So this post will be incredibly long but details. Apoligies.
Apex Bow Ranger only - bear:1.7(5 Unique)|fox:1.7(3 Uniques)|leopard:1.7(1 Unique)|lion:1.7(3 Unique)|wolf:1.7(3 Unique) Rated: B
After some review on this a bump on the modifiers from 1.7 to 2.0 wouldn't hurt. It would still be within the same damage range of some other classes that currently have 2x mods such as druid/paladin. 35 Paladin with champs can do 204 with Royal Sword. At 36 with 18 or 19 str I was doing 169 as my high damage I think. Bear/fox/wolf/lion are all great mods with alot of great different options even without a party. Only one or two modifiers for a boss. From my knowledge only the snow leopard exists and is a below average monster with not alot going for it. Also, limited to a single class. If we could expand on the leopard more I would say all the mods on this exemplify what we want in a training weapon.
Avenger's Crossbow Fighters, paladins, rangers, thieves - bandit:2(3 Unique)|malok:2(1 Unique)|marauder:2(2 Unique)|rogue:2(2 Unique)|thief:2(2 Unique) - Rated: C for Solo, Maybe B for team.
I really wanted to rate this higher but the mods on this weapon are difficult to use on more than thief and ranger. Also, Bandit mod is doubled up on Royal Sword for fighter/paladin which is also 25bd vs 20bd. Only thief can utilize the Malok/Thief mod because of expert and guard thieves. For the solo aspect marauders arent exactly solo able and to buy this just to kill marauders to get a few bleeding hearts seems like a waste of resources in the long run. You can use it on Mine Maurader which is a bonus but not enough to redeem how few monsters use that. Having only two monsters for Rogue which isnt something you would train on is also a difficult notion. In the end this weapon is inflexible which is what lowers the rating on it for me. If we had more options to hit more monsters with the modifiers it could be rated higher.
Ballista Fighter, Paladins, Rangers - giant:2 (17 Unique) | guard:2(3 Unique) | knight:2(4 Unique) | paladin:2(1 Unique) | warrior:2 (4 Unique) Rated: C for solo, S for castle runs in particular
Good for Fighter/Paladin but since rangers cannot Rapid Fire with this weapon and have a higher miss rate/lower damage with normal attacking it is kind of a wash for a ranger. The range of the modifiers is pretty good but mostly is used for Darksparrow Castle runs. I could see an argument to use it on gnoll guards/warriors, Giant Vampire Bats, Giant Sand Wurm and farming black shards from black knights since paladins heal they arent a great solo farming option. It also works on some other mobs like Dungeon Guard, Teptok Warrior, Drow Warrior, Skeletal Warrior, Goblin Warrior but alot of these are difficult to train on solo or dont really yield enough of a reward vs the risk. Then you have monsters like Crystal Giant/Guard Spider that require a Magical Weapon or you get reduced damage. Giant Mod has alot of unique monsters but many of these are either bosses, monster that require magical weapon, or really low level content.
Diamondedge Thief Only - beetle:2(2 Unique) | crab:2(1 Unique) | dragon:2 (3 Unique) | scarab:2 (2 Unique) | spider:2 (9 Unique) Rated: D
This weapon seems good for some of the area for solo but the lack of variety and not being magical means it will do lesser damage to all dragons/guard spider. Viable monsters are limited to Mutant Beetle, Scarab, Mutant Crab, Elite Sentry Spider, Wolf Spider and Sand Spider(3-5 rounds?). Non viable monsters Albino Beetle(Poisons), Skeletal Scarab(spawns from ibis statue), and Guard spider(Low Pod, Low gold, requires magical. Most of the content for thieves is hard if they cannot click it or atleast 2 rounds. Alot of the content they can do with this weapon isnt exactly high pod or high gold.
Erebus Lance - demon:2|shadow:2|torture:2|wight:2|wraith:2 Rated A
Overall plentiful of solo and team opportunities. I rated this an A because I feel thief should be added to this since you have all classes except thief. I understand not seeing a thief use this weapon but as a pure accessibility I think thief should be added.
Orcsbane - ettin:2|goblin:2|ogre:2|orc:2|troll:2 Rated B
The Race mods that have bosses and good easy to kill monsters are great. Lower Rated due to lack of accessible solo medium to high pod content. Orcs/trolls/ogres are all lower pod and then you have goblin being inaccessible since you would have to go kill faravar goblins which hit incredibly hard. Ettin seems okay but if I remember correctly they have a bit of armor, gold was reduced, easy to drag so hit and run is tough with all the other monsters and hit rather rapidly.
Moonsilver Stave - skeleton:2|skeletal:2|spirit:2|vampire:2|wolf:2 Rated E
Rated Lowely due to the fact that we are wasting 2 modifiers for very limited content. Skeleton/skeletal could be shortened to skelet. Then Skelet is only subpar for the regular attacking classes due to the high armor on the Skeletal Wight. This weapon is decent on skeleton, Skeletal Warrior and scarab skeleton but none of this content is anything to write home about. Spirit is also not really a viable training option. Vampire you really only get Bats or Masoleum which is littered with a ton of other mobs no safe squares hard to hnr the tough mobs in there. You have winged Vampire but it has higher armor and really isnt a selling point for this weapon. So the end of my rating is you can kill tundra wolf or vampire bats. Either changing the monsters this affects or adding more monsters with the same names to make this have more variety would make it more valuable.
Royal Sword - bandit:2|dragon:2|drow:2|dungeon:2|teptok:2 Rated: S
Great easy mobs medium content. Race mods seem to be better than class mods since this has so much utility for some of the harder content which makes fighter/paladin more viable options. Viable for all bandits, dragons, most of dungeons and most of kunal runs and drow blade mage. Very broad content that this weapon can hit.
Sarin Trident - bee:2|beetle:2|hornet:2|scorpion:2|spider:2 Rated: C
Mostly use this for Desert training. This was really nice to train on Mutant Beetles but with Ho Ho Hoe also affecting Cinder Beasts I find myself using that instead even for less BD. Mostly because Bronze/Titan Hornets hit hard and poison so not having vamp is tough to mitigate the guaranteed damage. Scorpions are super sticky so its hard solo hnr train on them. Also, as you pointed out to me earlier Bee and Beetle are basically doing the same thing so we could leave bee remove beetle and add another mob to make this more versitile.
Shepherd's Crook - crystal:2|elemental:2|golem:2|granite:2|statue:2 Rated: C
Works well on CG since weapon is magical. Great on elemental but lacking on other mobs due to the high difficulty areas. So you really could only use this solo on Elementals which you need several keys to access and Granite Beasts which are low pod and not a great option to train on for several 100 millions of exp. Abandoned Golem, Clay Golem, Coal Golem, ibis statue, anubis statue. Really just not very versatile and requires you to live on 1 or 2 monsters.
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Most of these weapons could be easy improved by either changing alot of monsters to have an afix in front of the name and targeting that so the weapons are more versatile. I find the weapons that are lacking are very at one thing or two things but the weapons that excell are broad and cover area and not just 1 or 2 monsters. Example could be you could change Blackweald monsters to reflect the name in the name and just put blackweald in the weapon. So change Blackweald Wolf Spider, Blackweald Wight, Blackweald Shadow Wraith ETC.. Just some ideas. I may touch base on some of the other Modified weapons later or an idea to maybe migrate some newer ones in to cover more of the monsters that are major leveling item droppers. I got lazier toward the end of this so I could be missing a few things.
Edited by Gregory67, 19 January 2022 - 04:20 AM.