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TOPIC: 2022 Ultra Rare Final Kind of

2022 Ultra Rare Final Kind of 2 years 11 months ago #121

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Is brooch now a slot? No problem if it is - definitely getting one with the bead of focus.
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2022 Ultra Rare Final Kind of 2 years 11 months ago #122

bpsymington wrote:

NightGod wrote:

bpsymington wrote: What is the rule regarding two-handed weapons? Can a wizard equip a staff of power AND a staff of focus? Doesn't seem right story-wise (Gandalf didn't carry two staves).

One ranged, one melee. Pretty standard weapon slots in D&D, Gandalf not withstanding.


It would make sense that one could only equip one staff.


The rules in no way make that limitation. You can run any combination of melee and ranged weapons as your equips.

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2022 Ultra Rare Final Kind of 2 years 11 months ago #123

bpsymington wrote: Is brooch now a slot? No problem if it is - definitely getting one with the bead of focus.


We are still waiting on an answer to that.

It may be a new slot or it may be slotless. Honestly I hope it's slotless so we don't have to deal with expanding it later to allow a second Brooch or whatever

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2022 Ultra Rare Final Kind of 2 years 11 months ago #124

You know, for the lamp, now that it is essentially a slotless Charm of Synergy, why not just go with similar wording?

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2022 Ultra Rare Final Kind of 2 years 11 months ago #125

These look good. Suggestions are:

Death Knight Mail - Instead of -2 Darkrift damage, change to either 1 point of DR against all damage types or 3 points of retribution damage. Both of these will help retribution builds, which will want to equip the Death Knight items for the set bonus.

Earcuff of the Ravager - Given how competitive the ear slot is, could this be increased to a static +3 to hit with melee attacks? Otherwise I'm not sure this would be used above Arcane Earcuff or Earcuff of Orbits.

Gloves of the Deadshot: These seem fine, but not sure they are needed in the same set as Sniper Spectacles and Belt of the Deadshot. For all of the reasons already mentioned by myself and others, could this or Charm Bracelets be changed for Earcuff of Orbits - especially as a relic/legendary path Earcuff of Orbits may not be needed as it would risk obsoleting recently printed tokens like Orion's Belt?

Ioun Stone Fluorite Sphere: This seems a little too strong as it's directly better than two recently-printed melee damage-boosting Ioun Stones. Why not make this a pure healing ability since there are already recently-printed IS available to boost melee damage? Wearer heals +5 when healed by spells.

Lucky Charm: This seems like it will be an auto-include in most builds as a pairing with either the shield or the cloak. I know that I've previously mentioned it would be good to see the Lucky set opened up to more classes, but this may be a bit too far in the other direction. I think that even if this only granted +1 to saves it would still see play, but perhaps some middle ground would be best like making it +1 to saves and +1 to AC (similar to Ioun Stone Sapphire Prism)?
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Last edit: by Iross.

2022 Ultra Rare Final Kind of 2 years 11 months ago #126

Iross wrote: These look good. Suggestions are:
Ioun Stone Fluorite Sphere: This seems a little too strong as it's directly better than two recently-printed melee damage-boosting Ioun Stones. Why not make this a pure healing ability since there are already recently-printed IS available to boost melee damage? Wearer heals +5 when healed by spells.


Key of Healing is a Charm and only grants +3 healing. I might suggest the sphere be changed to give +2AC and +2 Healing received from spells. Make it a Paladin/Tank/Wizard friendly token.

Or maybe +1 to all Saves and +2 to Healing received. A universally useful Ioun Stone likely added to many builds.

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Last edit: by Arcanist Kolixela.

2022 Ultra Rare Final Kind of 2 years 11 months ago #127

Arcanist Kolixela wrote:

Iross wrote: These look good. Suggestions are:
Ioun Stone Fluorite Sphere: This seems a little too strong as it's directly better than two recently-printed melee damage-boosting Ioun Stones. Why not make this a pure healing ability since there are already recently-printed IS available to boost melee damage? Wearer heals +5 when healed by spells.


Key of Healing is a Charm and only grants +3 healing. I might suggest the sphere be changed to give +2AC and +2 Healing received from spells. Make it a Paladin/Tank/Wizard friendly token.

Or maybe +1 to all Saves and +2 to Healing received. A universally useful Ioun Stone likely added to many builds.


Good spot, I don't own Key of Healing so hadn't thought about it when considering this tokens. +2 to Healing and +2AC or +1 to Saves and +2 to Healing would be a nice alternative to the current IS.
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2022 Ultra Rare Final Kind of 2 years 11 months ago #128

Gloves of the Deadshot: might be nice to give them the old guided strike ability, if people think that's too strong at R even with a penalty.

