120 live on Baja

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  • CookieCookie Posts: 2,028
    Amazing, caught us out. :)
  • PawainPawain Posts: 10,967
    Are the stage 3 boss drops shard bound?
    Focus on what you can do, not what you can't.
  • GrimbeardGrimbeard Posts: 3,000
    I had to work 
  • LarisaLarisa Posts: 1,249
    Origin too :)


    Think that's enough?? :)

    At least for one siege! 

  • GrimbeardGrimbeard Posts: 3,000
    Larisa said:
    Origin too :)


    Think that's enough?? :)

    At least for one siege! 
    We know you have 100000000000 blackrock!!
  • LarisaLarisa Posts: 1,249
    Shhh don't tell everyone that!!!  *grins*

  • _Psycoder_Psycoder Posts: 81
    When you have time, can you please check if we can enhance Veilkeeper's Branch? 
    Thanks!

  • CovenantXCovenantX Posts: 1,057
    the 'Veilkeeper's Branch' appears to be a torch so I doubt that it will be enhancable. unless it's just a new item type, then who knows...


    So, the new craftable "Eldritch Vambraces".   it takes "1 Void Fragment"  among other resources, but this Void Fragment specifically comes from this event (phase 3 bosses and hidden chests -according to UO.cah.com) and I assume will eventually become obtainable somewhere else at a later date?


    Remove or change casting focus & poison immunity it reduces the need for "Player Skill" it's garbage. rant2 Bring timing back and eliminate chance in pvp!

  • CookieCookie Posts: 2,028
    and Origin.
    As I posted on UO-Cah.

    I joined Origin on a brand new character, omg I really enjoyed the event, and the stages, I think Mistas is a perfect location for this, it's been crying out for an event like this. 2 hour old character, straight to Mistas event with you guys, found my LRC suit on the bosses, and got 2 drops, did enjoy it :)

    I absolutely love the way the stages flow, from siege, to town, to dungeon. I love the setting as well, I never do Test, but I did really enjoy that event on day 1 with a brand new mage, the mage will only get stronger :)
  • _Psycoder_Psycoder Posts: 81
    edited June 13
    CovenantX said:
    I assume will eventually become obtainable somewhere else at a later date?

    This is what I am hoping for as well. May be a bod reward or a rare drop? 
  • CovenantXCovenantX Posts: 1,057
    It's interesting that both Reward sashes are the same price... but one is better for all templates than the other by a ton, FC & LMC are essential for almost every template in the game.

    50 points each

    Voidwoven Strand (Sash)    - 5 hci 10 di = 83 item weight
    Ankou's Soul Binder (Sash) - 1 FC, 8 LMC, 2 MI = 277 item weight

    That's quite the "balance" between two competing items from the same exact content.
    It'd be interesting to see how many of each are purchased during the life span of this event.
    Remove or change casting focus & poison immunity it reduces the need for "Player Skill" it's garbage. rant2 Bring timing back and eliminate chance in pvp!

  • _Psycoder_Psycoder Posts: 81
    edited June 13
    CovenantX said:
    the 'Veilkeeper's Branch' appears to be a torch so I doubt that it will be enhancable. unless it's just a new item type, then who knows...
    I hope there is a way to enhance it. I think it would be the BiS item for luck players like myself. Losing 40 luck to gain 6 SDI is not the best trade for luck focused players. 

  • keven2002keven2002 Posts: 2,453
    _Psycoder said:
    CovenantX said:
    the 'Veilkeeper's Branch' appears to be a torch so I doubt that it will be enhancable. unless it's just a new item type, then who knows...
    I hope there is a way to enhance it. I think it would be the BiS item for luck players like myself. Losing 40 luck to gain 6 SDI is not the best trade for luck focused players. 


    I've been super busy the last 2 weeks so haven't had much time to get in the game or post, but I'd agree the torch needs to be able to be enhanced in order for it to be a coveted item (assuming that's the goal)
  • MariahMariah Posts: 3,502Moderator
    As a general rule of thumb, I believe, only items that have a craftable version can be enhanced?

  • GrimbeardGrimbeard Posts: 3,000
    We have a torch looking transmog target this should be able to be enhanced luck people not giving up 50 luck period.... @Kyronix @Parallax
  • ForeverFunForeverFun Posts: 992
    edited June 13
    Mariah said:
    As a general rule of thumb, I believe, only items that have a craftable version can be enhanced?


    Not correct.

    The "Veilkeeper branch" is base type ID 42855.

    Base item type is actually a "Wand", I believe it was introduced in "Treasures of Hythloth", as "Wand of Warding".

    It's counted as a "Wooden" item for crafting/enhancing/repair purposes.

    The lack of "enhance target" feedback was already provided early in the 120 testing cycle.  see link.  

