What’s up it’s me again with more opinions most smooth brains won’t like.
If you haven’t seen the first spicy post it’s here: Solutions to useless items
Also thank you also Nox Novus for the video review, video here: https://www.youtube.com/watch?v=6xTttEr9Wg8
Please enjoy and/or argue about some of my ideas.
Getting one step ahead of critics though and saying, yes my go-to strategy is giving most items a reactive proc. I know, I know so innovative.
Don’t understand why I have to say this but these changes won’t be making them best in slots just more variable with their uses.
LOD armor tweaks for better utility. I am single handedly the utmost LOD fanatic, but even I know the whites from here mostly suck. Here are my opinions that would be unique and useful.
Unsure if there is still a glitch where boosts don’t stack but if so then people who wear these armors and all their homies hate pallies.
LOD armors have a decently long proc buff if you can manage your mana to keep activating it with your ability. Silence and quiet probably won’t be your friend.
Water Dragon Silk Robe
Tier | UT |
---|---|
On Equip | +6 ATT, +12 DEF, +6 SPD, +3 WIS |
Reactive Proc | On Ability Use: Dragon Spirit MP boost (+60 MP) on self for 9.5 seconds |
Cooldown: 11 seconds | |
XP Bonus | 6% |
Soulbound | |
Feed Power | 700 |
The current item is pretty useful and doesn’t really need a buff. The added effect will most likely be negated in the presence of a scholar’s seal(Sseal).
Fire Dragon Battle Armor
Tier | UT |
---|---|
On Equip | +20 HP, +4 ATT, +17 DEF, +3 SPD, +3 VIT |
Reactive Proc | On Ability Use: Dragon Vigor VIT boost (+7 VIT) on self for 9.5 seconds |
Cooldown: 11 seconds | |
XP Bonus | 6% |
Soulbound | |
Feed Power | 700 |
The current fire armor is nice but feels like it lacks something, giving it 20 HP would be a nice tiny “cushion”. Along with the reactive proc you can have +10 VIT at a pretty high uptime. Proc will be sort of useless in the presence of a sandstone seal(Vseal).
Leaf Dragon Hide Armor
Tier | UT |
---|---|
On Equip | +2 ATT, +15 DEF, +6 SPD, +4 WIS, +4 VIT |
Reactive Proc | On Ability Use: Dragon Energy HP Boost (+80 HP) on self for 9.5 seconds |
Cooldown: 11 seconds | |
XP Bonus | 6% |
Soulbound | |
Feed Power | 700 |
Completely removing the HP bonus, instead giving it more DEF and adding some ATT like the other LOD armors give. Tiny boost to WIS and VIT bonuses as well. HP boost proc will be kind of useless with most tiered seals.
Robe of the Mad Scientist
Tier | UT |
---|---|
On Equip | +55 MP, +4 ATT, +13 DEF, +4 VIT |
Reactive Proc | On Taking Damage: 25% chance to gain Energized for 2.5 seconds |
Cooldown: 5 seconds | |
XP Bonus | 6% |
Soulbound | |
Feed Power | 700 |
Current item is almost identical to a T13 robe. Removing the WIS and instead giving it a reactive proc of getting energized for 3 seconds. Also buffing the VIT by 2.
Ancient Stone Sword
Tier | UT |
---|---|
Shots | 1 |
Damage | 340–390 (average: 365) |
Projectile Speed | 10 tiles/second |
Lifetime | 0.4 seconds |
Range | 4 tiles |
Rate of Fire | 60% |
Reactive Proc | On Shoot: Release a shotgun burst Total Damage: 1000 (200) |
Shots: 5 (arc gap: 20°) | |
Radius: 4 tiles | |
Cooldown: 4 seconds | |
XP Bonus | 6% |
Soulbound | |
Feed Power | 800 |
A.S.S. has really fallen from its grace since the good ole days due to us actually having good swords. If you need range CSword or even Rapier is usually a better go to. High DEF enemy? Indomptable. Swashbuckler is basically a direct upgrade and easier to farm.
Adding the firing proc added to this UT to give it a shotgun burst like the guardians do in attack phase #3. Basically gives it a heavy shot giving it a boost in DPS and clearing potential.
Potential alternative change would be increasing the projectile speed to giving the item more of a “slow swing” but devastating fast and hard hitting shot.
Hivemaster Helm
Tier | UT |
---|---|
MP Cost | 80 |
On Equip | +6 DEF, +6 SPD |
Effect(s) | On party: Inflicts Berserk within 4 tiles for 6 seconds |
Summon 3 bees to aid the player in combat for 6 seconds | |
*Bee Attack: 120 damage every 0.6 seconds | |
*Bee Range: 4 sqrs | |
*Red Bee Effect: 50% chance of inflicting Curse for 4 seconds (FIX THIS PROC) | |
Cooldown | 6 second(s) |
XP Bonus | 7% |
Soulbound | |
Feed Power | 1,000 |
Ever since the removal of cooldown for helms this helm became really lackluster. The cooldown should be lowered for one to match the bee summon time. Also there is still a bug where red bee proc is less than 50%, should really be fixed.
