Page 1 of 4 1234 LastLast
Results 1 to 20 of 100

Thread: Weapon Recipes

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Weapon Recipes

    These recipes assume a typical crafter, which means crafting level 35/35/35. A couple of the recipes can be made at a much lower crafter level, so even if you're just starting out it's worth a look.

    Each recipe includes a schedule for what character levels to make it. Because it's so expensive to recreate weapons from scratch, these schedules break it down into its constituent parts. So you might have a weapon with nothing but a suffix on level 3, add a prefix to it (without deconstructing first) on level 5, then an enhancement bonus on level 7. All recipes include a final scheduled pass where you do have to deconstruct first to make the +4 version, which is the best you can get for mid-30s crafting levels. Any pass that requires a deconstruction first is in red.

    The idea behind these recipes is to conserve pack space wherever possible, so in many cases the crafted weapon will be "very good" against many mobs instead of "perfect" against fewer. For example, putting ghost touch on the undead weapon instead of Holy means you don't need a separate weapon for incorporeals.

    Many recipes require a weapon of a specific material, such as silver, cold iron, adamantine or flametouched iron. Material types cannot be crafted, but they are preserved through disjunction, so to craft one you have to first find any weapon of that material either in quest drops or the auction house.

    Once you get into the 60s you can step up the the Holy and Anarchic to their Burst forms and the Banes to Greater Banes, but the level 30 versions are quite nice in their own right. Besides which, the greater versions are now priced too expensive to be worth the trouble until you have multiple capped characters anyway.

    Ooze / Rust Monsters: +4 Vicious/Screaming/True Law <bludgeon> of Everbright
    Undead: +4 Ghost Touch Flametouched Iron <bludgeon> of Undead Bane
    Constructs: +4 Aligned Adamantine <bludgeon> of Construct Bane
    Demons: +4 Holy Cold Iron of Chaotic Outsider Bane
    Devils / Vampires: +4 Holy Silver of Lawful Outsider Bane
    Aberrations: +4 Holy Byeshk of Aberration Bane
    Range: +4 Holy Longbow of Bleed
    Hot & Cold: Flaming of Giant Bane, Icy of Elemental Bane

  2. #2

    Default

    Ooze / Rust Monsters

    Vicious <bludgeon> of Everbright
    Screaming <bludgeon> of Everbright
    True Law <bludgeon> of Everbright

    Many players use their muckbanes well into midgame, sometimes even all the way to level 20, but muckbane doesn't do great damage against ooze and it's even worse against rust monsters.

    The everbright suffix makes a weapon immune to damage from ooze and rust monsters, but it does no damage. That leaves only the prefix for extra damage. Vicious offers the best damage, but it hurts. I went with vicious for a long time, but as you level up you keep running across rust monsters and cubes with a lot of hit points, making vicious needlessly punitive. Two viable alternatives are Screaming and True Law. All three -- vicious, screaming and true law -- have the same +1 potential so it doesn't effect the schedule whichever one you choose. Vicious is a much lower crafting level, so if you're just starting out, go with vicious until your crafting levels get higher.

    I did some testing on arcane oozes, and they have "special damage dr" that reduces both screaming and true law damage, but the primary weapon damage is full strength. (Don't use acid because it actually heals some oozes.) In the end I went with screaming because it looks cooler than true law. heh.

    ML3: of Everbright
    ML5: (Prefix) of Everbright
    ML7: +1 (Prefix) of Everbright
    ML13: +4 (Prefix) of Everbright

    Start with just an everbright weapon for min level 3, add whichever prefix you prefer when you get to level 5, then add a +1 enhancement at level 7 to carry you up to level 13, when you remake it from scratch as a +4 weapon.

    EDIT: U13 included UMD checks on crafted gear, so be careful of True Law if you aren't of Lawful alignment.

