We have detected that cookies are not enabled on your browser. Please enable cookies to ensure the proper experience.
Page 1 of 3 1 2 3 LastLast
Results 1 to 25 of 75
  1. #1
    Join Date
    Jul 2007
    Posts
    1,423

    Feature Article Feedback: Forging Legendary Items, Part 2

    Exciting new features abound in The Lord of the Rings Online™: Mines of Moria™ release. Among them is the introduction of Legendary Items (LI), which presents a great opportunity for customizing your character by customizing one-of-a-kind Legendary Items that will be the envy of the other players.


    Read more about Legendary Items in second installment of the Feature Article: Forging Legendary Items and join the discussion here!

  2. #2
    Join Date
    Feb 2007
    Posts
    730

    Re: Feature Article Feedback: Forging Legendary Items, Part 2

    Hakai has been a busy boy
    [CENTER][charsig=http://lotrosigs.level3.turbine.com/012030000000007e4/01008/signature.png]undefined[/charsig]

    [B][COLOR=Blue][URL="http://www.oldtimersguild.com/"][U]Old Timers Guild of Gladden[/U][/URL][/COLOR][/B]

    [B][COLOR=Blue] [COLOR=DarkRed]Naed[/COLOR] - [COLOR=DeepSkyBlue]Naedric[/COLOR] - [COLOR=DarkGreen]Naedly[/COLOR] - [COLOR=Orange]Naedz[/COLOR][/COLOR][/B]
    [B][COLOR=Blue] ...you get the pattern [/COLOR][/B]
    [/CENTER]

  3. #3
    Join Date
    Apr 2007
    Posts
    446

    Re: Feature Article Feedback: Forging Legendary Items, Part 2

    After reading the second installment regarding LI I have to say "thank you, thank you, thank you!!! I finally understand it!"

    Good job explaining! This being my first MMO I was not able to refer back to any other examples with other games and felt lost! I'm found!
    Taril 85 Minstrel -Maethores 65 Guardian - Lilianya 75 LoreMaster
    .

  4. #4
    Join Date
    May 2008
    Posts
    1,706

    Re: Feature Article Feedback: Forging Legendary Items, Part 2

    I like, something to do at cap beside raid.

  5. #5
    Join Date
    Mar 2007
    Posts
    211

    Re: Feature Article Feedback: Forging Legendary Items, Part 2

    Now we just need to be able to apply both a slayer title and a damage type title to our legendary weapons. Only being allowed one or the other means the slayer titles are basically useless... better to get the non-common damage type that the particular monster is weak against, and thereby mitigate the higher mitigation to common damage that many other mob types (especially bosses) enjoy. But, if I could have, say, a Beleriand Damage title, as well as an ancient evil slayer title to specialize more, or a troll-slayer title to spread my weapon's utility around that would be good.

    I just think that damage type should not be mutually exclusive to slayer titles... I have nonlegendary weapons already that do both.

  6. #6
    Join Date
    Jun 2007
    Posts
    1,192

    Re: Feature Article Feedback: Forging Legendary Items, Part 2

    There is one small section I do not fully understand:

    ...If he chooses to slot the Tier 7 Rune it will destroy the Tier 6 Rune, so he’s not sure what to do. If he wants to, he can wait until his next re-forge at level 50 to un-slot all of his Relics safely before adding new ones.
    (again, here)

    As for the Relics, even though the item has a full set of Runics, the Steel Setting of Great Rage could potentially replace the Copper Setting of the Deft Hand. Of course, doing this destroys the Copper Setting so it could not be used in another Legendary Item.
    My question is, how does one safely ensure a "preferred relic of choice" does not get destroyed? i.e. I found one I really like and want to keep using it. According to the article, it appears the only option is to wait until the next re-forging session, correct?

  7. #7
    Join Date
    Jan 2007
    Posts
    1,108

    Re: Feature Article Feedback: Forging Legendary Items, Part 2

    Quote Originally Posted by Benucio View Post
    My question is, how does one safely ensure a "preferred relic of choice" does not get destroyed? i.e. I found one I really like and want to keep using it. According to the article, it appears the only option is to wait until the next re-forging session, correct?
    If you slot a different relic in place of your "preferred relic of choice," the preferred relic is destroyed. So if you want to keep it, don't do that. At reforging, you can slot something else in it's place (and not lose the preferred relic) or just reslot the preferred relic.
    Prien of Elendilmir
    Wulfrand, Chummli, Mumli, Althaea, Fyonna, and Alto
    "Ghost Bear just misunderstood. :(" [url]http://lotroimages.akamai.lotro.com/media/ghost.swf[/url]

  8. #8
    Join Date
    Mar 2007
    Posts
    1,807

    Re: Feature Article Feedback: Forging Legendary Items, Part 2

    I hope the base LI class stats are complete, and not limited to what Turbine thinks a class should use.

