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  1. #21
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    Quote Originally Posted by HalfORCastrator View Post
    Just buy them, post something in your server's trade forum or advertise in the trade channels. Also, look in the Eveningstar Weapon vendor's stash every now and then, I just bought a Magnetism+3 Evo stick for 10k.
    Wow, you must be one of the luckiest people out there. It was only a few weeks ago that someone from your server was offering an Otto's box for one of those.

    For me it's more about if things go wrong or not having the ideal group, not necessarily just for raids as a backup healer.
    Agreed, that is why I slot UMD and fit in some scroll mastery, it is also why I don't want to rely on a 95% success chance (that 5% always pops up at the worst time)


    That said, I don't think you should calculate Conop and Lich form, maybe not even Demonic Shield, in the melee portion. It doesn't proc within the statistical 4-5 hits you'd get(conop 20hits, lich taking 10 hits, bracers taking 5 hits). On top of that, Conop procs hp or sp, so it's really 2.5% for the hp(also, I've seen it said it has a 4% proc rate, so 2% for hp). This would give Boon more weight but without all those other guards being assumed you miss the "+1 hit" mark.
    I don't think you understand how statistical analysis works. You are not guaranteed that it will proc every 20 hits or 200 hits -- but you can reasonably estimate (over a significantly sized population), how often it will proc and the statistical advantage it give.

    In either case, the data is presented in a way that you can make your own choices as to which guards you run with.

    I run Robe of Shadow for the +3 necro, Nullification and Superior void lore - Boon of undeath is just a bonus.

    Assuming you can slot toughness and resistance elsewhere, it really comes down to the differences in spell power, arc aug, and dcs.

    I don't consider nuking a priority in EEs, really just useful for bosses, in which case you can swap to 120/element mastery sticks. The sp you get from being able to twist in Endless Faith due to that extra int makes up a lot for that spell power though. 250+ sp for more nuking/dots, more heals(outdoing anything Boon has going for it), 30 sp echoes for energy burst(if you have it) or other stuff.
    I agree with your assessment of the viability of nuking in EE; however, nullification spell power and void lore are of great concern as that directly corresponds to your healing ability.


    Allowing to twist Endless Faith for the 10% sp provides more survivability than Boon or even Boon and the extra nullification/lore(which is possible to match somewhat with 120 on one of the +3 sticks).
    I don't know how Endless Faith provides more survivability .. sure it gives you more spell points, but unless I screw up, usually I have enough spell points to make it to the next shrine -- for the occasions that I don't, I can drink a pot (and for the price of your caster sticks, I can buy hundreds of major pots). Also the loss of superior lore is pretty major blow to your survivability -- having to slot that somewhere else means additional trade offs.

    And I have to say this; I just traded an Abbot seal for Litany in my last run of Abbot, my 21st!
    Congratulations on the Litany!

  2. #22
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    Quote Originally Posted by EllisDee37
    Nice, gratz!

    The OP acknowledged from the outset that this is largely moot starting in U17, when we can equip +3 int to the head slot.
    Thanks!

    Yes, but we continued with the hypothetical of EGH not looming over our heads for the sake of discussion.

    Quote Originally Posted by Andoris View Post
    Wow, you must be one of the luckiest people out there. It was only a few weeks ago that someone from your server was offering an Otto's box for one of those.

    I don't think you understand how statistical analysis works. You are not guaranteed that it will proc every 20 hits or 200 hits -- but you can reasonably estimate (over a significantly sized population), how often it will proc and the statistical advantage it give.

    In either case, the data is presented in a way that you can make your own choices as to which guards you run with.

    I run Robe of Shadow for the +3 necro, Nullification and Superior void lore - Boon of undeath is just a bonus.

    I agree with your assessment of the viability of nuking in EE; however, nullification spell power and void lore are of great concern as that directly corresponds to your healing ability.

    I don't know how Endless Faith provides more survivability .. sure it gives you more spell points, but unless I screw up, usually I have enough spell points to make it to the next shrine -- for the occasions that I don't, I can drink a pot (and for the price of your caster sticks, I can buy hundreds of major pots). Also the loss of superior lore is pretty major blow to your survivability -- having to slot that somewhere else means additional trade offs.

    Congratulations on the Litany!
    I went to Khyber MP forum and did a search. It was Magnetism/Necro that was wanted.

