The differences are not too bad. You are seeing a bigger difference because alignment restricted loot that is randomly generated gets minus two to the min level. The cannith crafting doesn't have this perk, but can benefit from master craftmanhip for minus two min level.
If your toon is somewhat self-sufficient then you can park a hireling to defend the "home base" of lava caves/palace while you run torches (Flare is especially good for this, but most divine hirelings can buy you enough time to get back and polish off the incoming). The Kobold island challenges are rather trivial at low level because the turrets' damage when solo is enough to 2-3 shot the enemies. In a full party the guns are virtually useless and not worth the shards. Mansion is hard to 5-star solo due to smaller enemy spawns leading to a lack of crests, but you should be able to get 2-3 stars once you get the hang of it.
Having said that, it is highly unlikely you will be able to amass 50 favor before your toon gets to at least lvl 16 or so. At lvl 18 you should be able to run the flagging quests on at least normal, and you can also run the epic challenges (in a group that contains at least one capped toon), so getting the 50 favor is quite easy at that point.
Getting 150 favor to unlock Artificer is not so easy.
I have several +6 stat items with a minimum lvl of 9, also Heavy Fort ml 7, Greater False Life ml7 ... That's great gear for my TRs and new alts since you can craft BTA items.
I crafted +5 Holy Burst Handwraps of Greater Lawful outsider Bane for my monk but I can't do it for other people unless something happens again, if you know what I mean.
that doesn't apply to nonweapons, I have several +6 stats bound to account with ML 9
there are some things that can't be crafted
like in all games, some of the best gear can be obtained by crafting, some by static rewards and some by random generation
a game where all the best gear can be obtained only by crafting would be a badly designed game
Otherwise, what's your real problem? Weapons have worse min levels, other items have better. Guess what, most of the time you're soon quite fine with a few named weapons but being able to customize prefix/suffx to get skill/stat/saves/... boosts on all the rest is extremely powerfull. At lower levels you won't really notice it if your weapon is a little bit better, to few hits required to kill so the excess amounts of damage (last blow, killing crits) and dice variance have a huge impact.
Deconstruct trash loot to gain essences and xp, collect material/guild gem/bta base items and become powerfull.
2) The challenges give you Cannith faction, you can do challenges from level 4 upwards and get 5 faction per challenge if you 5 star it. Challenges are much easier at low levels than high levels. 5 starring 10 challenges will give you 50 faction, then you can buy as many marks as you want.
3) A 2 level drop is massive on the right shard. +6 stats @ level 9. +13 skills @ level 7. 10% Alacrity on a trinket @ level 3. (since you can have it on 100% of the time that's going to produce more DPS than a haste spell since a lot of time you won't be hasted)
Last edited by Dendrix; 04-18-2012 at 07:01 AM.
My minimum level 3 Superior Potency 4 ring would like to have a word with you about minimum levels. I can also make account-bound ML 9 +6 stat items and Resist 30 rings.
As someone has said Pure Good (also other 1d6 alignment effects like True Chaos) are +2 potential. Initially this was because random lootgen items had an alignment (or UMD 20) requirement and crafted did not, but crafted items do now have that requirement too.
Go with Righteousness instead of Pure Good (they are of pretty similar power levels anyway) and you have an alternative that isn't such a high ML.
I don't have a zerging problem.
I'm zerging. That's YOUR problem.
I personally believe pure good was given +2 potential simply because it's so good. (heh.) True law/chaos only hit at best two-thirds of mobs, and bleeding doesn't work against undead, constructs or elementals. By contrast, pure good hits just about every mob in the game with the only exceptions being some mobs in a literal handful (<5) of quests.
Righteousness is a solid alternative, essentially being half of pure good damage but with an extra +2 to hit. Unlike pure good it doesn't hurt neutral mobs, though.
Last edited by EllisDee37; 04-18-2012 at 07:53 PM.
Move along , Nothing to see here
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