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Official Feedback Thread: Artifact Equipment

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  • ikapamkikapamk Member, Neverwinter Beta Users Posts: 294 Bounty Hunter
    edited October 2014
    ironzerg79 wrote: »
    Supply and demand. Once people need to refine more artifact equipment, that price is going to shoot through the roof again.

    The reason it dropped isn't because of a lack of demand. The amount of supply skyrocketed, thanks to farm foundries. So, there's such a surplus that the only way to drive prices up would be to withhold them, as many diamond companies do.
    Carpe Jugulum
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  • balorinbalorin Member, NW M9 Playtest Posts: 132 Arc User
    edited October 2014
    I love this game, really amazing, but there is a problem about the mod 5 rewards i don't talk about the content but just about what they decided to add and where.

    Off hands golden dragon artifacts
    > absolutely no problem, it seems logical.

    New artifacts belts
    > Mod 4 provide artifacts belts, so why they decided to add new belts now, for me it's clearly too soon, but it's not the only and main reason, why they decided to add those belts (lathender, seladrine etc etc) in the tiamat campaign? i mean seriously it makes absolutely no sense, it will be more logical to add new belts like that inside MC, DR and KR.

    Tiamat encounter deserve her own rewards.


    Artifacts cloaks (seldarine, lathendar etc etc)
    > No problem but same thing, what is the link between tiamat and such items?

    Old normal artifacts have suddenly new powers (
    > Big problem i can understand a nerf for obvious reason, but i can't understand why they pick an old item (for example black ice beholder artifact) giving to it a new function with the set part, this is the first time they decide to make this kind of moove and it's bad.
    Bad for the economic part with speculation, and totally lame for people who sold those items before.

    It will be more fair to design new items for the set instead of a bad recycling.
  • mconosrepmconosrep Member Posts: 0 Arc User
    edited October 2014
    balorin wrote: »
    Off hands golden dragon artifacts
    > absolutely no problem, it seems logical.

    New artifacts belts
    > Mod 4 provide artifacts belts, so why they decided to add new belts now, for me it's clearly too soon, but it's not the only and main reason, why they decided to add those belts (lathender, seladrine etc etc) in the tiamat campaign? i mean seriously it makes absolutely no sense, it will be more logical to add new belts like that inside MC, DR and KR.

    While I agree with your point about the belts, personally I don't see why the legendary off-hand doesn't work with ANY legendary weapon or why they should even introduce new legendary weapons / belts at all.

    By introducing new and better legendary belts and weapons after just one mod, they have reduced the incentive for many players to bother with future artifact equipment - after all why bother when in a single mod all the time, effort and millions of AD spent buying and refining them are going to be almost pointless in 3months. Remember that unlike many other MMOs, here the extra RNG together with refinement costs is a killer.
  • loboguildloboguild Member Posts: 2,371 Arc User
    edited October 2014
    This is just too much progression for my taste. Artifact Weapons and Belts were introduced in M4 and now already some will be forced to switch their fully refined (through tons of ADs and a crappy GUI) gear to another one.
    Cloaks: ok. Off-Hand: ok, but changing Artifact gear after one Module sucks an effing ton.

    It this rate it's almost better to rotate chars and overhaul them every two or three modules.
  • effectensteineffectenstein Member Posts: 1,031 Bounty Hunter
    edited October 2014
    can the DC OFFHAND (icon) be used on ioun stone of allure for example? :)
  • mconosrepmconosrep Member Posts: 0 Arc User
    edited October 2014
    can the DC OFFHAND (icon) be used on ioun stone of allure for example? :)

    I was told (as I never got an artifact belt - lucky for me with the new Mod 5 ones coming out) that current artifact belts CANNOT be used on companions. So I doubt these will be.
  • ironzerg79ironzerg79 Member, Neverwinter Moderator, NW M9 Playtest Posts: 4,942 Arc User
    edited October 2014
    Posted this to my gaming community forums, and I thought I'd share the thought here. I'm coming to terms with what the "Legendary" gear really is.

    Totally unnecessary.

    It's the one thing that keeps me grounded. Skill matters more than gear in this game. Gear gives you great potential, but all that <font color="orange">HAMSTER</font> at Legendary is adding a few % extra DPS or whatever...but it's not going to make the difference between you finishing a dungeon or it turning into a wipefest.