    Notice the developers did seem to take the (2) feedback in the post just following that, related to the new craftable "Veldritch Vambraces" - though it's still vastly inferior to the "Cuffs of the Archmage".  I assume the initial feedback not noticed, or the developers chose to keep the Veilkeeper branch non-enhanceable.

    (*) Shugenja's Raiment is another event item that cannot be enhanced, but the base crafted item can be enhanced.
  • MerlinMerlin Posts: 256
    edited June 13
    ForeverFun said:

     the new craftable "Veldritch Vambraces" - though it's still vastly inferior to the "Cuffs of the Archmage". 

    7 Mods versus 4 Mods.  Eldritch Vambraces far more usable - especially for PVM - than the Cuffs.    The Eldritch Vambraces are the new best in slot item and will devalue all existing mage gear in the arm slot more so than the Cuffs did. 
  • PawainPawain Posts: 10,967
    edited June 13
    Merlin said:
    ForeverFun said:

     the new craftable "Veldritch Vambraces" - though it's still vastly inferior to the "Cuffs of the Archmage". 

    7 Mods versus 4 Mods.  Eldritch Vambraces far more usable - especially for PVM - than the Cuffs.    The Eldritch Vambraces are the new best in slot item and will devalue all existing mage gear in the arm slot more so than the Cuffs did. 
    Funny when I put them on I lose value on 2 stats.  Less is OP?

    Useless mods do not count.
    Focus on what you can do, not what you can't.
  • PawainPawain Posts: 10,967
    edited June 13
    Mariah said:
    As a general rule of thumb, I believe, only items that have a craftable version can be enhanced?


    Not correct.

    The "Veilkeeper branch" is base type ID 42855.

    Base item type is actually a "Wand", I believe it was introduced in "Treasures of Hythloth", as "Wand of Warding".

    It's counted as a "Wooden" item for crafting/enhancing/repair purposes.

    The lack of "enhance target" feedback was already provided early in the 120 testing cycle.  see link.  

    Notice the developers did seem to take the (2) feedback in the post just following that, related to the new craftable "Veldritch Vambraces" - though it's still vastly inferior to the "Cuffs of the Archmage".  I assume the initial feedback not noticed, or the developers chose to keep the Veilkeeper branch non-enhanceable.

    (*) Shugenja's Raiment is another event item that cannot be enhanced, but the base crafted item can be enhanced.
    It actually fits that the other Luck items from events can not be enhanced.  The 2 luck helm and even the older Mempo.

    They call consistency what you call it a bug.  They make the items.
    Focus on what you can do, not what you can't.
  • GrimbeardGrimbeard Posts: 3,000
    The orc helmet is enhanced on my character...
  • MerlinMerlin Posts: 256
    Pawain said:
    Merlin said:
    ForeverFun said:

     the new craftable "Veldritch Vambraces" - though it's still vastly inferior to the "Cuffs of the Archmage". 

    7 Mods versus 4 Mods.  Eldritch Vambraces far more usable - especially for PVM - than the Cuffs.    The Eldritch Vambraces are the new best in slot item and will devalue all existing mage gear in the arm slot more so than the Cuffs did. 
    Funny when I put them on I lose value on 2 stats.  Less is OP?

    Useless mods do not count.
    If the extent of your analysis is swapping one item on one character, then this is a non-value added comment on this discussion.   
  • ForeverFunForeverFun Posts: 992
    edited June 13
    Pawain said:
    Mariah said:
    As a general rule of thumb, I believe, only items that have a craftable version can be enhanced?


    Not correct.

    The "Veilkeeper branch" is base type ID 42855.

    Base item type is actually a "Wand", I believe it was introduced in "Treasures of Hythloth", as "Wand of Warding".

    It's counted as a "Wooden" item for crafting/enhancing/repair purposes.

    The lack of "enhance target" feedback was already provided early in the 120 testing cycle.  see link.  

    Notice the developers did seem to take the (2) feedback in the post just following that, related to the new craftable "Veldritch Vambraces" - though it's still vastly inferior to the "Cuffs of the Archmage".  I assume the initial feedback not noticed, or the developers chose to keep the Veilkeeper branch non-enhanceable.

    (*) Shugenja's Raiment is another event item that cannot be enhanced, but the base crafted item can be enhanced.
    It actually fits that the other Luck items from events can not be enhanced.  The 2 luck helm and even the older Mempo.

    They call consistency what you call it a bug.  They make the items.

    It's not consistent.  Perhaps you've overlooked the event luck helm that can be enhanced to 290 luck, from 250 luck?

    Historically, most of the warrior event armor items can be enhanced, while many mage items cannot.

    I usually label enhance related things as "change requests", and ignore the terminology as to whether it's a bug or not.  Not allowing things to be enhanced could be considered an "own goal", however.