Amber Encrusted Helmet
Tier | UT |
---|---|
MP Cost | 70 |
On Equip | +6 DEF, +6 SPD |
Effect(s) | Party Effect: Berserk |
Range | 5 tiles |
Duration | 5 second(s) |
Cooldown | 0 second(s) |
XP Bonus | 4% |
Soulbound | |
Feed Power | 350 |
Again similar issue as hivemaster. Self explanatory, cooldown removed.
Orb of Sweet Demise
Tier | UT |
---|---|
MP Cost | 80 |
Effect(s) | On enemies: Stasis and Slowed |
Stasis Radius: 2.5 tiles | |
Stasis Duration: 3 seconds | |
Slowed Radius: tiles | |
Slowed Duration: seconds | |
XP Bonus | 2% |
Soulbound | |
Feed Power | 200 |
Lowering the MP cost by 10 because it is a very early UT that is basically not worth using over a T3 in almost every circumstance. The stasis is more prominent than the slow so giving it a smaller stasis radius so take advantage of the slow. Make it somewhat more viable UT for slowing and aether is a better orb to use for mobility-locking.
Fractured Gemstone Wakizashi
Tier | UT |
---|---|
MP Cost | 100 |
On Equip | +5 DEF, +3 SPD |
Effect(s) | Summons a sentient crystal star that orbits you for 5 seconds |
Crystal Star: Inflicts Exposed for 4 seconds, deals 480 damage per hit | |
XP Bonus | 7% |
Soulbound | |
Feed Power | 1,000 |
The crystal rotation speed has to also be increased by 50% at least.
The current damage of each crystal is so weak that it really isn’t worth using over a T3 waki. Buffing the damage the crystal does would really make it more rewarding to use. Typically on average you can have 3 crystals up at a short time giving you around 1440 damage in total (with the buffed damage).
The +3 SPD would also help with mobility to have the crystal to hit more enemies while moving, synergizing well with the bonus DEF as well as you can tank slightly more if hit while moving.
Bottled Medusozoan
Tier | UT |
---|---|
MP Cost | 120 (15 damage/MP) |
On Equip | +2 DEF, +4 DEX, +2 WIS |
Effect(s) | Tosses a friendly cnidarian |
* Poison: 600 HP/second within 4 tiles over 3 seconds | |
Throw Time | 1.5 second(s) |
Impact Damage | 0, instead tosses a stationary cnidarian that releases bursts of AoE damage |
Damage Over Time | 1800 total (300 damage/0.5 seconds) |
Cooldown | 1.5 second(s) |
XP Bonus | 7% |
Soulbound | |
Feed Power | 900 |
Cave dweller trap and sporous spray spell are basically better versions of this item in every way. The thing holding this poison mainly back is its cool down. I think halving its CD, making it equal to the throw time would make it more useful. The long cool down cuts the DPS in half basically due to the small damage the poison deals which is also punishing when you can’t throw poisons in the window before enemies turn invulnerable. Small WIS boost as well.
There was also a bug where the CD was doubled, not sure if still a thing, but if so please fix that lol.
Trap of the Vile Spirit
Tier | UT |
---|---|
MP Cost | 90 |
On Equip | +20 MP, +3 ATT, +3 SPD |
Effect(s) | On enemies: Inflicts Slowed for 2.5 seconds |
Throw Time | 0.75 second(s) |
Damage | 750 |
Duration | 10 second(s) |
Trigger Radius | 1.95 tiles |
Explosion Radius | 3 tiles |
XP Bonus | 8% |
Soulbound | |
Feed Power | 900 |
The trap really is forgotten. The cave dweller just completely outclasses this trap. I think buffing the damage and giving it a tiny slow would make it more viable. Very negligible changes but why not make an event white more rewarding to use.
Mimicry Trap
(femboi trap)
Tier | UT (Limited) |
---|---|
MP Cost | 80 |
On Equip | -3 DEF, +3 SPD, +5 DEX |
Effect(s) | Creates a centered decoy for 1 second |
On enemies: Inflicts Slowed for 3.5 seconds | |
Throw Time | 1 second(s) |
Damage | 111 |
Duration | 3.5 second(s) |
Trigger Radius | 2 tiles |
Explosion Radius | 4 tiles |
Cooldown | 2.5 second(s) |
XP Bonus | 6% |
Soulbound | |
Feed Power | 750 |
Current item is basically a vanity. Throwing decoys it extremely OP (see Gambler’s Fate). But the fact is that GF can last ~4s on average with a much smaller cooldown. Halving the CD of mimicry would be about double the decoy duration and 1 sec shorter than trap duration making it viable and not broken. Also giving the damage a buff is needed because the original 50 is almost useless. Sprite also changed to fit the theme better and look more distinguishable.