    I'm coming to the conclusion that the Legendary status is there as just that...status. It's another one of those items that people are probably going to end up dropping money on the game to shortcut, but it's completely unnecessary. Given that Cryptic is giving away the entire content for free, they have to monetize some aspect of it. I really like to believe that it's no coincidence Epic level is only 20% of the way to Legendary. It's the compromise the developers made to be "good guys" and make the Epic level attainable for casuals (and I use that term in a positive light) and then give the Legendary status some ridiculous grind that only the absolute crazies will do (and probably with the help of some cash).

    So when I look at it like that, I'm less frustrated by the enormous grind to get there. Legendary status is essentially the "40-man hardcore raid all week long like it's your job" aspect of the game, that no one has to participate in if they just want to have a good time.

    Stat-wise, even at Epic quality, these items are all going to BiS and something people should work towards. Grinding it all the way up to Legendary is cool for an extra bit of power, and the status of walking around with golden borders around your equipment. But it's totally unnecessary.

    And I know, I know..."But in PvP...!" complaints. Yes. That's a problem, but it's only one rock on a mountain of issues that PvP has in this game. That aspect of the game is in such need of a serious overhaul, I'm not even going to respond to comments about PvP as they relate to these issues.
    "Meanwhile in the moderator's lounge..."
    i7TZDZK.gif?1
  • ironzerg79ironzerg79 Member, Neverwinter Moderator, NW M9 Playtest Posts: 4,942 Arc User
    edited October 2014
    According to the damage formulas posted by Kaelac and Abbaddon, the difference between a Legendary main hand and a level 35 Epic one is about 4.5%, assuming you have R10 Radiants slotted (1 in the Epic, 2 in the Legendary). Discounting the gems, it's less than 3%.

    There's zero PvE content in the game right now that requires you to be so tightly tuned that a few percentages will make or break you. That's my point.

    Yes, someone walking around in full Legendary gears is going to be more powerful. But nothing is being gated that REQUIRES players to be geared to such a level.

    If things stay the same, I'll accept that and enjoy my purple Artifact Equipment. There's no way I'm clicking and dragging my way to ANOTHER Legendary.
    "Meanwhile in the moderator's lounge..."
    i7TZDZK.gif?1
  • runonnikerunonnike Member Posts: 337 Arc User
    edited October 2014
    I'm really worried about PvP. Someone is Rank 7's will be out-performed by Rank 8's. Think about the gap between Rank 7's and Rank 10's.

    Take GFs for example. In Mod 2, a GF with Rank 7's could compete with one in Rank 10's. Skill was second most important, right behind gear.
    Currently, one with Rank 10's and legendary equipment (21k GS) will stomp one with Rank 7's and Black Ice equipment (16k GS).
    Not only will the 21k GF have about 10k more HP, but he will also have more burst damage.

    Now an artifact neck and off-hand are being introduced. The gap will be so large that anyone with less than 17k GS might as well be 10k GS.
    [SIGPIC][/SIGPIC]
  • lordfuzunlordfuzun Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild Users Posts: 54
    edited October 2014
    I think people are going ape a bit prematurely. Cryptic hasn't reveal all of whats' going to be in Module 5. They have improved some of the bad aspects of ToD. They've added a max number of "failures" in Artifact Weapons Chest. And they've added Main Hand weapons for the Paragon At-Wills. Keep a cool head and wait to see what else Mod 5 will have. There may very well be a change in how Refinement is done.

    And I'm not an apologist for Cryptic. I'll rip Cryptic a new one when they desired.. For example the Lightning Jar change/bug is TOTALLY inexcusable. The designer and QA team should bow their heads in shame for letting that bug get out the door.
  • pointsmanpointsman Member Posts: 2,327 Arc User
    edited October 2014
    I agree with ironzerg, getting your equipment to legendary is a status symbol more than anything else.

    I don't have an artifact belt, I have an artifact weapon at level 40-ish, and three artifacts between levels 70 and 90. I honestly don't think I'm missing out on anything that I want to do. (And no I don't do Domination PVP or open world PVP. I do the occasional GG PVP only.)
  • fdsakhfduewhfiuffdsakhfduewhfiuf Member Posts: 604 Arc User
    edited October 2014
    With all the artifact equipment needing RP to upgrade I'd love to see additional ways of improving them.