  • PawainPawain Posts: 10,967
    Pawain said:
    Mariah said:
    As a general rule of thumb, I believe, only items that have a craftable version can be enhanced?


    Not correct.

    The "Veilkeeper branch" is base type ID 42855.

    Base item type is actually a "Wand", I believe it was introduced in "Treasures of Hythloth", as "Wand of Warding".

    It's counted as a "Wooden" item for crafting/enhancing/repair purposes.

    The lack of "enhance target" feedback was already provided early in the 120 testing cycle.  see link.  

    Notice the developers did seem to take the (2) feedback in the post just following that, related to the new craftable "Veldritch Vambraces" - though it's still vastly inferior to the "Cuffs of the Archmage".  I assume the initial feedback not noticed, or the developers chose to keep the Veilkeeper branch non-enhanceable.

    (*) Shugenja's Raiment is another event item that cannot be enhanced, but the base crafted item can be enhanced.
    It actually fits that the other Luck items from events can not be enhanced.  The 2 luck helm and even the older Mempo.

    They call consistency what you call it a bug.  They make the items.

    It's not consistent.  Perhaps you've overlooked the event luck helm that can be enhanced to 290 luck, from 250 luck?

    Historically, most of the warrior event armor items can be enhanced, while many mage items cannot.

    I usually label enhance related things as "change requests", and ignore the terminology as to whether it's a bug or not.  Not allowing things to be enhanced could be considered an "own goal", however.



    Cool, I did not choose that item.  So why can't we enhance the wildfire mask or the Mempo?

    Put my vote for bug in.
    Focus on what you can do, not what you can't.
  • PawainPawain Posts: 10,967
    Merlin said:
    Pawain said:
    Merlin said:
    ForeverFun said:

     the new craftable "Veldritch Vambraces" - though it's still vastly inferior to the "Cuffs of the Archmage". 

    7 Mods versus 4 Mods.  Eldritch Vambraces far more usable - especially for PVM - than the Cuffs.    The Eldritch Vambraces are the new best in slot item and will devalue all existing mage gear in the arm slot more so than the Cuffs did. 
    Funny when I put them on I lose value on 2 stats.  Less is OP?

    Useless mods do not count.
    If the extent of your analysis is swapping one item on one character, then this is a non-value added comment on this discussion.   
    And your its OP without telling the devs why, is pretty useless feedback.

    A poster right before you said they still think the cuffs are better. 


    Focus on what you can do, not what you can't.
  • ForeverFunForeverFun Posts: 992
    Pawain said:
    Pawain said:
    Mariah said:
    As a general rule of thumb, I believe, only items that have a craftable version can be enhanced?


    Not correct.

    The "Veilkeeper branch" is base type ID 42855.

    Base item type is actually a "Wand", I believe it was introduced in "Treasures of Hythloth", as "Wand of Warding".

    It's counted as a "Wooden" item for crafting/enhancing/repair purposes.

    The lack of "enhance target" feedback was already provided early in the 120 testing cycle.  see link.  

    Notice the developers did seem to take the (2) feedback in the post just following that, related to the new craftable "Veldritch Vambraces" - though it's still vastly inferior to the "Cuffs of the Archmage".  I assume the initial feedback not noticed, or the developers chose to keep the Veilkeeper branch non-enhanceable.

    (*) Shugenja's Raiment is another event item that cannot be enhanced, but the base crafted item can be enhanced.
    It actually fits that the other Luck items from events can not be enhanced.  The 2 luck helm and even the older Mempo.

    They call consistency what you call it a bug.  They make the items.

    It's not consistent.  Perhaps you've overlooked the event luck helm that can be enhanced to 290 luck, from 250 luck?

    Historically, most of the warrior event armor items can be enhanced, while many mage items cannot.

    I usually label enhance related things as "change requests", and ignore the terminology as to whether it's a bug or not.  Not allowing things to be enhanced could be considered an "own goal", however.



    Cool, I did not choose that item.  So why can't we enhance the wildfire mask or the Mempo?

    Put my vote for bug in.
    Well, the "wildfire mask" is cloth, and cloth cannot be enhanced, for a start.  

    I'm guessing the Mempo was already deemed to have high enough luck at 300.  Something to ask for a new "Five on friday's event"?
    Merlin said:
    Pawain said:
    Merlin said:
    ForeverFun said:

     the new craftable "Veldritch Vambraces" - though it's still vastly inferior to the "Cuffs of the Archmage". 

    7 Mods versus 4 Mods.  Eldritch Vambraces far more usable - especially for PVM - than the Cuffs.    The Eldritch Vambraces are the new best in slot item and will devalue all existing mage gear in the arm slot more so than the Cuffs did. 
    Funny when I put them on I lose value on 2 stats.  Less is OP?

    Useless mods do not count.
    If the extent of your analysis is swapping one item on one character, then this is a non-value added comment on this discussion.   