Sniper Spectacles: I can't be the only one bothered that this isn't also named "(something) of the deadshot". You could make it a functional reprint of sniper spectacles, then make it part of a deadshot set that's like "2 or more parts of this set: +2 ranged damage".
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2022 Ultra Rare Final Kind of 2 years 11 months ago #129

Azzy wrote: Gloves of the Deadshot: might be nice to give them the old guided strike ability, if people think that's too strong at R even with a penalty.

Sniper Spectacles: I can't be the only one bothered that this isn't also named "(something) of the deadshot". You could make it a functional reprint of sniper spectacles, then make it part of a deadshot set that's like "2 or more parts of this set: +2 ranged damage".


Why not a combo of your two ideas? Make them deadshot goggles, and the set bonus can be the guided strike ability.
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2022 Ultra Rare Final Kind of 2 years 11 months ago #130

kurtreznor wrote:

Azzy wrote: Gloves of the Deadshot: might be nice to give them the old guided strike ability, if people think that's too strong at R even with a penalty.

Sniper Spectacles: I can't be the only one bothered that this isn't also named "(something) of the deadshot". You could make it a functional reprint of sniper spectacles, then make it part of a deadshot set that's like "2 or more parts of this set: +2 ranged damage".


Why not a combo of your two ideas? Make them deadshot goggles, and the set bonus can be the guided strike ability.


From various comments on other threads, I think that the biggest concern with moving the guided strike ability to another slot was that it would be too powerful unless it was on a Rogue-only token. So a set bonus may be less suited to it than just printing it on a specific token - if it's UR, I'd be more than happy with the proposed rare one with a slight power up to reflect it being UR - for example

Lenses of Guided Strike
Rogue only, Eye slot
While Sneak Attacking, +1 to hit and ignore Critical and Sneak Attack immunities.

Unlike the bracers, this only works while Sneak Attacking so won't let you Crit with regular attacks. To balance that, it provides an additional +1 to hit while Sneak Attacking - which also takes away some of the pain from losing the hit bonuses from the Eyes slot.
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Last edit: by Iross.

2022 Ultra Rare Final Kind of 2 years 11 months ago #131

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kurtreznor wrote:

Azzy wrote: Gloves of the Deadshot: might be nice to give them the old guided strike ability, if people think that's too strong at R even with a penalty.

Sniper Spectacles: I can't be the only one bothered that this isn't also named "(something) of the deadshot". You could make it a functional reprint of sniper spectacles, then make it part of a deadshot set that's like "2 or more parts of this set: +2 ranged damage".


Why not a combo of your two ideas? Make them deadshot goggles, and the set bonus can be the guided strike ability.


That would be to much, IMO guided strike by it self in any other slot is already a bump in power, let's just tackle the that issue next year rather then doing something with such a powerful ability last second.
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2022 Ultra Rare Final Kind of 2 years 11 months ago #132

Iross wrote:

kurtreznor wrote:

Azzy wrote: Gloves of the Deadshot: might be nice to give them the old guided strike ability, if people think that's too strong at R even with a penalty.

Sniper Spectacles: I can't be the only one bothered that this isn't also named "(something) of the deadshot". You could make it a functional reprint of sniper spectacles, then make it part of a deadshot set that's like "2 or more parts of this set: +2 ranged damage".


Why not a combo of your two ideas? Make them deadshot goggles, and the set bonus can be the guided strike ability.


From various comments on other threads, I think that the biggest concern with moving the guided strike ability to another slot was that it would be too powerful unless it was on a Rogue-only token. So a set bonus may be less suited to it than just printing it on a specific token - if it's UR, I'd be more than happy with the proposed rare one with a slight power up to reflect it being UR - for example

Lenses of Guided Strike
Rogue only, Eye slot
While Sneak Attacking, +1 to hit and ignore Critical and Sneak Attack immunities.

Unlike the bracers, this only works while Sneak Attacking so won't let you Crit with regular attacks. To balance that, it provides an additional +1 to hit while Sneak Attacking - which also takes away some of the pain from losing the hit bonuses from the Eyes slot.


I don't really love the idea or taking away the sniper spectacle reprint (or functional reprint if it ended up as a deadshot item) for a rogue-specific item, since I know other classes have been asking for that a bunch as well.

While I like the idea of guided strike as gloves the most (so you still have to choose between being able to use basic class features for rogues or your current +3 ranged damage/+2 str gloves), I also find the idea of a set bonus for guided strike interesting, since then it doesn't make it too easy for melee classes to ignore crit immunity since they would have to equip multiple ranged-specific tokens to access it.
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