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TOPIC: 2019 Transmuted Token Images !!

2019 Transmuted Token Images !! 5 years 7 months ago #109

You can’t equip it with the Rares because they block all other TEs, so at a minimum you will need a UR.
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2019 Transmuted Token Images !! 5 years 7 months ago #110

The Shaman Belt is a welcome addition to the polymorph build.
I am looking at the progression from UR -> Relic -> Legendary.

The Relic -> Legendary boost is +3 damage to the top half of the wheel.
Is this in line with the other upgrades from Relic -> Legendary?

I know with the Viper Strike Fang the relic to legendary is +2 hit and +2 dmg throughout the wheel.
Is there a reason that the damage wheel is not +3 throughout on the legendary? I did not see this discussed elsewhere (lots of comments on several threads and I may have missed it). Also, if 3+ is just too strong, why not just do what was done on the fang and make it +2/+2?

As there are no other bonuses from upgrading from relic to legendary, this may be one of those that I wait a real real long time before I upgrade. A situational 3+ damage for a metric ton of transmute mats is something that will take a lot of thinking about; our guild pools its transmuting mats a little and I think there are better places to spend them right now then on that. The Relic, on the other hand, is a very very very nice addition. :)
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2019 Transmuted Token Images !! 5 years 7 months ago #111

I will echo the sentiment of returning the kilt to 5. This will add the HP at level 5 anyway, and is less of a gap for STR and DEX users to overcome.

Kilt needs a star icon
Legendary lute needs hands icon
Legendaries need year icon removed
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2019 Transmuted Token Images !! 5 years 7 months ago #112

Phil Norton wrote: You can’t equip it with the Rares because they block all other TEs, so at a minimum you will need a UR.


I think some sort of errata will be made which allows the Rares to stack with this one token. Although it's not too late to change the wording of the new Rare TE token to allow it to stack with this transmuted token. That's my recommendation, so no errata is needed.
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2019 Transmuted Token Images !! 5 years 7 months ago #113

Brad Mortensen wrote:

Rob F wrote:

Harlax wrote:

Rob F wrote:

Harlax wrote:

Rob F wrote:

Harlax wrote:

Rob F wrote:

Boilerplate wrote: I would still prefer the bead to be +3. Given that we have +2 save ioun stones at UR, +3 seems right for a four year relic transmute.


For those that want the Bead back to +3 I ask you this: If it stays +2 will you still transmute it? If your answer is yes then it's fine where it's at. I could be wrong but I'd bet some cash that 100% of people advocating for the +3 will still get it at +2.


I'd Transmute it if it were only +1. That doesn't make it a good idea though.

I might even Transmute it if were only freedom of movement. Doesn't make that a good idea either.


Why would you transmute it if it were only +1? Or just freedom of movement? Just to have one? Would you make multiples?


I wasn't clear. +1 and Free Movement. Since I outfit my Sons group who play at Hardcore, they would have value. Still not a good idea for a 4 year Transmute.

I'd make one or two if they were just Free Miovement, just to have them. Even less of a good idea.


My point is, some would be made even under those clearly absurd circumstances.


I'll certainly make multiples of +2 and Freedom of Movement. Not as many though. The number of Fleeces needed will play for transmutes will play a role as well.


How many Kilts will you make if the transmute stands as is and how many left over sets of Kilt UR's will you have that you don't transmute?


Since the Kilt option chosen was the one I preferred, that won't alter my decision.

The pain point is that making two will hit the Wizard build one of my son's friends uses. But here I'm going to be selfish and make two. None left over, though I might try to acquire a third Tavernbane. Or just not use the eldritch Kilt on my build when I run with them.


Well think about this with the Kilt's: The first two UR Kilt's netted a +2 total stat increase. barrelbane nets a +0. The transmute Kilt gives a +4 to ANY stat of choice and 5hp. Great jump in my book. I think most people not feeling love for the transmute Kilt are at the high end. The negatives don't affect their builds so they don't care and are just looking for a bigger bump. But what about the Rare to UR or low end UR players? I'm guessing those negatives are much more impactful to their builds.

EDIT: And I even wind up being guilty of forgetting. Kilt is also part of the Eldritch set which is also a baked in bonus.


You’re not listening.

My problem is that I: (1) made Thor’s and (2) play a Cleric who needs +9 DEX to wield the damn thing. Everything you say is true. None of it addresses my problem.