  3. #3
    Community Member Beld's Avatar
    Join Date
    Mar 2008
    Location
    Dallas, TX
    Posts
    730

    Default Using True Law/True Chaos gives slightly less DPS

    Quote Originally Posted by EllisDee37 View Post
    Ooze / Rust Monsters

    Vicious <bludgeon> of Everbright

    Many players use their muckbanes well into midgame, sometimes even all the way to level 20, but muckbane doesn't do great damage against ooze and it's even worse against rust monsters.

    The everbright suffix makes a weapon immune to damage from ooze and rust monsters, but it does no damage. That leaves only the prefix for extra damage, so vicious is the way to go even though it hurts.

    The +2d6 damage from vicious makes this weapon a better damage dealer vs ooze than muckbane even without any enhancement bonus, even moreso because you can start with a better base damage from a warhammer or maul. Plus it is just as effective against rust monsters.

    ML3: of Everbright
    ML5: Vicious of Everbright
    ML7: +1 Vicious of Everbright
    ML13: +4 Vicious of Everbright

    Start with just an everbright weapon for min level 3, add vicious when you get to level 5, then add a +1 enhancement at level 7 to carry you up to level 13, when you remake it from scratch as a +4 weapon.
    But works on Oozes and Rustys without damaging yourself. Also, if you put it on a two hander, you get much better damage than even the muckbane/muckdoom weapons.

    If you use Vicious, there are a lot of stuff at higher levels that may take a while to kill, and thus, cause you to do quite a bit of damage to yourself, but that is just my opinion.


    Quote Originally Posted by FlimsyFirewood View Post
    Some people don't like to play hard. That's why we have 'normal'.

  4. #4

    Default

    Quote Originally Posted by Beld View Post
    But works on Oozes and Rustys without damaging yourself. Also, if you put it on a two hander, you get much better damage than even the muckbane/muckdoom weapons.

    If you use Vicious, there are a lot of stuff at higher levels that may take a while to kill, and thus, cause you to do quite a bit of damage to yourself, but that is just my opinion.
    Agreed, which is why I don't use vicious on the construct beater.

    The only reason I can justify it on this one is because the longer you spend fighting ooze or rust monsters the more equipment damage you take, meaning the extra DPS could really help out. But yeah, True Law/Chaos is a fine alternative, as is Wounding.

  5. #5

    Default

    Undead (Skeletons, Wraiths)

    Ghost Touch Flametouched Iron <bludgeon> of (Greater) Undead Bane

    Incorporeal monsters (mostly wraiths) start to show up around level 5, but thankfully Ghost Touch requires a very low level in crafting so this weapon is typically the first weapon you'll craft using the Lesser Undead Bane version.

    The Flametouched Iron material makes it a good-aligned weapon, so it will be effective against the ghostly skeletons in Delera's. While a Holy weapon of Undead Bane would deal more damage for skeleton-heavy quests like Delera's, making a generic all-in-one undead weapon is a good way to conserve pack space and reduce crafting costs.

    Disruption is a much better undead suffix than Undead Bane, but Disruption is not a craftable suffix. If you find a good Disruption weapon, use that instead. Note that Triple Positive greensteel weapons are best of all against undead, so the longterm plan should be to aim for that. A crafted alternative is an excellent placeholder until you get the greensteel weapon.

    Note: Your main slashing weapon will work fine against zombies.

    ML5: Ghost Touch of Undead Bane
    ML7: +1 Ghost Touch of Undead Bane
    ML13: +4 Ghost Touch of Undead Bane

    I can attest from experience that the ML5 version will serve you well doing Delera's on level 5. Ideally you get the +1 onto the weapon as quickly as possible because wraiths have dr/magic, and the only thing that counts as magic is an enhancement bonus. The +1 version will be good enough until 13, then remake the weapon "finish" it off.

    Because Undead Bane requires a soul gem you may not want to have to craft it more than once. In that case, the lesser bane version works fine. This is also the path to take if you're just starting to level your crafter:

    ML3: Ghost Touch of Lesser Undead Bane
    ML5: +1 Ghost Touch of Lesser Undead Bane
    ML9: +3 Ghost Touch of Lesser Undead Bane
    ML13: +4 Ghost Touch of Undead Bane

    Both Ghost Touch and Lesser Undead Bane are cheap and easy to craft, so remaking that version of the weapon isn't a hardship. The ML5 version isn't quite as nice in delera's -- 1d6 less damage per swing -- but will still get the job done.