    What about letting it improve by just playing the game (in addition to upgrading it by refinenment stuff)? E.g. for every hour in combat legendary gear's RP value is increased by 10000 RP. For a legendary weapon or belt you'll have to spend about 460 hours fighting. Still a long time but achievable in the end.
  • charkanramoncharkanramon Member, NW M9 Playtest Posts: 51 Arc User
    edited October 2014
    I see that you have created an entire set (neck / belt / artifact) but should also create set (neck / belt) that uses the old belts. It would be interesting sets of charisma, strength, etc.
  • mstrssihrmstrssihr Member, NW M9 Playtest Posts: 545 Arc User
    edited October 2014
    Errmmm... I'm so confused. These new sets are totally out of sync for SWs. I'll list the stat comparisons below. If someone has already covered all this then I'll just include this as a "I second the motion" that --- this is whack. :P I realize that not all sets are always going to be good for all classes but even with taking this into consideration, still not a single one of the sets are tailored for SWs. Idk if other classes are facing this as I only have took a look at this for my new main, an SW. Are other classes seeing this issue as well?

    CHARISMA = Primary attribute for SW.
    INTELLECT & CONSTITUTION = Secondary
    WE DONT USE = Yet it's attached to each Artifact

    1. Lathander's

    a) Lathander's Belt
    +3 CON
    +2 DEX

    b) Lathander's Cloak
    +8 AC
    +458 Power
    +298 Recovery
    +298 Defense

    2. Seladrine

    a) Belt of Seladrine
    +2 WIS
    +3 CHA


    b) Cloak of the Seladrine
    +8 AC
    +458 Power
    +298 Deflection
    +298 Lifesteal

    3. Black Ice

    a) Belt of Black Ice
    +3 INT
    +2 WIS


    b) Cloak of Black Ice
    ? NO AC ??
    +458 Power
    +298 Critical Strike
    +298 Armor Penetration

    4. Imperial

    a) Imperial Wasitband of Honor
    +3 STR
    +2 DEX


    b) Imperial Dragon Cloak
    ? NO AC ??
    +458 Power
    +298 Critical Strike
    +298 Armor Penetration

    Why do some cloaks give +8 AC and some do not, but they're all give the exact same amount of stat points (1054)?? Surely there should be a better balance than this? Add in +Health instead of +AC on Imperial Dragon Cloak & Cloak of Black Ice? Maybe hopefully this new item ties into said concerns and will allow us the chance to try for attribute rerolls? Also, in the Wondrous Bazaar I only see an item called Cube of Augmentation, I don't see the below Tymora's Die of Change, both cost 50k AD.

    http://nw-forum.perfectworld.com/showthread.php?773941-Tymora-s-Die-of-Change-Artifact-gear-upgrade-alteration

    ugoq9JM.jpg
    - Major Peachy Bottom * Gutbuster's Brigade -

    "Last request - microtransactions for alllll old skins for zen/weapon appearance changes, 500 zen to make ur wep glow the color/enchant you want it... You will make more off that one item than any other zen item ever made." freshour

    "beckylunatic" Gateway AH should have column headers to sort by buyout, bid, end time, quantity, etc. These disappeared iirc with the module launch. It's obnoxious.
  • lewstelamon01lewstelamon01 Member Posts: 7,415 Arc User
    edited October 2014
    This is a feedback thread for the artifact equipment--not a discussion thread on how bots are affecting the economy and/or the RP refinement items. Please do refrain from derailing the thread.

    Remember, in feedback threads, if it's not going to help the devs tweak the topic in question, do not post it.
    ROLL TIDE ROLL

    Great Weapon Fighter: Because when is today not a good day to die?

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  • vestige321vestige321 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 149 Bounty Hunter
    edited October 2014
    mstrssihr wrote: »
    Errmmm... I'm so confused. These new sets are totally out of sync for SWs. I'll list the stat comparisons below. If someone has already covered all this then I'll just include this as a "I second the motion" that --- this is whack. :P I realize that not all sets are always going to be good for all classes but even with taking this into consideration, still not a single one of the sets are tailored for SWs. Idk if other classes are facing this as I only have took a look at this for my new main, an SW. Are other classes seeing this issue as well?