    Yes, you aren't guaranteed, but your deadline was 4-5 hits. If your percentages are based off that timeframe you can't assume you'll get the procs needed for the calculations you've outlined within that timeframe for the procrates discussed. (ie 10% procrate will regularly not proc within 4-5 hits, making the assumption that your calculations are based off flawed.)

    I agree with your assessment of the viability of nuking in EE; however, nullification spell power and void lore are of great concern as that directly corresponds to your healing ability.
    Darkstorm Helm does fine.


    And thanks, I am pretty lucky with some stuff!
    ME BARB, ME SMA-ok I stand here with pretty blue lines around me. ok I take damage. ok bye.

  3. #23

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    Quote Originally Posted by HalfORCastrator View Post
    Darkstorm Helm does fine.
    It does indeed, but very soon that will be a bad choice for a helmet.

  4. #24
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    Quote Originally Posted by EllisDee37 View Post
    It does indeed, but very soon that will be a bad choice for a helmet.
    You're missing the point. We're not debating U17 equipment.
    ME BARB, ME SMA-ok I stand here with pretty blue lines around me. ok I take damage. ok bye.

  5. #25
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    Quote Originally Posted by HalfORCastrator View Post

    Yes, you aren't guaranteed, but your deadline was 4-5 hits. If your percentages are based off that timeframe you can't assume you'll get the procs needed for the calculations you've outlined within that timeframe for the procrates discussed. (ie 10% procrate will regularly not proc within 4-5 hits, making the assumption that your calculations are based off flawed.)
    My last time trying to explain math, if you don't want to accept the info in the table, there is nothing I can do.

    If there is a 10% chance of something going off, that means that the first hit has a 10% chance, the second hit has a 10% chance ... the 100th hit has a 10% chance, etc. The calculation I did to reduce the benefit by the proc chance is a valid approximation of the benefit received. Your right, it is possible that you could get hit 5 times and have it never proc, but it also could proc 5 times in a row as well (although this would be very unlikely). The best way to model the benefit is to multiply the benefit by the percentage chance that the benefit will occur.

    Darkstorm Helm does fine.
    epic Darkstorm is not bad, however now you have to either slot heavy fort or toughness somewhere else (you have a green slot in the epic Darkstorm) or give it up. Issue your running into is that you are making a large number of changes, weakening the build for very little gain. The analysis was done taking the entire system into consideration (race, past lives, destiny, gear, enhancements, etc) -- while I am not going to claim that there is not a better optimization, I believe it is very solid. However, for someone to prove to me that another setup is superior, they would need to take the entire system into consideration, not just one gear slot.
    Last edited by Andoris; 01-23-2013 at 11:16 PM.

  6. #26
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    Quote Originally Posted by EllisDee37 View Post
    The OP acknowledged from the outset that this is largely moot starting in U17, when we can equip +3 int to the head slot.
    Agreed, I wanted to finally post up my build analysis as it stood as a baseline. However, as U17 is approaching it would be interesting to discuss the changes to the gear it would bring. I'll kick things off below with my initial thoughts -- would love to understand where everyone else's head is at regarding the new gear as well.