I’m not saying it has to change. But please stop telling me I’m an idiot for not seeing how awesome losing 2 DEX is for my build. I’m telling you, for like the fifth time: IT. iS. NOT.


I never said you were an idiot. And my Cleric build will be equipping both the new Kilt at +4 Dex and Thor's Hammer. Sorry yours will not.
"Many of the truths we cling to depend greatly on our point of view" - Obi Wan Kenobi
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2019 Transmuted Token Images !! 5 years 7 months ago #114

Phil Norton wrote: I will echo the sentiment of returning the kilt to 5. This will add the HP at level 5 anyway,


Not necessarily. Only if you are on an odd number already.
D&D teaches all the important lessons in life - the low blow, the cheap shot, the back stab, the double cross. - Jerry Marsischky

Let them trap us. We have our swords. - Elric of Melnibone.

You try to get them to play the game, but all they want to do is play the rules. - Ardak Kumerian

I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend - Faramir
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2019 Transmuted Token Images !! 5 years 7 months ago #115

Xavon wrote:

Brad Mortensen wrote:

Xavon wrote: The more I think about it, the more I like my middle suggestion. Want to reword it:

Kilt of Dungeonbane
Choose one at start:
+4 STR, +2 DEX, +2 CON
OR
+2 STR, +4 DEX, +2 CON
OR
+2 STR, +2 DEX, +4 CON

I would also be satisfied with

Kilt of Dungeonbane
Choose one at start:
+4 STR, +1 DEX, +1 CON
OR
+1 STR, +4 DEX, +1 CON
OR
+1 STR, +1 DEX, +4 CON

The reason I like these is because they fit the theme of the kilts; choose one stat to boost and get side-effects on the other two. Only at the Eldritch level, the boost is a bit smaller, and the side effect is a lesser positive instead of a negative.


And none of that helps me either


I know. 5 would get you closer but you want the 6. But I don't think that's on the table.

Out of curiosity, what do you use for the other 3 DEX you need beyond the Fatherbane Kilt?


I’m personally using boots of the Marauder and the rod segment 6 in every build.
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2019 Transmuted Token Images !! 5 years 7 months ago #116

Wayne Rhodes wrote:

Xavon wrote:

Brad Mortensen wrote:

Xavon wrote: The more I think about it, the more I like my middle suggestion. Want to reword it:

Kilt of Dungeonbane
Choose one at start:
+4 STR, +2 DEX, +2 CON
OR
+2 STR, +4 DEX, +2 CON
OR
+2 STR, +2 DEX, +4 CON

I would also be satisfied with

Kilt of Dungeonbane
Choose one at start:
+4 STR, +1 DEX, +1 CON
OR
+1 STR, +4 DEX, +1 CON
OR
+1 STR, +1 DEX, +4 CON

The reason I like these is because they fit the theme of the kilts; choose one stat to boost and get side-effects on the other two. Only at the Eldritch level, the boost is a bit smaller, and the side effect is a lesser positive instead of a negative.


And none of that helps me either


I know. 5 would get you closer but you want the 6. But I don't think that's on the table.

Out of curiosity, what do you use for the other 3 DEX you need beyond the Fatherbane Kilt?


I’m personally using boots of the Marauder and the rod segment 6 in every build.


Rod, Bracers of Fast Fitness.

I can make up the rest. I can replace an Ioun Stone, or Neck (which kill my Charm Necklace and Charming tokens) or whatever. That’s not the point.

+4 con/+5 hp gives wizards everything they want out of the Kilt, plus 4 bonus DEX. And they don’t have to make any changes to get there.

At best, I jump through hoops to tread water. The extra HP are nice but don’t make up for it.

I realize I created this problem myself. If i hadn’t made Thor’s I wouldn’t care so much, and if I played literally any class OTHER than Cleric those two DEX wouldn’t be worth getting all angsty about.

I tried arguing against the 20 DEX min last year, but the Kilt made it doable so I gave up. I’d have started screaming then if I’d known this was where it was going.

I should just shut up about it and switch classes.

Luckily I’m done making legendaries for awhile so I’m unlikely to paint myself into a similar corner anytime soon.

"Ceci n'est pas une pipe" - Magritte
Last edit: by Brad Mortensen.
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2019 Transmuted Token Images !! 5 years 7 months ago #117

Brad Mortensen wrote: I realize I created this problem myself. If i hadn’t made Thor’s I wouldn’t care so much, and if I played literally any class OTHER than Cleric those two DEX wouldn’t be worth getting all angsty about.