    CHARISMA = Primary attribute for SW.
    INTELLECT & CONSTITUTION = Secondary
    WE DONT USE = Yet it's attached to each Artifact

    1. Lathander's

    a) Lathander's Belt
    +3 CON
    +2 DEX

    b) Lathander's Cloak
    +8 AC
    +458 Power
    +298 Recovery
    +298 Defense

    2. Seladrine

    a) Belt of Seladrine
    +2 WIS
    +3 CHA


    b) Cloak of the Seladrine
    +8 AC
    +458 Power
    +298 Deflection
    +298 Lifesteal

    3. Black Ice

    a) Belt of Black Ice
    +3 INT
    +2 WIS


    b) Cloak of Black Ice
    ? NO AC ??
    +458 Power
    +298 Critical Strike
    +298 Armor Penetration

    4. Imperial

    a) Imperial Wasitband of Honor
    +3 STR
    +2 DEX


    b) Imperial Dragon Cloak
    ? NO AC ??
    +458 Power
    +298 Critical Strike
    +298 Armor Penetration

    Why do some cloaks give +8 AC and some do not, but they're all give the exact same amount of stat points (1054)?? Surely there should be a better balance than this? Add in +Health instead of +AC on Imperial Dragon Cloak & Cloak of Black Ice? Maybe hopefully this new item ties into said concerns and will allow us the chance to try for attribute rerolls? Also, in the Wondrous Bazaar I only see an item called Cube of Augmentation, I don't see the below Tymora's Die of Change, both cost 50k AD.

    http://nw-forum.perfectworld.com/showthread.php?773941-Tymora-s-Die-of-Change-Artifact-gear-upgrade-alteration

    ugoq9JM.jpg

    I'd like to know this as well. Can we reroll attribute stats on artifact gear?
  • rayrdanrayrdan Member Posts: 5,410 Arc User
    edited October 2014
    FEEDBACK:
    1) New belts should have the same stats of old belts (+2+2 = 4 not 5!)
    2) New belts should NOT be special part of new bonus set. UNFAIR
    3) New belts should DROP in their respective dungeons (malabog castle to name one)
    4) Old main hands should GIVE 1:1 RP in the new main hands. otherwise unfair again
    5) owner of multiple main hands should have a way to exchange them with tokens for the new main hand.


    I am ok with giving players alternatives. I m not ok with cheating with them.
  • rashylewizzrashylewizz Member Posts: 4,265 Bounty Hunter
    edited October 2014
    rayrdan wrote: »
    FEEDBACK:
    1) New belts should have the same stats of old belts (+2+2 = 4 not 5!)
    2) New belts should NOT be special part of new bonus set. UNFAIR

    They want you to pump more money into this game
    rayrdan wrote: »

    3) New belts should DROP in their respective dungeons (malabog castle to name one)

    They will drop in the new raid. However, I think the RNG will be horrible so I don't think it is worth it to farm them. You will probably have to buy them in the auction house.
    rayrdan wrote: »

    4) Old main hands should GIVE 1:1 RP in the new main hands. otherwise unfair again
    5) owner of multiple main hands should have a way to exchange them with tokens for the new main hand.

    It is a little unfair and greedy but I don't know what we can do. We've had polls and feedback mostly disagreeing with this direction.
    thedemien wrote: »

    Please explain what will be happening with current artifact belts? Will they get 2 new items to match set or we basically wasted 6m of Ref points?

    They will not get 2 new items to match set in the near future....and probably won't.
  • graalx3graalx3 Member Posts: 232
    edited October 2014
    Artifact Guardian Shields will have +8 AC.

    2 artifact cloaks have +AC the other 2 give Action Points every 3 seconds while in combat.

    The name of Tymora's Die of Change has been changed to the Cube of Augmentation.

    Off-hand artifacts are the only ones that will use the Cube of Augmentation and only for their Class feature power and the artifact special stat.
  • mstrssihrmstrssihr Member, NW M9 Playtest Posts: 545 Arc User
    edited October 2014
    graalx3 wrote: »
    Artifact Guardian Shields will have +8 AC.

    2 artifact cloaks have +AC the other 2 give Action Points every 3 seconds while in combat.

    The name of Tymora's Die of Change has been changed to the Cube of Augmentation.

    Off-hand artifacts are the only ones that will use the Cube of Augmentation and only for their Class feature power and the artifact special stat.
    mstrssihr wrote: »
    ...still not a single one of the sets are tailored for SWs. .


    Dear Graalx3, Any comment on the mismatched Attributes that SWs are facing (possibly other classes too) ?? Please --
    - Major Peachy Bottom * Gutbuster's Brigade -

    "Last request - microtransactions for alllll old skins for zen/weapon appearance changes, 500 zen to make ur wep glow the color/enchant you want it... You will make more off that one item than any other zen item ever made." freshour

    "beckylunatic" Gateway AH should have column headers to sort by buyout, bid, end time, quantity, etc. These disappeared iirc with the module launch. It's obnoxious.
  • lwedarlwedar Member, NW M9 Playtest Posts: 790 Arc User
    edited October 2014
    They have good points. These sets greatly favor some classes over others. Would be nice if they were more tailored for classes/playstyle considerations.
    "we all love this game and want it to thrive"
  • iambecks1iambecks1 Member Posts: 4,044 Arc User
    edited October 2014
    graalx3 wrote: »
    Artifact Guardian Shields will have +8 AC.

    2 artifact cloaks have +AC the other 2 give Action Points every 3 seconds while in combat.

    The name of Tymora's Die of Change has been changed to the Cube of Augmentation.

    Off-hand artifacts are the only ones that will use the Cube of Augmentation and only for their Class feature power and the artifact special stat.

    Thanks for the answers , however as you will probably be aware now many of us are extremely concerned about the amount of RP necessary to level all this stuff up , not wanting any specifics but can you tell us whether you have any plans to either reduce the amount of RP needed to level up artifact gear or increase the amount of RP drops we get/ increase the amount of RP level 60 gear gives?

    Also please can you make it so that existing artifact gear gives back RP at a better ratio than it currently does when we refine it into new artifact gear? right now a legendary artifact weapon gives back just over 1.8 million RP which is a very bad return on the amount of RP fed into it.
    YourSecretsAreOurSecrets.gif
  • thedemienthedemien Member Posts: 830 Arc User
    edited October 2014
    graalx3 wrote: »
    Artifact Guardian Shields will have +8 AC.

    2 artifact cloaks have +AC the other 2 give Action Points every 3 seconds while in combat.

    The name of Tymora's Die of Change has been changed to the Cube of Augmentation.

    Off-hand artifacts are the only ones that will use the Cube of Augmentation and only for their Class feature power and the artifact special stat.

    Thanks for answers.
    - What about 1 to 1 RP transition ? Right now I won't even bother to refine my legendary belt.
    - Are you plan to add sets to current belt?
    - Why do you have only 3 artifacts sets? . Most of wish is actually favors only CWs/SWs or doubtfully benefit class as lathenders or nerfed to useless mark of seldarine ? Is there gonna be more? otherwise same as for belt - does not worse it all all.
  • mfgamesysmfgamesys Member Posts: 462 Arc User
    edited October 2014
    there needs to be a similar system for artifact gear refining similar to artifacts where if you use the same type you get a bonus to your rp up to a certain rank. And with all the artifact gear coming can you please add this as the more you do this the harder it is to refine and even switch artifact gear and there is only so much space a player can have when he has all bag slots with max capacity and all bank slots. Please do something of how using an artifact mainhand at rank 34 should give 50% or more of rp put when used for rp in another mainhand etc.(neck for necks, belts for belts, offhands for offhands) as all I see coming is that it becomes a deterrent for people to play.
    Main-Lothor Syralth Guardian Fighter
  • graalx3graalx3 Member Posts: 232
    edited October 2014
    The base ability scores given by the new artifact belts could use some changes to better cover the classes.

    Would something like this address y'alls concerns?
    Lathander - CON, DEX unchanged
    Seldarine - CHA, DEX (WIS switched out for DEX)
    Black Ice - INT, CHA (WIS switched out for CHA)
    Imperial - STR, WIS (DEX switched out for WIS)

    This gives each class a belt that hits 2 of their three primary/secondary stats.
  • cromejohnsencromejohnsen Member, NW M9 Playtest Posts: 207 Arc User
    edited October 2014
    why not enhance the cube of augmentation and let us freely decide on each artifact equipment which stats we want .
    let us reroll the current stats on artifact equipment via the cube of augmentation
    this includes ability scores , stat points maybe more ....
    that would fix the whining and flaming about classes having disadvantages wearing the new belts.
  • vedran541vedran541 Member Posts: 199 Arc User
    edited October 2014
    graalx3 wrote: »
    The base ability scores given by the new artifact belts could use some changes to better cover the classes.

    Would something like this address y'alls concerns?
    Lathander - CON, DEX unchanged
    Seldarine - CHA, DEX (WIS switched out for DEX)
    Black Ice - INT, CHA (WIS switched out for CHA)
    Imperial - STR, WIS (DEX switched out for WIS)

    This gives each class a belt that hits 2 of their three primary/secondary stats.

    How about giving the current belts some kind of a set bonus with another artifact/neck? We only spent arround 10 million AD on them, its not like AD grows on trees in this game. Or is this in your plan? It would be nice with some more information about this. Will the current belts have any set bonus?


    Also what will the RP value be, counting on that the old belts dont get any setbonus, if you refine a new belt with an old one (legendary) ?
  • iambecks1iambecks1 Member Posts: 4,044 Arc User
    edited October 2014
    graalx3 wrote: »
    The base ability scores given by the new artifact belts could use some changes to better cover the classes.

    Would something like this address y'alls concerns?
    Lathander - CON, DEX unchanged
    Seldarine - CHA, DEX (WIS switched out for DEX)
    Black Ice - INT, CHA (WIS switched out for CHA)
    Imperial - STR, WIS (DEX switched out for WIS)

    This gives each class a belt that hits 2 of their three primary/secondary stats.

    I don't know about the other classes but I think I can speak for most CW's and say INT/CHA is better than INT/WIS on the Black ice set for CW's , it's a shame that we cannot have more freedom to swap the stat boosts and bonuses and put them onto the artifact set of our choice instead of being locked into one artifact set with one set bonus for each class.
    YourSecretsAreOurSecrets.gif
  • magiquepursemagiquepurse Member Posts: 0 Arc User
    edited October 2014
    graalx3 wrote: »
    Black Ice - INT, CHA (WIS switched out for CHA)

    From a PvP CW perspective:

    - this change make the Black ice set pretty much a necessity, because of the bonus, mostly
    - wearing this will mean even LESS TENACITY, and even MORE DAMAGE. We already deal obscene amounts of damage. Tenacity was introduced for a reason, and it fails to serve that purpose as of now
    - my Legendary Int Belt is now obsolete - a 10 MILLION AD WASTED in less than a mod. Are you serious.
    - I cannot use the Int belt to refine my BI belt, it doesn't give good RP

    These changes make the game UNPLAYABLE for me, as I need BiS for PvP premading and there are no ways to get AD for my necessities.

    If the sets would include the Int/Cha/Con etc. belts, and we could get the cloak artifact and beholder fast and cheap enough (remember, we still have to refine to legendary!!!), there would be a small hope for me to continue playing. Actually... the Beholder has horribad stats. What else can I say...

    i can understand we need to spend AD and invest in new goodies, but in this game there aren't enough ways to do this. We are starved for currency and even for moderate amounts of AD you need to far all day.

    This is supposed to be a game, not a job. Please keep it in mind.
  • nwnghostnwnghost Member, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited October 2014
    graalx3 wrote: »
    The base ability scores given by the new artifact belts could use some changes to better cover the classes.

    Would something like this address y'alls concerns?
    Lathander - CON, DEX unchanged
    Seldarine - CHA, DEX (WIS switched out for DEX)
    Black Ice - INT, CHA (WIS switched out for CHA)
    Imperial - STR, WIS (DEX switched out for WIS)

    This gives each class a belt that hits 2 of their three primary/secondary stats.

    In my opinion, I'd prefer Black Ice to remain INT + WIS (CW -> Control)

    There are already too many boosts to pure damage, that STR/WIS and INT/CHA would be absolute necessities rather than choices a player can make.

    Its better to have sets that are trade-offs rather than must-haves

    Not sure what class would aim for Lathander, since the bonus itself suggests heal-type folks rather than tank or damage types. You could make that WIS/CHA maybe and turn Imperial into STR/DEX.

    Seldarine can be CON/DEX
This discussion has been closed.