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TOPIC: Final Transmuted Images

Final Transmuted Images 1 month 4 days ago #25

Brad F wrote: It would seem that capping the guard/ entire game at 2 and using AoG in the recipe would have been a good compromise. So if the recipe does end up requiring an AoG, I wonder who would give that up for making this weapon if they only have 1?
(I also liked the idea of +1 hit for party as part of the paladins inspirational leadership, but I digress)


Including an oop UR as part of the recipe for a Class Legendary would have been terrible.
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Final Transmuted Images 1 month 4 days ago #26

Arnold wrote:

Brad F wrote: It would seem that capping the guard/ entire game at 2 and using AoG in the recipe would have been a good compromise. So if the recipe does end up requiring an AoG, I wonder who would give that up for making this weapon if they only have 1?
(I also liked the idea of +1 hit for party as part of the paladins inspirational leadership, but I digress)


Including an oop UR as part of the recipe for a Class Legendary would have been terrible.

100% agree
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Final Transmuted Images 1 month 4 days ago #27

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Wade Schwendemann wrote:

Arnold wrote:

Brad F wrote: It would seem that capping the guard/ entire game at 2 and using AoG in the recipe would have been a good compromise. So if the recipe does end up requiring an AoG, I wonder who would give that up for making this weapon if they only have 1?
(I also liked the idea of +1 hit for party as part of the paladins inspirational leadership, but I digress)


Including an oop UR as part of the recipe for a Class Legendary would have been terrible.

100% agree


Charm of Avarice begs to differ.

If there are two (or more) recipes, one that is cheaper but needs an OOP UR, and one that is more expensive but doesn't, that should be fine.

I agree that just flat out including it in the only recipe is not fair or good.
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Final Transmuted Images 1 month 4 days ago #28

Definitely think the pally legendary should be perma +1 guard. Sorry, pallies. I was rooting for you.
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Final Transmuted Images 1 month 4 days ago #29

With the extended range on stunning strike, how often do you monks expect to be locking down fights?


From this year any rogue rocking their necklace in my runs were 90% at minimum on sneak attack crits
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Final Transmuted Images 1 month 4 days ago #30

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Justice wrote: With the extended range on stunning strike, how often do you monks expect to be locking down fights?


From this year any rogue rocking their necklace in my runs were 90% at minimum on sneak attack crits


Monks can only stun once per combat. If they are willing to use last year's common belt, they can stun twice, but only in one fight.

So unless the battle ends in two turns, no stun lock.
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Final Transmuted Images 1 month 4 days ago #31

Wayne Rhodes wrote:

Rob F wrote:

Justice wrote:

Wayne Rhodes wrote:

ralykam wrote: Agreed, unfortunately. (+1 guard/1 game) isn’t legendary for me.


I feel the same, but I think that ship has sailed.


I agree, but it is better to know now going forward. TD will still get my money and I will save a grand over all by avoiding the HA in a year with such good UR's available. Really a win-win when you look at it.

It will be truly interesting how many HA will be made in the end.


The HA as is will be the first Legendary I make from this year's set. I don't see why any Paladin wouldn't want to be swinging the best weapon ever in the history of TD. I'm betting many will be made.

I think it’s much further down the list than you do.

As for best weapon ever my list would be

1. Drue’s +5 Baton of Focus (over all impact +5 focus always works and almost as much damage as Holy Avenger, works with class legendary)
2. Averon’s +5 Deathcleaver (pure punch, works with class legendary except paladin)
3. Drake’s +5 Staff of Focus (Overall impact +5 focus always works In the game, works with class legendary) first 3 could easily be reorganized
4. Thor’s (extended crit range can be used by all classes in melee and Range, works with class legendary except paladin )
5. Asher’s +5 Viper Strike Fang (Very strong set bonus, open to 8 classes, 2 classes getting extra bonus, works with class legendary except paladin)
6. Holy avenger (ok damage wheel, interesting abilities but not very strong, can’t use unless your playing paladin so if it’s your only +5 weapon it can’t move to other classes if you get pushed out of paladin while the rest give you at least 2 options to use your weapon with)
7. Welfor’s +5 Slayer Sword (Better stats than holy avenger and is the token that was used to argue the holy avenger is a slotless item, good flexibility of classes)
8. Io’s +4 Ultra Keen Slayer Bow (+4 to hit and no strength bonus keeps this at the bottom of the list)


If you could swing the Staff/Baton and cast a spell at the same time I'd have them both at the top. My order:

Avenger
Thor's
Dru's/Drake's
Viper
Io's
Cleaver
Welfor's
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Last edit: by Rob F.
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Final Transmuted Images 1 month 4 days ago #32

Xavon wrote:

Justice wrote: With the extended range on stunning strike, how often do you monks expect to be locking down fights?


From this year any rogue rocking their necklace in my runs were 90% at minimum on sneak attack crits


Monks can only stun once per combat. If they are willing to use last year's common belt, they can stun twice, but only in one fight.

So unless the battle ends in two turns, no stun lock.


I apologize for vague wording. It’s late. I know you can only stun once per combat.

My question referred to how often monks believe they will be able to lock down the rounds per combat
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Final Transmuted Images 1 month 4 days ago #33

Justice wrote: I apologize for vague wording. It’s late. I know you can only stun once per combat.

My question referred to how often monks believe they will be able to lock down the rounds per combat

When it is not a plant, construct, undead or otherwise immune to stuns?

I don't know. I have never aimed for an 18 before. My previous stun frequency on a "20" was around once every 2 games, and was sometimes on the last round when the monster was dying anyway.

I am excited to see my stun frequency to go up, but for me it will still be no where near reliable.

But I am a sucky slider, so take that for what it's worth.
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Final Transmuted Images 1 month 4 days ago #34

For the +5 Avenger, could there be a line break before Grace, so that it is separate from the Evil Outsider line? I was reading it quickly and thought it said Evil Outsiders (2/game), with Grace getting lost in the word jumble.

It looks like it might all fit with a line break there, and be a bit easier to read.

And yes, paladins, I was hoping for something a bit stronger for you and not so situational nor as anti-climactic as auto-kill one type of monster. I mean, it's a good weapon, just not amazing and exciting to me. It doesn't make me feel like I want to play a Paladin with that token, unlike the other class Legendaries so far.
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Final Transmuted Images 1 month 4 days ago #35

Ro-gan wrote: Did you reduce the Monk Legendary to T-5 or is that a typo and it's supposed to be T-7?


On purpose. Sorry!
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Final Transmuted Images 1 month 4 days ago #36

Thanks all! It is getting late folks! Y'all better get to bed. Thanks for staying up with the crazy dude making tokens in his basement. :P
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