I should just shut up about it and switch classes.

Luckily I’m done making legendaries for awhile so I’m unlikely to paint myself into a similar corner anytime soon.

Brad can you shoot me your existing Cleric build on tdcharactercreator.com (send the URL) - I would like to take a look at it.

Ed
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2019 Transmuted Token Images !! 5 years 7 months ago #118

  • Xavon
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Brad Mortensen wrote:

Wayne Rhodes wrote:

Xavon wrote:

Brad Mortensen wrote:

Xavon wrote: The more I think about it, the more I like my middle suggestion. Want to reword it:

Kilt of Dungeonbane
Choose one at start:
+4 STR, +2 DEX, +2 CON
OR
+2 STR, +4 DEX, +2 CON
OR
+2 STR, +2 DEX, +4 CON

I would also be satisfied with

Kilt of Dungeonbane
Choose one at start:
+4 STR, +1 DEX, +1 CON
OR
+1 STR, +4 DEX, +1 CON
OR
+1 STR, +1 DEX, +4 CON

The reason I like these is because they fit the theme of the kilts; choose one stat to boost and get side-effects on the other two. Only at the Eldritch level, the boost is a bit smaller, and the side effect is a lesser positive instead of a negative.


And none of that helps me either


I know. 5 would get you closer but you want the 6. But I don't think that's on the table.

Out of curiosity, what do you use for the other 3 DEX you need beyond the Fatherbane Kilt?


I’m personally using boots of the Marauder and the rod segment 6 in every build.


Rod, Bracers of Fast Fitness.

I can make up the rest. I can replace an Ioun Stone, or Neck (which kill my Charm Necklace and Charming tokens) or whatever. That’s not the point.

+4 con/+5 hp gives wizards everything they want out of the Kilt, plus 4 bonus DEX. And they don’t have to make any changes to get there.

At best, I jump through hoops to tread water. The extra HP are nice but don’t make up for it.

I realize I created this problem myself. If i hadn’t made Thor’s I wouldn’t care so much, and if I played literally any class OTHER than Cleric those two DEX wouldn’t be worth getting all angsty about.

I tried arguing against the 20 DEX min last year, but the Kilt made it doable so I gave up. I’d have started screaming then if I’d known this was where it was going.

I should just shut up about it and switch classes.

Luckily I’m done making legendaries for awhile so I’m unlikely to paint myself into a similar corner anytime soon.


When you say Rod, I assume you mean the completed one. Are you also using a separate part 6?
Applications programming is a race between software engineers, who strive to produce idiot-proof programs, and the Universe, which strives to produce bigger idiots.  <br /><br />So far, the Universe is winning.
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2019 Transmuted Token Images !! 5 years 7 months ago #119

Wayne Rhodes wrote:

Xavon wrote:

Brad Mortensen wrote:

Xavon wrote: The more I think about it, the more I like my middle suggestion. Want to reword it:

Kilt of Dungeonbane
Choose one at start:
+4 STR, +2 DEX, +2 CON
OR
+2 STR, +4 DEX, +2 CON
OR
+2 STR, +2 DEX, +4 CON

I would also be satisfied with

Kilt of Dungeonbane
Choose one at start:
+4 STR, +1 DEX, +1 CON
OR
+1 STR, +4 DEX, +1 CON
OR
+1 STR, +1 DEX, +4 CON

The reason I like these is because they fit the theme of the kilts; choose one stat to boost and get side-effects on the other two. Only at the Eldritch level, the boost is a bit smaller, and the side effect is a lesser positive instead of a negative.


And none of that helps me either


I know. 5 would get you closer but you want the 6. But I don't think that's on the table.

Out of curiosity, what do you use for the other 3 DEX you need beyond the Fatherbane Kilt?


I’m personally using boots of the Marauder and the rod segment 6 in every build.


If form follows, next years volunteer Charm will be +2 Dex
D&D teaches all the important lessons in life - the low blow, the cheap shot, the back stab, the double cross. - Jerry Marsischky

Let them trap us. We have our swords. - Elric of Melnibone.

You try to get them to play the game, but all they want to do is play the rules. - Ardak Kumerian

I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend - Faramir
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2019 Transmuted Token Images !! 5 years 7 months ago #120

Xavon wrote: When you say Rod, I assume you mean the completed one. Are you also using a separate part 6?


You can’t stack completed rod with segments

"Ceci n'est pas une pipe" - Magritte
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