  6. #6
    Community Member Stoner81's Avatar
    Join Date
    Jul 2012
    Location
    England
    Posts
    3,020

    Default

    Quote Originally Posted by EllisDee37 View Post
    <snip>
    ML13: +4 Ghost Touch of Undead Bane
    <snip>
    Hey Ellis I have been having a think about this and I think having a +4 Holy Of Undead Bane would perhaps be better I know it loses the Ghost Touch but at level 13 you could use the Ethereal Bracers to compensate for that, anyway what do you think about my idea? It kind of goes against your point of saving pack space but it's only 1 extra space taken up, though it does mean gear swapping which is a bummer but with some planning should not be too bad.

    Stoner81.

  7. #7

    Default

    Quote Originally Posted by Stoner81 View Post
    Hey Ellis I have been having a think about this and I think having a +4 Holy Of Undead Bane would perhaps be better I know it loses the Ghost Touch but at level 13 you could use the Ethereal Bracers to compensate for that, anyway what do you think about my idea? It kind of goes against your point of saving pack space but it's only 1 extra space taken up, though it does mean gear swapping which is a bummer but with some planning should not be too bad.
    I do, yes, and I use a silver maul for it so that it's also a nice vampire killer. It's not required, though.

  8. #8
    Community Member Stoner81's Avatar
    Join Date
    Jul 2012
    Location
    England
    Posts
    3,020

    Default

    Going to make it on a BTA quarterstaff I have and see how it goes with it, it's less DPS than say a maul but it means it can be used for all classes and since it's for my TR toon it makes more sense for me. Even though DPS is lacking on them I find having Haste (pot/s) and Haste Boost (Rogue/Fighter) you can't half churn out damage pretty quick

    Stoner.

  9. #9
    Community Member DogstarPhotography's Avatar
    Join Date
    Dec 2009
    Location
    London, England
    Posts
    51

    Default

    What about weapons for Cannith Challenges? I'm running them mostly at lowish level (5-9) with a couple of characters dedicated toit so getting a specific set of weapons for each challenge would be helpful.

    For Circles of Power/Colossal Crystals/Kobold Chaos I'm assuming a trusty Screaming of Bleed weapon will suffice and for The Disruptor obviously an undead basher, but what about the phantasms, gargoyles and elementals in Behind the Door/Moving Targets? andwhat should I craft to deal with the animated armors and reavers? (or whatever they are) in The Dragon's Hoard?

  10. #10

    Default

    Quote Originally Posted by EllisDee37 View Post
    Undead (Skeletons, Wraiths)

    Ghost Touch Flametouched Iron <bludgeon> of (Greater) Undead Bane

    Incorporeal monsters (mostly wraiths) start to show up around level 5, but thankfully Ghost Touch requires a very low level in crafting so this weapon is typically the first weapon you'll craft using the Lesser Undead Bane version.

    The Flametouched Iron material makes it a good-aligned weapon, so it will be effective against the ghostly skeletons in Delera's. While a Holy weapon of Undead Bane would deal more damage for skeleton-heavy quests like Delera's, making a generic all-in-one undead weapon is a good way to conserve pack space and reduce crafting costs.

    Disruption is a much better undead suffix than Undead Bane, but Disruption is not a craftable suffix. If you find a good Disruption weapon, use that instead. Note that Triple Positive greensteel weapons are best of all against undead, so the longterm plan should be to aim for that. A crafted alternative is an excellent placeholder until you get the greensteel weapon.

    Note: Your main slashing weapon will work fine against zombies.

    ML5: Ghost Touch of Undead Bane
    ML7: +1 Ghost Touch of Undead Bane
    ML13: +4 Ghost Touch of Undead Bane

    I can attest from experience that the ML5 version will serve you well doing Delera's on level 5. Ideally you get the +1 onto the weapon as quickly as possible because wraiths have dr/magic, and the only thing that counts as magic is an enhancement bonus. The +1 version will be good enough until 13, then remake the weapon "finish" it off.

