3 to hit with melee weapons is a UR hands slot item - hands are very powerful for melee - perhaps more powerful than neck.

+4 to hit with ranged is 1 better than a UR Eye slot item.

So this gives you your choice of two ~UR effects (hands, eyes) at Rare in the neck slot.

I think this could be toned down to a choice of +3 ranged/+2 melee, or even a choice of +2 of either and still be OK.
Last edit: by Matthew Hayward.
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2021 Rare Almost Final! 3 years 8 months ago #14

What is it about Fire Snakes and Clerics :laugh: They just can't be separated.
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2021 Rare Almost Final! 3 years 8 months ago #15

Transmute categories, hands, classes look right to me.
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2021 Rare Almost Final! 3 years 8 months ago #16

Jeff Martin wrote:

Ian Lee wrote: What in the world happened to Redstone? It's now almost twice as much damage as Thunder Stone where it was 1pt difference before.

Necklace of the Woodlands is a lot better than a onetime mass heal or a onetime recast spell. Now, I think all three should be more in the middle.


Since 2007 the various 'Stones have been underpowered...and not much was done about it. I thought this one time, slide to hit item should get a boost to get more use -- instead of most of the 'Stones turning into Trade Goods mulch.


I was actually thinking a while ago about an UR that gave nonconsumable on alchemicals as alchemicals are bizarre yet rather ... uncommon. Creating different abilities (that still work in the game) is where I see the real value in URs. Of course, it would never get made without something like +3 Str and +5hp attached to it.

Anyway, sure, create a new benchmark. I would agree that alchemicals see zero play in my experience.
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2021 Rare Almost Final! 3 years 8 months ago #17

Matthew Hayward wrote: Holy cats - Medallion of Inner Faith. 40 HP as a free action seems like a lot.


It's less total healing than the previous revision (6 to "all others" = 54) but far simpler to understand, which I think is great. A fantastic way to help keep your party alive for new players running Normal. (I still remember those days -- I was so excited when I pulled Medallion of Focus out of my free 10-pack and suddenly my 1pt heals were doubled!)

I never got into playing Bard, but I still wish Necklace of the Songbird would allow "bardsong & another action at same time" (not just lore) 1/combat, so it's still useful if you happen to already have Lyre of Lore from last year. Or if you know you're so bad at runes that you'd rather just get in a slide anyway.
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2021 Rare Almost Final! 3 years 8 months ago #18

Does seem odd to anyone else that the rare paladin neck slot is better than the UR Amulet of Guarding?Edit just noticed it is 1/game.
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Last edit: by jedibcg.
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2021 Rare Almost Final! 3 years 8 months ago #19

Necklace of the Woodlands is way too good.

While I know Carbondale is the home of the Saluki, isn't that literally the same effect as tokendb.com/token/figurine-of-power-moon-beetle/

If we're pumping up consumables, maybe +1 sling stone of smiting?
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2021 Rare Almost Final! 3 years 8 months ago #20

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So,this is a little weird buthear me out. What would people think about adding "Counts as a holy symbol" to the Sun Runestone (the sun is Palor's symbol (or so its whispered around the temple of mask :whistle: )).

The basic idea would be to let runestones also count as holy symbols as that would give clerics the ability to RP different deities linked to the theme of the year without creating class specific dead spots in that years print run.

Non cleric classes could still turn them in as normal in coaching. Clerics could use them in dungeon without turning them in applying their damage bonus to turning since holy symbols all basically slotless anyway damage boosters anyway.

Plus its a little sad to me that there is no in set holy symbol the year of the cleric legendary.


P.S. Don't tell the guild master I was promoting Palor in my off time :dry:
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2021 Rare Almost Final! 3 years 8 months ago #21

Picc wrote: So,this is a little weird buthear me out. What would people think about adding "Counts as a holy symbol" to the Sun Runestone (the sun is Palor's symbol (or so its whispered around the temple of mask :whistle: )).

The basic idea would be to let runestones also count as holy symbols as that would give clerics the ability to RP different deities linked to the theme of the year without creating class specific dead spots in that years print run.

Non cleric classes could still turn them in as normal in coaching. Clerics could use them in dungeon without turning them in applying their damage bonus to turning since holy symbols all basically slotless anyway damage boosters anyway.

Plus its a little sad to me that there is no in set holy symbol the year of the cleric legendary.


P.S. Don't tell the guild master I was promoting Palor in my off time :dry:


Well, first Pelor politely corrects you for misspelling his name. A different god may have smote you for that.

Doesn't feel overpowered to me. +1 to turning damage is less than existing Rare Holy Symbols.

Wording may need some use, but there isn't much space.
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2021 Rare Almost Final! 3 years 8 months ago #22

Picc wrote:
P.S. Don't tell the guild master I was promoting Palor in my off time :dry:


I think you are safe since it is Pelor...lol.
You either discover a star or you don't. You arrogant punk.
Last edit: by jedibcg.
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2021 Rare Almost Final! 3 years 8 months ago #23

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jedibcg wrote:

Picc wrote:
P.S. Don't tell the guild master I was promoting Palor in my off time :dry:


I think you are safe since it is Pelor...lol.


Just trying to share the love with the sun cultists XD. Now if you'll excuse me I have back to spreading the good word.

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Last edit: by Picc.
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2021 Rare Almost Final! 3 years 8 months ago #24

Matthew Hayward wrote: Also Holy Cats. Necklace of the Woodlands.

+3 to hit with melee weapons is a UR hands slot item - hands are very powerful for melee - perhaps more powerful than neck.

+4 to hit with ranged is 1 better than a UR Eye slot item.

So this gives you your choice of two ~UR effects (hands, eyes) at Rare in the neck slot.

I think this could be toned down to a choice of +3 ranged/+2 melee, or even a choice of +2 of either and still be OK.


I think you can safely keep ranged higher than melee - if it needs to be hit only, I prefer +3 hit ranged (more than exalted creeper amulet), and +2 hit melee (more than amulet of vigor, but no damage or hp bonus).

The suggestion I liked from the last thread was +2 hit and damage for range, +1 hit and damage for melee. Its intuitive (I think) for a new player as for them its 1 puck vs 2, so the 1 puck item gets a double bonus.
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