    Re: Merlin, Mod count is not a good metric.  Getting to 120 resist, whether running protection or not, is one factor.    The LRC property is going to be a NOP for most mages already using the cuffs.
  • MerlinMerlin Posts: 256
    edited June 13

    Re: Merlin, Mod count is not a good metric.  Getting to 120 resist, whether running protection or not, is one factor.    The LRC property is going to be a NOP for most mages already using the cuffs.
    That's fair - however - there are many metrics to consider.  You can't simply write off LRC / LMC because most people have it already.  In PVP especially, where every little bit counts - people will change multiple items on a suit if it means getting several extra mods on one slot.   And while Resist Spells is certainly crucial for many builds, it's also not crucial to be maxed out for many PVM builds.  

    Eldritch has more stats, an eater, casting focus, LRC, LMC - whereas the Cuffs do not. Regens are mostly a wash.   SDI is slightly higher on the cuffs, but SDI has a low cap for PVP -- and even on PVM, there are so many SDI items now that this does not carry the same importance as it did just a few years ago.

    This is in addition to devaluing all existing mage gear in the arm slot.  Eldritch will do that far more than the Cuffs - very similar to what the Gloves of Archlich did to the hand slot.  


  • PawainPawain Posts: 10,967
    edited June 13
    The mage I just transferred took all the shard bound items off of and threw on a random replacement pieces.  I was just looking for 100LRC.

    I have no shard bound items on.

    Sorry, but I do not see how these two new items, the sleeves and a sash, would make me better.

    I assume if I wanted to PvP I could give up most of the SDI items and put others on.  Notice I also only have 250 stats.  I have 5 stats on my ring and bracelet that could be removed and not change my stat sheet.  Because I got jewels that made up for the neglected stats on event armor.

    Ya FC is soo hard to get without using event stuff, NOT. 40LMC is so hard to get....





    Focus on what you can do, not what you can't.
  • CovenantXCovenantX Posts: 1,057
    Mariah said:
    As a general rule of thumb, I believe, only items that have a craftable version can be enhanced?


    Not correct.

    The "Veilkeeper branch" is base type ID 42855.

    Base item type is actually a "Wand", I believe it was introduced in "Treasures of Hythloth", as "Wand of Warding".
       yea, that's right, new item type from hythloth was an off-hand wand (different item type from the wands most players are familiar too)   

    -usually when there are new item types added, many times (not always) they cannot be repaired, pofed or enhanced.    -I have not tested any of the rewards with either of these mechanics.  just sayin' based on the history that's a pretty consistent occurrence when new item types are added to the game.
    Remove or change casting focus & poison immunity it reduces the need for "Player Skill" it's garbage. rant2 Bring timing back and eliminate chance in pvp!

  • CovenantXCovenantX Posts: 1,057
    edited June 13
    Pawain said:
    I was just looking for 100LRC.

    I have no shard bound items on.

    Sorry, but I do not see how these two new items, the sleeves and a sash, would make me better.





       the sleeves?   well they're not good. first, they have pretty useless properties, they only have 7 properties (SDI being the only one that makes them unique), but the sash will allow the use of other items without LMC or FC1..  

    the players who optimize their sets as much as they can, know what they'll be able to get out of it. it's just a matter if they have or find the right 'looted' pieces to fill the new gaps.

     ***Edit: I guess +10 int can be considered 'unique' too, but still a poopy item compared to PERMANENT CONTENT we have already.  

    *Casting Focus isn't capped high enough for it to make a difference in pvm, so it's basically a completely useless mod.   I suggested long ago now, casting focus should spawn with higher values (similar to LRC) and be capped at 100%, but no longer proc in PvP)   big gap between what Pvm Mages can do vs Pvm Dexers.... but it's almost the complete opposite in pvp.   and a change to casting focus would bridge that cap in pvm...  Interruptions are why mages are really bad at pvm, aside from clearing really weak trash mobs with AoE Spells.***


    Remove or change casting focus & poison immunity it reduces the need for "Player Skill" it's garbage. rant2 Bring timing back and eliminate chance in pvp!

  • PawainPawain Posts: 10,967
    edited June 13
    @mis ; You asked about going into the city.  They finished and are restarting on Baja.

    1.  Wall during the off timer, cant be breached.
    2.  Wall when it can be breached.
    3.  Throwing bombs.
    4.  Bomb does 1% damage so it takes 100 bombs to break a panel.

    They learned to just break one panel so only need 100 bombs to enter.

    The players waiting outside.

    lol at 10% the one bomb maker went afk. 

    Pro tips:  Have multiple players making the siege items during the break between encounters.
    Have more than one player tossing bombs and shooting catapults.

    Yes, you can enter the city when the event has begun until the end of all 5 stages.  Once there is a hole in the wall.


    Focus on what you can do, not what you can't.
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