    Because Undead Bane requires a soul gem you may not want to have to craft it more than once. In that case, the lesser bane version works fine. This is also the path to take if you're just starting to level your crafter:

    ML3: Ghost Touch of Lesser Undead Bane
    ML5: +1 Ghost Touch of Lesser Undead Bane
    ML9: +3 Ghost Touch of Lesser Undead Bane
    ML13: +4 Ghost Touch of Undead Bane

    Both Ghost Touch and Lesser Undead Bane are cheap and easy to craft, so remaking that version of the weapon isn't a hardship. The ML5 version isn't quite as nice in delera's -- 1d6 less damage per swing -- but will still get the job done.
    Excellent suggestions as always! Thank you for the thoughtful work. Great resource.

    I have difficulty getting the soul gems for some of the recipes, but otherwise they seem spot on. I would suggest also for undead beaters the challenge mournlode weapons. I am sure you have already considered this but thought i would mention it.

    I have a level 16 tier3 that I can use from level 14 with masterful; I then add Holy and Lesser Undead bane for another 3d6 (I seem to recall that Lesser Undead Bane stacks with the existing Greater Undead bane suffix on mournlode weapons, oddly enough, but will test it when I get back to the upper levels).

    It is also cheaper on the resources to re-craft challenge weapons through multiple lives.

    They do not have the instakill of disruption weapons but their flexibility with the tier 3 makes them very useful. One could have them from level 10 up to 20 with the level 12 tier 3. I suppose one could even make the level 8 with masterfuls and use it at level 6.


    I usually have the Ring of the Stalker on also so I do not have issues with the ethereal/ghostly hit needs.
    ROGUE Part QUATRE: Prove your Stealth Skills!

    Proud Knight of the Silver Legion, Cannith: Saekee (main; epic completionist), Naerfelka (farmer)

  11. #11

  12. #12
    Community Member Nodoze's Avatar
    Join Date
    Jul 2006
    Posts
    1,041

    Default

    Quote Originally Posted by EllisDee37 View Post
    Yeah, mournlode weapons are solid against undead.
    If you are crafting Mournlode weapons for undead anyway you could also craft the Mourlode Armor (especially the Docent or Chain Shirt):

    http://ddowiki.com/page/Item:Mournlode_Armors

    As always great thread/resource!

  13. #13

    Default

    Constructs

    Aligned Adamantine <bludgeon> of (Greater) Construct Bane

    Many constructs have DR/Adamantine, so any crafted construct beater should be adamantine. In addition to that, some constructs have more exotic damage reduction to bypass:

    Marut: DR/Chaotic
    Lord of Blades: DR/Adamantine AND Good
    Clay Golem: DR/Adamantine AND Bludgeon

    All of this can be covered in a single Aligned Adamantine <bludgeon> weapon, leaving the suffix free for construct bane. Aligned is a slightly higher crafting level than the OP suggests, requiring level 40 divine to attempt. Aligned does no damage, and isn't needed until you face your first Marut which happens in VON3, a level 9 quest. Here's a schedule that gets you to a Marut beater by level 11, just in time to still get a bravery bonus:

    ML3: of Construct Bane
    ML5: +1 of Construct Bane
    ML11: +1 Aligned of Construct Bane
    ML17: +4 Aligned of Construct Bane

    For better dps, once you get to be high enough level to craft greater banes you might consider making two weapons, one for general construct beating and a dedicated LOB beater. Any greater bane should be crafted on an AML20 2[W] weapon blank, meaning it will be ML20 no matter what. The two construct beaters my THF has are:

    +5 True Chaos Adamantine 2[W] Maul of Greater Construct Bane (UMD: 20)
    +5 Holy Burst Adamantine 2[W] Greatsword of Greater Construct Bane

    True Chaos is nice because most constructs are neutral, meaning true chaos will hurt them. Anarchic has no UMD check but does no damage to neutrals, so anarchic gives only marginal benefit over aligned. (Anarchic will hurt Maruts and Shroud Portals, so there is some benefit. Just not a ton.) The Lord of Blades has 80% fortification instead of the typical 100% of most constructs, so I went with a greatsword.

    Smiting is a much better suffix than (greater) construct bane, but isn't craftable. You may want to just stick with smiters for your general construct beaters and only craft a LOB beater. This is a particularly attractive option for TWF, since you can usually find the named Mace of Smiting on the auction house for a reasonable price. My TWF uses two of them I bought off the ah, both bound via the stone of change to prevent item damage. My THF sticks with crafted due to a lack of named adamantine maul smiters.

  14. #14

    Default

    Demons

    Holy (Burst) Cold Iron of (Greater) Chaotic Outsider Bane

    Demons are Chaotic Evil Outsiders, so you can save some Good essences by making the bane Chaotic Outsider instead of Evil Outsider.

    ML7: +4
    ML11: +4 Holy
    ML15: +4 Holy of Chaotic Outsider Bane

    The first chaotic outsider of consequence is actually a lawful outsider: Malicia, the final boss in the Phiarlan Carnival adventure pack. She has a pretty high armor class so you want as much attack bonus against her as you can, and she has dr/cold iron or good, so just a simple +4 cold iron weapon will break it. As a level 5 quest you still get full bravery if you wait until level 7 to run it.

    Demons start to show up in force around level 10 (Demon Sands, Sorrowdusk, Threnal) and the ML11 version will serve you well. Note that unlike Malicia most demons have dr/cold iron and good so you really want to put holy on before the bane.

    EDIT:

    For high-end crafters, demon beaters present the most difficult choice when it comes to the "best" weapon. For devils it's simple: +5 holy burst silver of greater lawful outsider bane, done and done. For demons, though, there are a few issues to consider:

    1) "Standard" demons have dr/cold iron AND good
    2) Xoriat demons have dr/byeshk
    3) Lailat (the demon queen) is surrounded by lawful evil outsiders

    Xoriat demons are all over the madness packs and in the HoX raid, so you ignore their dr at your peril. Once I got my crafting levels high enough to make anything bound I decided that the best solution for demons for me is:

    +5 Metalline Flametouched Iron of Greater Evil Outsider Bane

    This is very expensive -- the bane costs an LDS and a demon's blood -- and very difficult to craft. Metalline is a level 100 divine recipe, which seems excessive compared to its utility. But the advantages of this weapon, which I affectionately refer to as a "crafter's min2", is that it breaks the dr of all demons (and devils, for that matter) as well as does full damage to Lailat's guard.

  15. #15
    Community Member
    Join Date
    May 2013
    Posts
    1,036

    Default

    This has to be one of the most useful threads ever... thanks...

    Just a couple of clarifying questions though.

    Quote Originally Posted by EllisDee37 View Post
    Constructs
    Many constructs have DR/Adamantine, so any crafted construct beater should be adamantine. In addition to that, some constructs have more exotic damage reduction to bypass:

    Marut: DR/Chaotic
    Lord of Blades: DR/Adamantine AND Good
    Clay Golem: DR/Adamantine AND Bludgeon

    All of this can be covered in a single Aligned Adamantine <bludgeon> weapon, leaving the suffix free for construct bane.
    ...
    True Chaos is nice because most constructs are neutral, meaning true chaos will hurt them. Anarchic has no UMD check but does no damage to neutrals, so anarchic gives only marginal benefit over aligned. (Anarchic will hurt Maruts and Shroud Portals, so there is some benefit. Just not a ton.) The Lord of Blades has 80% fortification instead of the typical 100% of most constructs, so I went with a greatsword.
    In addition to packs, Maruts are also in f2p quests from at least level 11 on, where my warchanter ran into one. And I can't craft aligned yet, but UMD is at 18 unbuffed and given that it's a bard... so, should I attempt true chaos or anarchic now (Which one? Are there likely to be significant debuff-throwers around where I'll need this thing in the near future?), or try to stretch my essences for leveling until I can attempt aligned?

    (Also haven't gotten a second adamantine maul after I screwed up and got it bound, before talking to the guild crafter. Bummer. Bid on a couple in the AH but lost...)

    Naturally I'm also still stuck to lesser banes only in what I make myself.

    Quote Originally Posted by EllisDee37 View Post
    Demons

    Holy (Burst) Cold Iron of (Greater) Chaotic Outsider Bane

    Demons are Chaotic Evil Outsiders, so you can save some Good essences by makig the bane Chaotic Outsider instead of Evil Outsider.
    One of my toons happened to get a red-slotted cold iron weapon, which looks like it's disjunctable. Does this change things at all, with random loot augments? As in, in the general case, or with a cold iron weapon specifically?

    I only remember having seen elemental and spell power rubies so far, anyway...

  16. #16

    Default

    Quote Originally Posted by mna View Post
    In addition to packs, Maruts are also in f2p quests from at least level 11 on, where my warchanter ran into one. And I can't craft aligned yet, but UMD is at 18 unbuffed and given that it's a bard... so, should I attempt true chaos or anarchic now (Which one? Are there likely to be significant debuff-throwers around where I'll need this thing in the near future?), or try to stretch my essences for leveling until I can attempt aligned?
    True Chaos has a umd check of 20, which if you're at 18 you could just barely hit with a heroism potion if you aren't already using heroism.

    Anarchic has no umd check, so if you can just barely equip true chaos but only if you have ship buffs, anarchic is probably a safer bet. The main difference is that anarchic won't hurt golems, most warforged, or those metal dog things.

    Note: If your alignment is chaotic neutral or chaotic good, you can equip true chaos natively with no umd needed. For this reason I tend to make most of my characters chaotic neutral, so that I can add true chaos to my adamantine maul of construct bane by level 3.

    As far as stretching essences, chaos essences aren't used for very much so it's not a huge deal to save them. Unlike, say, good essences, which seem to be used for everything useful. heh.

    One of my toons happened to get a red-slotted cold iron weapon, which looks like it's disjunctable. Does this change things at all, with random loot augments? As in, in the general case, or with a cold iron weapon specifically?
    This is a total score; nice find!

    Without question, I would slot byeshk bypass in the red slot. That way you can make it a standard demon beater and have it also break the dr of xoriat demons:

    holy of chaotic outsider bane (cheaper, virtually perfect)
    holy of evil outsider bane (more expensive/higher level, but can be used on the lawful evil efreet who surround the demon queen)

    In the end evil bane is technically better, but don't feel that chaotic bane is bad.

    Xoriat demons are found in Harbinger of Madness, Reign of Madness, and the old Hound raid from Vale of Twilight that nobody runs anymore. If you don't have the madness packs, I'd slot silver bypass in the red and go holy of evil outsider bane to make it an all-in-one demon and devil beater.


    EDIT: To clarify on chaos essences not being used for much, I think I only ever use chaos essences to make true chaos. It's also used for lawful outsider bane, but I long since switched to evil outsider bane. No doubt they're used for more stuff -- probably vicious, off the top of my head -- but they aren't used in any recipes I actually craft outside of true chaos.

  17. #17
    Community Member
    Join Date
    May 2013
    Posts
    1,036

    Default

    Quote Originally Posted by EllisDee37 View Post
    True Chaos has a umd check of 20, which if you're at 18 you could just barely hit with a heroism potion if you aren't already using heroism.

    Anarchic has no umd check, so if you can just barely equip true chaos but only if you have ship buffs, anarchic is probably a safer bet. The main difference is that anarchic won't hurt golems, most warforged, or those metal dog things.
    ...given that it's a bard, heroism (or equivalent, such as good hope) is something that has been on most of the time since level 5 or so. Even before that there were the Korthos UMD swap gloves and focusing chant. And it's a human so skill boost is there too... it can hit 25 UMD for 20 seconds by now, if necessary.

    Unless debuffed significantly, which is what I was asking about... BTDT, with race-restricted gear.