    Trinket: Potential options for this slot is Litany or +3 insightful Intelligence Planar Focus. As we are adding the potential to slot +3 insightful intelligence in both the helm and goggles slot, I can't see how Litany is not the clear winner. (Planar focus set bonus is nice, but by no means game changing.)
    Head: The new Blue Dragon Helm [Green/Yellow] is nice (+3 insightful intelligence or +8 intelligence) potential slotting options would be Heavy fort and either spell points or Greater Spell focus (Conjuration or Evocation). As you can also get +3 insightful intel in the goggles slot this could instead be a location for green steel, a crafted item w/LGA or potentially epic Big Top (if you find yourself scroll healing a lot)
    Neck: I believe that the epic Torc [colorless] is still best in slot, however depending on your elemental choices the new Iron Beads [Yellow/Colorless] might be a contender. With either choice, this is a nice location to slot the Globe of Imperial Blood in one the colorless slot.
    Goggles: Similar situation as the head.. either the Intricate Field Optics [Yellow/Green] with either +8 intel or +3 insightful intel or your choice of Green Steel or a crafted item with an LGA
    Bracers: The Demon Consort bracers (epic or normal) is still the right choice. Perhaps in some situations you might want to swap to a greater parrying item to boost saves even higher -- but as far as I can see the Demon Consorts are the way to go.
    Body: I don't know how you can argue with the epic Robe of Shadow (lvl 24). Nullification, Void lore, Superior False Life, +3 necromancy, boon of undeath, and a Night Shield clicky put this robe leaps and bounds above anything else I can think of.
    Cloak: The Ghost-Walking cloak really caught my eye. It allows you to slot +8 Charisma for UMD and adds greatly to your defense with +7 resistance, Ghostly, and DR15/evil. I still like the epic Mirror Cloak (Colorless) for those times when you are under divine punishment.
    I didn't like the Stormreaver's Tablecloth. The +8 Int and Cha is nice, but the spell focus mastery is lackluster considering that you don't have much else to slot in yellow slots. The final upgrade gives you Greater Spell Pen, which if you are not running the epic Torc can be useful, however; when comparing it to the Ghost-walking cloak and its slew of defenses I can't see a situation where I would wear the Tablecloth.
    Ring: I still really like the epic Ring of the Mire, however; if you already are wearing the Ghost-walking cloak it is less instresting. I really don't see any other named rings that catch my eye, leaving the slots open for filling in whatever you need and/or elemental absorb items
    Boots: This is really a swap spot based on the situation. The epic Rock Boots [Yellow, Colorless] / epic Boots of Corrosion [Green] /TOD boots / Cannith Boots of Propulsion are all staples here.
    Gloves: There isn't any named loot that really stands out for this slot, personally I like slotting a Green Steel 45hp everation guard item here.
    Belt: The epic Lion Headed Belt Buckle [Colorless/Yellow] is still nice, however; with as hard as mobs are hitting the roar effect is less interesting than it was in the past. This is a good slot for a Con item, or if you are looking for named loot epic Belt of the Mroranon [Yellow] with +7 Constitution slotted.
    I do really like the Belt of Seven Ideals [Green/Colorless] with its Greater Spell Pen IX, slotted with +7 Constitution and +2 luck.
    Weapons: Twilight w/120 [element] is still a good and easy to get option. If you can pull it together a one handed +3 enchantment caster stick would free up the other hand for a shield. Good shield choices are Alchemical, Skyvault [Purple/Red/Blue] or my current favorite: Bulwark of the Storm's Fist [Blue/Purple] slotted with -15% ASP giving you DR14, Sheltering +15 and, Insightful Con +3
    Epic flame ward is still nice for UMD, but depending on other gear choices may not be necessary.
    For nuking loot gen scepters 120sp [element] of Superior lores are always nice, or the [xx] Ingot Arcanum quarterstaves from U17 are great for single element nuking.

    Is there anything big that I am missing or is it ready to start drawing up some gear setup options?
    Last edited by Andoris; 01-24-2013 at 08:24 AM.

  7. #27

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    Quote Originally Posted by Andoris View Post
    Is there anything big that I am missing or is it ready to start drawing up some gear setup options?
    My thoughts are that GSP IX should be a given, meaning epic torc's GSP VIII should largely be ignored. If that's the case, the tablecloth should get a second look. Not that it's clearly best in slot, but don't devalue it because of torc.

    Other thoughts (as I start doing something similar for clerics) is that greens will probably be the most common slot you end up, so I wouldn't worry too much about augment slotting. I would also slot imperial blood in the most guaranteed "never remove" item, so I'm thinking maybe consort bracers. I could see torc getting swapped out for eElite. (Maybe +2 insightful cha in torc?)

    Arcane Augmentation IX looks slottable now, so maybe the baseline should be:
    +8/+3/+1/+1 int
    major necro focus
    major enchant focus
    GSP IX
    AA IX

    I believe it's now possible to slot all of that at once, so it's hard to justify not doing so. It does, however, require an alchemical weapon (AA IX) and a lootgen enchantment mastery stick, taking up both hands. Or, just get Twilight, Element of Magic. That's probably far easier.

    EDIT: Like you I have been a big fan of the mirror cloak, but after it was pointed out that I could just use a Pale Rod for swapping as needed I tried it. I'm sold on the pale rod technique.

  8. #28

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    Head: Blue Dragon
    Eyes: Intricate Field Optics
    Neck: Torc
    Back:
    Wrist: Demon Consort
    Hand:
    Waist:
    Feet:
    Ring:
    Ring:
    Trinket: Litany of the Dead
    Armor: Mabar robe
    Weapon: Twilight, Element of Magic

    I would consider this the baseline, assuming you slot GSP9 in cloak or belt. It gives the full 8/3/1/1 int, +5 spell pen, and major focus for both necro and enchant.