  9. #9
    Join Date
    Jun 2007
    Posts
    1,192

    Re: Feature Article Feedback: Forging Legendary Items, Part 2

    Quote Originally Posted by willwheels View Post
    If you slot a different relic in place of your "preferred relic of choice," the preferred relic is destroyed. So if you want to keep it, don't do that. At reforging, you can slot something else in it's place (and not lose the preferred relic) or just reslot the preferred relic.
    Excellent, thank you

  10. #10

    Re: Feature Article Feedback: Forging Legendary Items, Part 2

    Quote Originally Posted by Belegwe View Post
    I just think that damage type should not be mutually exclusive to slayer titles... I have nonlegendary weapons already that do both.
    People need to get over the whole "Common damage sucks" mentality. Exotic damage types are quite frankly just not really better in MoM like they are right now. You may get 3 or 4 damage per special, maybe an extra crit, but that is about it. You are not going to get anything big out of the damage type now in regular usage.

    Quote Originally Posted by Benucio View Post
    My question is, how does one safely ensure a "preferred relic of choice" does not get destroyed? i.e. I found one I really like and want to keep using it. According to the article, it appears the only option is to wait until the next re-forging session, correct?
    Correct, you have to wait for reforge.
    Igie/Aridel/Dorimor/Arrion/Rivver/Aridon/Serenety/Leeloominai/Ultraviolet

  11. #11
    Join Date
    May 2007
    Posts
    450

    Re: Feature Article Feedback: Forging Legendary Items, Part 2

    One thing I haven't read anything about yet is what the Legendary Items will look like In-Game.

    2 Questions:

    Will we have any control of what these items look like?
    Does adding different settings, runes, and gems change the appearance of the Item?
    Linkith R6 Captain Shiekk R4 Burglar Quinton R8 Minstrel
    Ileechu R9 Weaver Iheelu R4 Defiler

  12. #12
    Join Date
    May 2007
    Posts
    2,920

    Re: Feature Article Feedback: Forging Legendary Items, Part 2

    I'm still confused as hell. Belts? We're getting belts?

  13. #13
    Join Date
    Mar 2007
    Posts
    841

    Re: Feature Article Feedback: Forging Legendary Items, Part 2

    Quote Originally Posted by Pyroburn View Post
    People need to get over the whole "Common damage sucks" mentality. Exotic damage types are quite frankly just not really better in MoM like they are right now. You may get 3 or 4 damage per special, maybe an extra crit, but that is about it. You are not going to get anything big out of the damage type now in regular usage.
    mobs resistance to common is almost always higher than the different damage types. this may mean you have to carry a couple extra weapons, but relying on common damage is generally a bad idea.

    the +3/6 damage to orcs/whatever is useless until they allow it to stack with damage types

    also, resistances have no effect on crit rate, only on damage done.
    Freeps: Beast, Cadaverous, Deadite, Elphaba, Joules, Kookaburra, Stheno, Weebey, Zod
    Creeps: Barfbag, Bulgingeggsac, Elphabash, Farfel
    {SM/2H1R}

  14. #14
    Join Date
    Mar 2007
    Posts
    841

    Re: Feature Article Feedback: Forging Legendary Items, Part 2

    Quote Originally Posted by mgajeski View Post
    One thing I haven't read anything about yet is what the Legendary Items will look like In-Game.

    2 Questions:

    Will we have any control of what these items look like?
    Does adding different settings, runes, and gems change the appearance of the Item?
    no, the items look stays the same (at least for bows it did). there are different models for the weapons, but you are stuck with the luck of the draw
    Freeps: Beast, Cadaverous, Deadite, Elphaba, Joules, Kookaburra, Stheno, Weebey, Zod
    Creeps: Barfbag, Bulgingeggsac, Elphabash, Farfel
    {SM/2H1R}

  15. #15
    Join Date
    Mar 2008
    Posts
    1,838

    Re: Feature Article Feedback: Forging Legendary Items, Part 2

    All LI objects are tied to specific character classes. For example, a Burglar’s weapons of choice consist of maces, clubs and daggers, while a Champion would instead favor great two-handed axes and hammers. Since the weapons you use to create Legendary Items are the same as those normally available to specific classes, a Burglar would need to stick with a mace, club, or dagger . . . not a two-handed axe. In addition, each class has at least one class item that can be forged into a Legendary Item. Some of these are listed below.

    Even though some of the character types have similar weapons available—such as great swords, clubs, and daggers—a class restriction is still assigned to all LI items. Just because a Burglar can use a club, that doesn’t mean he can use an LI club that is specific to a Minstrel.
    Does that mean that Burglars have Legendary Clubs now?
    Razor // Lusitanius // Crickhollow ~ Portuguese Kinship //

  16. #16
    Join Date
    Jan 2007
    Posts
    52

    Re: Feature Article Feedback: Forging Legendary Items, Part 2

    Quote Originally Posted by KneelBeforeZod View Post
    no, the items look stays the same (at least for bows it did). there are different models for the weapons, but you are stuck with the luck of the draw
    That said, they're planning to implement a barbershop-type system for them at reforge, but they're not sure (tm) when that's going to go in...assuming it even does, of course.