    (Red slot on a cold iron weapon)
    Quote Originally Posted by EllisDee37 View Post
    This is a total score; nice find!

    Without question, I would slot byeshk bypass in the red slot. That way you can make it a standard demon beater and have it also break the dr of xoriat demons:

    Xoriat demons are found in Harbinger of Madness, Reign of Madness, and the old Hound raid from Vale of Twilight that nobody runs anymore. If you don't have the madness packs, I'd slot silver bypass in the red and go holy of evil outsider bane to make it an all-in-one demon and devil beater.
    Um. So byeshk and silver rubies can be had from random loot? Haven't noticed any in the auction house yet, at _any_ price. (Then again I usually sort by price and stop browsing at the first 6-figure prices...)
    Last edited by mna; 05-30-2013 at 02:51 AM.

  18. #18

    Default

    Quote Originally Posted by mna View Post
    Um. So byeshk and silver rubies can be had from random loot? Haven't noticed any in the auction house yet, at _any_ price. (Then again I usually sort by price and stop browsing at the first 6-figure prices...)
    Yes, they are unbound random drops but they are pretty rare and also valuable, so I doubt many people would auction them.

    You can buy them from the epic trader in the twelve for 20 epic tokens. Not cheap, I know.

  19. #19

    Default

    Devils / Vampires

    Holy (Burst) Silver of (Greater) Lawful Outsider Bane

    Devils are Lawful Evil Outsiders, so you can save some Good essences by making the bane Lawful Outsider instead of Evil Outsider. (See edit.)

    Vampires are Undead so the bane won't hurt them, but the Holy will and there aren't enough vampires to justify devoting an entire silver weapon for them.

    ML7: +4
    ML11: +4 Holy
    ML15: +4 Holy of Lawful Outsider Bane

    Devils don't show up until after level 15 with the exception of devil assault. Devil assault normal is level 6, and the ML7 version should do fine in there. Having never run devil assault on anything below elite (usually epic) I can't really say from experience how well it will work, but it should break the dr.

    Other than devil assault, from levels 1-15 this weapon will be used for vampires, who are the final bosses in each necro pack plus a lone level 9 F2P quest. All told they show up in quest levels 6, 9, 12 and 14+. The vampire bosses typically have high ac so you'll want the high enhancement bonus in this schedule. Even better for high level crafters would be to go with +5 instead of +4 and apply masterful craftsmanship. The ML7 version works great in necro1, and the ML11 works great in necro2 and necro3 as well as the F2P quest The Church and the Cult. All qualifying for bravery.

    EDIT: I just ran across an evil outsider boss in the xpack who didn't have dr and wasn't lawful. If you go with metalline on your demon beater, that means you should go with evil outsider bane on your devil beater to maximize damage against all non-dr evil outsiders. (Since if your demon beater is metalline it won't be doing holy burst damage.)

  20. #20
    Community Member
    Join Date
    May 2013
    Posts
    1,036

    Default

    I happened to notice that the section on devils is technically not exactly correct as of nowadays... not sure if it changes anything much though.

    Quote Originally Posted by EllisDee37 View Post
    Devils / Vampires
    Holy (Burst) Silver of (Greater) Lawful Outsider Bane
    ...
    Devils don't show up until after level 15 with the exception of devil assault. Devil assault normal is level 6, and the ML7 version should do fine in there. Having never run devil assault on anything below elite (usually epic) I can't really say from experience how well it will work, but it should break the dr.
    There are devils in the Cannith Challenges, from level 4 (!) onwards. And those are available even without buying the pack or being VIP, with the daily token thing.


    However, at least succubi, despite being devils and not demons, apparently have DR/cold iron and not DR/silver. It is of the "or good" type anyway, but the ML7 version won't break their DR. ML11 or the demon beater will.

    One of the bosses in Dr. Rushmore's mansion is a succubus. Non-boss succubi are around from at least level 8 on, don't remember meeting any other kinds of devils yet.
    Last edited by mna; 06-15-2013 at 07:50 PM.

Page 1 of 4 1234 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