  9. #29

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    Here's my stab at it:

    Head: Helm of the Blue Dragon (green,yellow)
    Eyes: Intricate Field Optics (green,yellow)
    Neck: Epic Torc of Prince Raiyum-de II (colorless)
    Back: Epic Phiarlan Mirror Cloak (colorless)
    Wrist: Epic Bracers of the Demon's Consort (yellow,colorless)
    Hand: 45 hp concop
    Waist: Belt of the Seven Ideals (green,colorless)
    Feet: Halcyon Boots (green,yellow)
    Ring: Epic Ring of the Mire
    Ring: Crafted: Greater Conjuration Focus of Concentration +13 w/guild augment: HP
    Trinket: Litany of the Dead
    Armor: Robe of Shadow
    Weapon: Twilight, Element of Magic (red)

    Colorless: Globe of True Imperial Blood
    Colorless: Charisma +7
    Colorless: Constitution +7
    Colorless: Constitution +2
    Yellow: Strength +7
    Yellow: Greater Evocation Focus
    Yellow: Greater Transmutation Focus
    Yellow: Archmagi
    Green: Resistance +7
    Green: Good Luck +2
    Green: Heavy Fort
    Green: Toughness
    Red: <Element> +114

    The overriding issue I ran into is that we're awash in slots, so apart from int, everything else in the core requirements can easily be slotted in as you please. Meaning the only thing left was to find interesting and unique item effects on the base items, even if they weren't uber. That's how, for example, mirror cloak and halcyon boots got in there.

  10. #30
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    Great work! Some minor modifications:

    Back: I still like the Epic Phiarlan Mirror Cloak as a swap item only. I think you are better served with [b]Ghost-Walking Cloak[b/] as an always on item. It covers resistance (Blue slot), charisma (colorless slot, but one better), DR (freeing up a ring slot as epic Ring of the Mire is no longer required, and gives you Ghostly to boot.

    Boots: The only think the Halcyon Boots really gives you is the slots (potency is slotted elsewhere, striding is redundant (you should be always hasted), and Dex is worthless on a wizard. Better solution is Rock boots (lose a Green, gain a colorless, gain Acid lore/spell power, and earthgrab).

    As for your slotting, Resistance only goes into a blue slot now, and False life does not stack with Superior false life on the robe. I also left in guild augments, as they are not going away -- they are just not dropping anymore (stock up now)

    Here is my modified list:

    Head: Helm of the Blue Dragon +3 int (Good Luck +2 [green], Con +2 [yellow])
    Eyes: Intricate Field Optics +8 int (Toughness [green],Str +7 [yellow])
    Neck: Epic Torc of Prince Raiyum-de II (Con +2 [colorless]) or Iron Beads (Yellow, Con +2[Colorless]) if lightning spec'ed, Triple Pos GS item for UMD/150 SP
    Back: Ghost-walking Cloak, (Swap) Epic Phiarlan Mirror Cloak (colorless)
    Wrist: Epic Bracers of the Demon's Consort (GSF: Conjuration [yellow],GoTIB[colorless])
    Hand: 45 hp w/ Enervation guard
    Waist: Belt of the Seven Ideals (Heavy Fort [green],Constitution +7 [colorless])
    Feet: Rock Boots (Archmagi [Yellow], Colorless), (Swap) TOD/Cannith
    Ring: Epic Ring of the Mire? or Open
    Ring: Crafted: Greater Evocation or Transmutation Focus of Concentration +13 (LGA), Crafted: (F)Fire/(F)Lightning 33% absorb
    Trinket: Litany of the Dead
    Armor: Mabar robe
    Weapon: Twilight, Element of Magic (Spell power: 114 [red]),

    If you are Lucky/wealthly and can get a +3 enchantment stick (which has SP IX on it) I would make the following adjustments:

    Head: Helm of the Blue Dragon +3 int (Good Luck +2 [green], Con +2 [yellow])
    Eyes: GS ConOpp 150 SP and + Cha Skills,
    Neck: Epic Torc of Prince Raiyum-de II (Con +2 [colorless]) or Iron Beads (Yellow, Con +2[Colorless]) if lightning spec'ed
    Back: Ghost-walking Cloak, (Swap) Epic Phiarlan Mirror Cloak (colorless)
    Wrist: Epic Bracers of the Demon's Consort (GSF: Conjuration [yellow],GoTIB[colorless])
    Hand: 45 hp w/ Enervation guard
    Waist: Epic Belt of the Mroranon (Con +7 [Yellow])
    Feet: Rock Boots (Archmagi [Yellow], Colorless), (Swap) TOD/Cannith boots
    Ring: Loot Gen +8 Intelligence ring of +13 balance (ideally with a guild augment)
    Ring: Crafted: Greater Evocation or Transmutation Focus of Concentration +13 (LGA), Crafted: (F)Fire/(F)Lightning 33% absorb
    Trinket: Litany of the Dead
    Armor: Mabar robe
    Weapon: +3 enchantment stick and alchem shield (AA IX) / Bulwark of the Fist (-15% ASF [Blue], +14 PRR [Purple])

    The second option gives you (always on) UMD for scroll healing, and shield options for when you need to block. The only downside is a loss of 1 point of spell penetration for level 9 spells.

    I arranged the augment slotting to allow for minimal gear swapping once you get the +3 enchantment casting stick. This build leaves open a colorless slot and potentially a yellow slot for future augment crystals.
    Last edited by Andoris; 01-24-2013 at 09:44 AM.

  11. #31

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    Quote Originally Posted by Andoris View Post
    Back: I still like the Epic Phiarlan Mirror Cloak as a swap item only. I think you are better served with [b]Ghost-Walking Cloak[b/] as an always on item. It covers resistance (Blue slot), charisma (colorless slot, but one better), DR (freeing up a ring slot as epic Ring of the Mire is no longer required, and gives you Ghostly to boot.
    I'm not in love with Dr/evil. Don't get me wrong, I like it a lot, but there are definitely examples of archers who shoot evil arrows at you and also I think pretty much all demons and devils bypass it. (Not sure on this point.)

    However, ghostly is full of win.

    Boots: The only think the Halcyon Boots really gives you is the slots (potency is slotted elsewhere, striding is redundant (you should be always hasted), and Dex is worthless on a wizard. Better solution is Rock boots (lose a Green, gain a colorless, gain Acid lore/spell power, and earthgrab).
    I picked the halcyon boots for the unique temporary spell point effect. If you get hit, say, 25 times between shrines, that's 50 extra spell points. The other boots I was considering were spiked/rock boots for the slippery surface immunity, but they can be a swap as needed.

    As for your slotting, Resistance only goes into a blue slot now, and False life does not stack with Superior false life on the robe. I also left in guild augments, as they are not going away -- they are just not dropping anymore (stock up now)
    Totally spaced on the false life from the robe, good catch. That frees up that blue slot for resistance, leaving us an unused yellow which means the ring can go back to LGA of HP. And also (thankfully) removing the "slot before u17!" requirement that obviously won't age well.

    Here is my modified list:
    You prefer enervation guard over concop?

    I arranged the augment slotting to allow for minimal gear swapping once you get the +3 enchantment casting stick. This build leaves open a colorless slot and potentially a yellow slot for future augment crystals.
    Definitely a good call.

  12. #32
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    Quote Originally Posted by EllisDee37 View Post
    I'm not in love with Dr/evil. Don't get me wrong, I like it a lot, but there are definitely examples of archers who shoot evil arrows at you and also I think pretty much all demons and devils bypass it. (Not sure on this point.)
    DR/evil needs testing -- found some posts from '09 that said that the unholy damage bypassed, but the base arrow damage was stopped. As for Demons and Devils, it is only the ones that use natural attacks that bypass it (again data is from '09 and needs testing)
    I picked the halcyon boots for the unique temporary spell point effect. If you get hit, say, 25 times between shrines, that's 50 extra spell points. The other boots I was considering were spiked/rock boots for the slippery surface immunity, but they can be a swap as needed.
    Either one will work -- I have just had my life saved too many times by eathgrab to give it up. Also the Acid lore/spell power is nice (I am typically acid/cold speced)
    You prefer enervation guard over concop?
    Totally -- On EE mobs and crazy saves and crazy HP, enervation guard deals with both of them (damage can be in in the thousands for orange named mobs)

    I'm not seeing a SP9 item anywhere, meaning a 3 SP drop for level 9 spells, not 1.
    The +3 enchantment caster stick also comes with SP9 (+6 [elementatal type 120] Major Enchantment Focus, Spell Pen IX)

  13. #33

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    Quote Originally Posted by Andoris View Post
    Either one will work -- I have just had my life saved too many times by eathgrab to give it up. Also the Acid lore/spell power is nice (I am typically acid/cold speced)
    Don't we also have that on the mire ring? Do they both proc independently? Acknowledging, of course, that mire isn't a guaranteed item to fit in.

    The +3 enchantment caster stick also comes with SP9 (+6 [elementatal type 120] Major Enchantment Focus, Spell Pen IX)
    Yeah, my reading skills were poor. I edited down your quote and replied, then realized the extremely short quote actually said "with spell pen IX." Heh.

  14. #34
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    Quote Originally Posted by Andoris View Post
    My last time trying to explain math, if you don't want to accept the info in the table, there is nothing I can do.

    If there is a 10% chance of something going off, that means that the first hit has a 10% chance, the second hit has a 10% chance ... the 100th hit has a 10% chance, etc. The calculation I did to reduce the benefit by the proc chance is a valid approximation of the benefit received. Your right, it is possible that you could get hit 5 times and have it never proc, but it also could proc 5 times in a row as well (although this would be very unlikely). The best way to model the benefit is to multiply the benefit by the percentage chance that the benefit will occur.
    You're misunderstanding me. I'm not saying every 4 hits, on the last hit, procs will happen or they won't. More often than not, that 4 hit window you've given won't enable the 10% proc rate(on any of the 4 hits), along with the other low-chance procs, to go off. You need to be able to absorb, on average, 10 hits(for lich form, more or less for others), not 4, to ensure that proc will go off. This makes them unreliable, and since they're unreliable, irrelevant to your scenario.

    All that aside, I've shown you, with your conclusions, that Boon of Undeath isn't needed to get your desired 5 hit mark.

    epic Darkstorm is not bad, however now you have to either slot heavy fort or toughness somewhere else (you have a green slot in the epic Darkstorm) or give it up. Issue your running into is that you are making a large number of changes, weakening the build for very little gain. The analysis was done taking the entire system into consideration (race, past lives, destiny, gear, enhancements, etc) -- while I am not going to claim that there is not a better optimization, I believe it is very solid. However, for someone to prove to me that another setup is superior, they would need to take the entire system into consideration, not just one gear slot.
    I've shown you the main differences between our proposals in a previous post. Here's a more complete layout:

    helm: Darkstorm Helm (+2 goodluck)
    goggles: SP GS
    necklace: eTorc (+1 exc con)
    trinket: Litany
    armor: Spidersilk (+3 ins int)
    cloak: ml24 Cloak of Night
    belt: Mroranon Belt (gfl)
    bracers: Demon Consort (+1 exc int)
    gloves: HP GS
    ring1: +8 Int
    ring2: Seal of DunRobar (2 ins con)
    boots: eRock Boots tier 3 (+6 con)
    wpn1: +6 Corrosion+Enchant stick / +6 Corrosion+Necro stick
    wpn2: Glaciation+Impulse+lores/Arcane Augmentation LOB stick / +6 Glaciation+Necro stick

    Though Darkstorm helm is more of a concession than a necessity. The armors used being robes makes it easy to swap Robe of Night to cast Death Aura and then swap back.


    For U17:
    1:
    helm: Blue Dragonscale EE (+3 ins int, blue slot, +7 con)
    goggles: SP GS
    necklace: Iron Beads EE (yellow slot, +1 exc all stats) / eTorc (+1 exc all stats)
    trinket: Litany
    armor: ml24 Robe of Night
    cloak: Stormreaver's Tablecloth (yellow slot, GSP9)
    belt: Mroranon Belt (gfl)
    bracers: Demon Consort (yellow slot, colorless slot)
    gloves: HP GS
    ring1: eRing of the Buccaneer (+7 resistance)
    ring2: Seal of Dunrobar (+2 ins con)
    boots: Treads of Falling Shadow EN
    wpn1: +6 Glaciation+Enchant stick
    wpn2: Corrosion+Impulse+lores/Arcane Augmentation LOB stick (red slot for whatever you want or missing)


    2:
    helm: Blue Dragonscale EE (+3 ins int, +2 good luck, +7 con)
    goggles: SP GS
    necklace: Iron Beads EE (yellow slot, +1 exc all stats) / eTorc (+1 exc all stats)
    trinket: Litany
    armor: Blue Dragonscale (+7 resistance, Major Arcane Lore)
    cloak: Ghost-walking Cloak EE
    belt: Mroranon Belt (gfl)
    bracers: Demon Consort (yellow slot, colorless slot)
    gloves: HP GS
    ring1: +8 int random loot ring
    ring2: Seal of Dunrobar (+2 ins con)
    boots: eKundarak Delving boots
    wpn1: +6 Glaciation+Enchant stick
    wpn2: +6 Corrosion+Necro stick

    Like you guys, haven't decided between the cloaks. Stoneskin and other DR10 items are available. Depends on how good that dr/evil is.


    Quote Originally Posted by EllisDee37
    Don't we also have that on the mire ring? Do they both proc independently?
    No, like all other dr/x out there, whatever is not broken through and highest.

    edit:
    ^skimmed and misread above comment.
    Last edited by HalfORCastrator; 01-24-2013 at 01:02 PM.
    ME BARB, ME SMA-ok I stand here with pretty blue lines around me. ok I take damage. ok bye.

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    Quote Originally Posted by EllisDee37 View Post
    Don't we also have that on the mire ring? Do they both proc independently? Acknowledging, of course, that mire isn't a guaranteed item to fit in.
    I think you are confusing earthen guard (which proc's stoneskin) with earthgrab guard. Ring of the Mire's value will depend a lot on the outcome of testing what breaks DR/Evil. Either way it is not hard to slot in (rings are one of the more flexible slots in the build.)

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    Quote Originally Posted by HalfORCastrator View Post

    1 [snip]
    ring1: eRing of the Buccaneer (+7 resistance)
    ring2: Seal of Dunrobar (+2 ins con)
    boots: Treads of Falling Shadow EN
    [snip]

    2: [snip]
    boots: eKundarak Delving boots
    [snip]
    I don't understand why you are incorporating these items in the build.

    Ring of the Buccaneer grants you the equivalent of a blue and a green slot, as the only items of interest is Good luck and the green slot, I guess I can maybe see it if you are running out of slots but there is always the ability to craft Good luck +2 somewhere -- I can't forsee a gear slotting situation where you are that hard-up for a green crystal to waste a gear slot on it.

    Seal of House Dun'Robar, is only +2 Con (which can be slotted in a colorless) and 4% dodge, which while not bad, it is not extraordinary by any means

    Treads of Falling Shadow only get you Ghostly as dex is meaningless to a wizard and so is striding (if you really want it slot a quiver other wise just cast haste that lasts 5 min). Ghostly and nothing else is not worth a slot in my opinion.

    Epic Kundarak Delving Boots, this one has me scratching my head -- is there anything of value here other than the colorless slot, as a Lich you are already immune to holds and most paralysis, fire shield makes you immune to web, and IIRC FoM doesn't protect against slippery surfaces anymore (but the Rock boots do)

    Am I missing something?

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    Just wanted to pipe in to say "great thread"! Lots of good reasoned discussion, no bloated egos/flames/defensiveness, and overall great information for an aspiring first life PM (2nd life overall). Will try to +1 all.

    I'm currently in that phase where I'm trying to finish my EDs (about half way) and firm up my equipment. This will require re-slotting some GS, which I'll have to re-farm. I already bought +8 int goggles and +3 int spidersilk, but I'm not married to them yet since I haven't made the GS pieces. I'm wondering, since I don't have litany and likely won't for a long long time, if I should just try to buy/farm the +3 focus instead and keep my robes, or maybe wait for the +3 int helms from eGH. I'm also planning, for now, to use staff of the necromancer, and swap to caster sticks for nuking.

    How hard is it to land kills on EE with 54ish DC? And how hard is it to land mass hold with about the same? Mind you, once I'm done with EDs I intend to start some TR grind, but I intend to have my gear setup mostly before that and will use it for awhile I figure (unless I get impatient and grind HoRB until my eyes bleed).

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    Quote Originally Posted by Andoris View Post
    I think you are confusing earthen guard (which proc's stoneskin) with earthgrab guard. Ring of the Mire's value will depend a lot on the outcome of testing what breaks DR/Evil. Either way it is not hard to slot in (rings are one of the more flexible slots in the build.)
    I am indeed. For some reason I have a mental block on the mire ring, constantly thinking it's earthgrab.

    I'm very nervous about dr/evil, but if it turns out to be decent I'm drooling at the prospect of dr 15.

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    Quote Originally Posted by Inouk View Post
    Just wanted to pipe in to say "great thread"! Lots of good reasoned discussion, no bloated egos/flames/defensiveness, and overall great information for an aspiring first life PM (2nd life overall). Will try to +1 all.

    I'm currently in that phase where I'm trying to finish my EDs (about half way) and firm up my equipment. This will require re-slotting some GS, which I'll have to re-farm. I already bought +8 int goggles and +3 int spidersilk, but I'm not married to them yet since I haven't made the GS pieces. I'm wondering, since I don't have litany and likely won't for a long long time, if I should just try to buy/farm the +3 focus instead and keep my robes, or maybe wait for the +3 int helms from eGH. I'm also planning, for now, to use staff of the necromancer, and swap to caster sticks for nuking.

    How hard is it to land kills on EE with 54ish DC? And how hard is it to land mass hold with about the same? Mind you, once I'm done with EDs I intend to start some TR grind, but I intend to have my gear setup mostly before that and will use it for awhile I figure (unless I get impatient and grind HoRB until my eyes bleed).
    I assume you didn't get a Robe of Shadow (lvl 24 version) last time Mabar was around? If that is the case Spidersilk is your next best bet for right now. When U17 hits, you might want to look into the blue dragon helm and armor (not great but not bad either) or grind out Green Dragon armor for the 10% SP reduction.

    I wouldn't worry about getting a +3 trinket as with U17 there a a couple good options for slotting +3 inte (helm, goggles), unless you were planning on running with twilight and upgrading it.

    Why are you giving up on Litany? I understand it is tough to get someone to teach you Abbot, but do some research (ready guides from the forums on it, watch the youtube video) and then next time you see an Abbot pug, send a tell to the leader explaining your research and that you would like to learn. Most of the time they will give you a chance. (If you are on Ghallanda look me up, I will be happy to teach you)

    As for your DC's 54 is good enough; however, you are going to need to remember your debuffs and use them early and often (Energy Drain, Necrotic Ray, Symbol of Death, Mind Fog, Crushing Dispair, Hypo). Your DC's will work, but not without softening them up first.

    If you are planning on doing a couple of Wizard past lives, I just posted some gearing suggestions for leveling here: http://forums.ddo.com/showpost.php?p...3&postcount=11

    Glad your enjoying the thread

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    Quote Originally Posted by Andoris View Post
    I don't understand why you are incorporating these items in the build.

    Ring of the Buccaneer grants you the equivalent of a blue and a green slot, as the only items of interest is Good luck and the green slot, I guess I can maybe see it if you are running out of slots but there is always the ability to craft Good luck +2 somewhere -- I can't forsee a gear slotting situation where you are that hard-up for a green crystal to waste a gear slot on it.

    Seal of House Dun'Robar, is only +2 Con (which can be slotted in a colorless) and 4% dodge, which while not bad, it is not extraordinary by any means

    Treads of Falling Shadow only get you Ghostly as dex is meaningless to a wizard and so is striding (if you really want it slot a quiver other wise just cast haste that lasts 5 min). Ghostly and nothing else is not worth a slot in my opinion.

    Epic Kundarak Delving Boots, this one has me scratching my head -- is there anything of value here other than the colorless slot, as a Lich you are already immune to holds and most paralysis, fire shield makes you immune to web, and IIRC FoM doesn't protect against slippery surfaces anymore (but the Rock boots do)

    Am I missing something?
    Buccaneer is for slots and treads is for ghostly. I could use the helm slot(+7 resistance) and replace the boots with Boots of Corrosion(+2 good luck) then fill the slot with Ring of the Stalker for Ghostly. Gain disintegration guard I guess.

    Not to much in the way of rings. Don't need Elemental Essence, don't need Shaman's Band, not much else(maybe that +8 wis ring with slots). Guess there might be some random loot/crafting combo that could work. Something of omniscience?

    Delving boots was just placeholder more than anything. As far as slippery surfaces, don't know if grease is a special case, but it worked fine last night. Though I guess Halcyon Boots(green+yellow slots) would be better. Actually, probably should be over Rock boots in the first setup too.
    ME BARB, ME SMA-ok I stand here with pretty blue lines around me. ok I take damage. ok bye.

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