  17. #17

    Re: Feature Article Feedback: Forging Legendary Items, Part 2

    Quote Originally Posted by KneelBeforeZod View Post
    mobs resistance to common is almost always higher than the different damage types. this may mean you have to carry a couple extra weapons, but relying on common damage is generally a bad idea.
    While true now on live, this is NOT the case in MoM.
    Igie/Aridel/Dorimor/Arrion/Rivver/Aridon/Serenety/Leeloominai/Ultraviolet

  18. #18
    Join Date
    Mar 2007
    Posts
    841

    Re: Feature Article Feedback: Forging Legendary Items, Part 2

    Quote Originally Posted by Pyroburn View Post
    While true now on live, this is NOT the case in MoM.
    i don't have hard facts, but on MoM, my bow seems to hit gobs harder with light oil on it than westernesse. this leads me to believe that resistances are handled similarly between SoA and MoM

    maybe ill roll a LM on MoM tonight to check some resistances.
    Freeps: Beast, Cadaverous, Deadite, Elphaba, Joules, Kookaburra, Stheno, Weebey, Zod
    Creeps: Barfbag, Bulgingeggsac, Elphabash, Farfel
    {SM/2H1R}

  19. #19
    Join Date
    Apr 2007
    Posts
    570

    Re: Feature Article Feedback: Forging Legendary Items, Part 2

    Quote Originally Posted by wickedpt View Post
    Does that mean that Burglars have Legendary Clubs now?
    Legendary Burglar clubs were just recently added. But there are no legendary axes for Dwarf Minstrels.
    Last edited by InternetStupid; Oct 29 2008 at 04:24 PM. Reason: LI burglar clubs do exist, thanks Igie

  20. #20
    Join Date
    Mar 2008
    Posts
    1,838

    Re: Feature Article Feedback: Forging Legendary Items, Part 2

    Quote Originally Posted by InternetStupid View Post
    No clubs for Hobbit Burglars. No axes for Dwarf Minstrels.
    Then why talk specifically about Burglar Clubs on the article? Thats just mean and misleading...
    Razor // Lusitanius // Crickhollow ~ Portuguese Kinship //

  21. #21
    Join Date
    Feb 2007
    Posts
    946

    Re: Feature Article Feedback: Forging Legendary Items, Part 2

    Too much text and numbers and possibilities for me to read and understand it. I'm sure I'll figure it out just fine when I get in game.
    .
    Proud Founder, member of SoA Beta 2 and MoM Beta, Lifetime Subscription holder.
    Stryker, Son of Stall, Knight of Gondor and Guardian of the Free Peoples of Middle Earth!

  22. #22
    Join Date
    Oct 2010
    Posts
    1,747

    Re: Feature Article Feedback: Forging Legendary Items, Part 2

    I may have missed it somewhere, but as your legendary item progresses, does it change colour? (purple---> Teal----> Gold)
    [charsig=http://lotrosigs.level3.turbine.com/0520a00000002ceda/01008/signature.png]Jestef[/charsig][color=yellow][b][i]"Since they were to come in the days of the power of Melkor, Aulë made the dwarves strong to endure. Therefor they are stone-hard, stubborn, fast in friendship and in enmity, and they suffer toil and hunger and hurt of body more hardily than all other speaking peoples"[/i][/b][/color] - [color=red][b]The Silmarillion[/b][/color]

  23. #23

    Re: Feature Article Feedback: Forging Legendary Items, Part 2

    Quote Originally Posted by InternetStupid View Post
    No clubs for Hobbit Burglars. No axes for Dwarf Minstrels.
    Clubs for Burgs were added in the last patch, however there are still not any axes for dwarf minstrels.
    Igie/Aridel/Dorimor/Arrion/Rivver/Aridon/Serenety/Leeloominai/Ultraviolet

  24. #24

    Re: Feature Article Feedback: Forging Legendary Items, Part 2

    Quote Originally Posted by KneelBeforeZod View Post
    i don't have hard facts, but on MoM, my bow seems to hit gobs harder with light oil on it than westernesse. this leads me to believe that resistances are handled similarly between SoA and MoM

    maybe ill roll a LM on MoM tonight to check some resistances.
    While you do hit a bit harder, the difference is not the same now because as well as players getting caps and adjustments to stats and resistances, MOBs did as well.

    Some mobs will still be weak to some damage types, it's not a critical now to burn thru a mob any faster. I noticed no real TTK difference between common or exotics.

    Also the ability to apply damage and slayer is not that hard anyways, you can change them out at will if you want. Even though the scrolls are "unique", you can still put as many as you want of each in your bank, you just cannot have as many as you want on your avatar inventory.
    Igie/Aridel/Dorimor/Arrion/Rivver/Aridon/Serenety/Leeloominai/Ultraviolet

  25. #25

    Re: Feature Article Feedback: Forging Legendary Items, Part 2

    Quote Originally Posted by LoupGarou216 View Post
    I may have missed it somewhere, but as your legendary item progresses, does it change colour? (purple---> Teal----> Gold)
    No...
    /10char
    Igie/Aridel/Dorimor/Arrion/Rivver/Aridon/Serenety/Leeloominai/Ultraviolet

 

 
Page 1 of 3 1 2 3 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload