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My suggested Shadow Lair gear buffs.

4 replies [Last post]
Tue, 07/05/2016 - 16:58
Jessecho's picture
Jessecho

OK, armor in general really needs an overhaul, but the Shadow Lair sets are a good place to start. They're the hardest armors in the game to get outside the 5-star Black Kat and other Kat Raiments, but between them, only two aren't useless and are worth the time to get: Mercurial Demo and Snarbolax.

Ice Queen is mediocre, just like every defensive armor set, and Skolver has almost all of its benefits, except it doesn't blow.

Heavenly Iron is completely outdone by Skolver and Snarbolax, which is stupid, because both are easier to get. The Shock penalty only makes it even more worthless, and Curse protection is almost never worth using. The only place this armor could be useful: Shadow Firestorm Citadel, and you still need to mix it with a piece of Fire armor.

Arcane Salamander's monster family boosts are lame, and can be achieved easily with UVs.

Finally, Almirian Crusader is even worse and gets totally outdone by Heavenly Iron. Again, Curse resist is impractical, and the Fire penalty makes it suck in the one place it could have some value besides Legion of Almire, SFSC.

This is how I'd change these armors.

Ice Queen

+Universal "Low" CTR.
-Minor Fire penalty.

We're lacking armors that give CTR. It lines up with Ice Queen because her spinning attack can be considered "charging."

Heavenly Iron

+Replace Shock penalty with Shock RESIST, equal to Snarbolax's resistances. Keep Curse resist the way it is.
+Replace both the Fiend and Sword damage bonus with Medium sword ASI.

I can't think of why they'd give this such a nasty Shock penalty. We already have two Sword armors that give damage bonus, and only one ASI, so this works. Now, it's an even better set for SFSC, as long as you mix in some Fire gear.

Arcane Salamander

+Swap out the Slime and Beast buffs for MSI "Medium," keep everything else the way it is.

MSI is already rare. This could be a viable armor for Bombers who have CTR variants and trinkets. If Medium is too much on both pieces, then it doesn't have to be symmetrical; the helmet could give Low MSI, and the suit gives Medium. Reptiles in real life tend to move fast; makes sense. (Honestly, the reason I swapped in MSI is because I couldn't think of anything else to make it viable for all weapon classes.)

Almirian Crusader

+Swap Fire penalty and Curse resist for Fire and Curse, equal to Snarbolax's defenses.
+Universal "Low" CTR.
-Minor Shock penalty.

Not much else to say here.

By the way, when I say things like "Medium" and "Low," those are tentative amounts, and would probably have to be tested a lot to balance out.

Wed, 07/06/2016 - 01:05
#1
Sir-Pandabear's picture
Sir-Pandabear

All of the Shadow Lair armours are either better than or a good competition to the armours they branch from.

  • Would you use Ice Queen over Jelly Mail? Yes you would. Sleep resistance is worthless.
  • Would you use Heavenly Iron over Valkyrie? Maybe. It has more defence, and one of the fiend points are traded for sword bonus.
  • Would you use Almirian Crusader over Cobalt? I would. Anything is better than Cobalt after all.
  • Would you use Arcane Salamander over Volcanic Salamander? Of course. Arcane has more defence.
  • The problem is that the Jelly, Valkyrie, Cobalt and Chroma sets on which the shadow lair armours are based on are all garbage. Mercurial and Snarbolax are good armors because Demo and Wolver are good armours.

    Most of the armour lines need inherent fixes, not just the Shadow Lair variants.

    Wed, 07/06/2016 - 14:44
    #2
    Fangel's picture
    Fangel
    Agreed

    I agree with Zeddy here. The shadow lair armors should be judged on the crafting lines they follow, not what the "best" item to get is.

    - Ice Queen in comparison to jelly is more useful. Compared to other armors, it's a defensive line skolver.

    - Heavenly Iron in comparison to Valkyrie and Fallen is alright. All angelic lines are "specialist", and it just so happens heavenly iron is "sword/fiend hybrid".

    - Arcane Salamander in comparison to Volcanic Salamander is the same as above. Both lines are "specialist", but their specialty is very specific (fire slimes/constructs + gremlins, or fire slimes + beasts/constructs + gremlins). If you're making gear you typically want it to work in various scenarios and not just one.

    - Almirian Crusader to Cobalt really depends. Is it piercing monsters or fire monsters? I'll take cobalt. Shadow monsters or the very rare curse monster? I'll take almirian crusader.

    Personally I'd want to make each line have an area that it is "best" in. For example, almirian crusader could be "best" in UFSC. As such, I'd give it +2 curse, +2 fire, high shadow defense, and undead: medium. That lets it compete against deadshot, trading gun ASI for fire resistance and higher shadow defense.
    This doesn't fix armors in general, but in the meantime it makes the end-game armors worthwhile.

    Sun, 07/10/2016 - 17:05
    #3
    Nightmxre
    End game items should be special

    You buy a shadow key, which is kinda expensive, then you fight through hard monsters and kill a pretty hard boss for getting items that are just minor upgrades of an item that is much easier to obtain.

    It seems pretty useless to go through all that trouble to kill a very expensive boss just to get an item that is barely better. I'm do not have any exact suggestions to what the items should do otherwise, but they are end game items and therefore should they also be better and or special compared to other items.

    I personally got the snarbolax gear because it offers another type of defense and I don't have anything else to do with my money, furthermore I've got the armor as a costume. But honestly I only did it because I had nothing else to do, plus I wanted to kill the boss.

    Sat, 07/16/2016 - 15:00
    #4
    Teddysmacker's picture
    Teddysmacker
    Poke.

    Honestly I'd like to see buffs in armors in general.
    Let's be real here, most players use armors strictly for the set UV's it already has, that's you see people use Black Kat in elemental/piercing levels.
    The status also plays a role, but honestly most of the time the damage bonus or attack speed outclass defensive playing for experienced players.

    Aside from the status and set UV's, the defense, in my opinion, isn't as good as I wished it was. As long as the there's normal defense on a piece of gear, it's good pretty much anywhere. The other defense types probably helps you for what, two hits? Unless it's a super defensive piece of gear, it really doesn't help too much when most players survive less than seven hits in T3, even less if they're not wearing heart trinkets.

    Why do I use dragon scale in Compound 42?
    It sure as heck ain't for defense. Most monsters carry normal attack on them, so the number of hits taken doesn't vary too much.
    It's for the status resist because the place is a toxic furnace.

    In some ways, I agree that SL gear should be buffed a bit more, but in reality all armors need something going for them. You almost never see people wearing some armor lines, like the Chroma sets for actual gear.

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