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  1. #261
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    Quote Originally Posted by Andoris View Post
    The slots are not a big deal (Currently there is 2 colorless slots on the weapons that are no in use), so it would just take some shuffling around to make it work. Bigger issue is that you lose the only source of potency currently in the build. The 80 spell power is not that big of a deal.. but it is helpful for when I pop off a disintegrate every once in a while. While I would love to slot a Torc full time (my gear would feel a bit less getto then), I don't see the trade off being worth it (unless we can cover potency somewhere else).
    Why not a Sage's Ring?

    http://ddowiki.com/page/Item:Sage%27...%28Level_27%29

  2. #262
    Scholar of Treasure Dragon.Star's Avatar
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    Hey all

    I've been following this thread for some time and finally decided to go back to playing my palemaster after a Year of not playing him (got bored of Shiradi sorc build).

    Here is what i've come up with so far for my End-Game gear list, let me know what you think please.

    Eyes Intricate Field Optics (EE) Spot +20, Tree Seeing, Insightful Intelligence +3 Green slot: Yellow Slot: +2 Necro DC
    Head
    Neck
    Trinket Litany of the Dead +1 to all stats
    Cloak Sage's Mangle (27) Enchantment Focus V, Illusion Focus IV
    Waist Belt of the Seven Ideals (EE) Potency +80, Spell Penetration III Green slot: Colorless Slot: Globe
    Hands Gloves of the Master Illusionist (EE) Intelligence +11, Illusion Focus V Yellow Slot: +2 Illusion DC
    Feet Spiked Boots (EE) Balance +20, Immunity to Slippery Surfaces Green slot: Yellow Slot: +2 Enchant DC
    Wrists Dumathoin's Bracers Natural Armor +10, Elemental Resistance +45, Sheltering +30, Dexterity +11 Blue Slot: Good Luck +2
    Quiver Quiver of Alacrity Striding 30%, Ranged Alacrity 10%
    Finger 1
    Finger 2
    Body Shadowscale Robe +11 Armor, Shade Phase, Deathblock, Ghostly, 130% Fortification, +1 profane bonus to Spell DC's, +3 Profane Concentration Blue Slot: Hit points +40 Green Slot
    Main Hand Thunderforge Scepter +12 EB, Nullification 150, +6 Necromancy DC, Void Lore 22% Orange Slot: Glaciation 138 Colorless Slot:
    Off Hand Thunderforge Orb +12 Orb, Combustion 150, +2 Exceptional DC, Fire Lore 22% Orange Slot: Meridian Fragment Colorless Slot: Vitality +20

    1.) That leaves me 4 slots to put GS-Concordant item and 3 random pieces of gear (Resistance X, Dodge X).
    2.) I do have a Large Guild Slot Neckace, but is the 80 points really worth it? as that would be the only benefit of the item?
    3.) As you can see I still have plenty of Augment slots to fit in other needs, I basically just listed the primary ones.
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  3. #263
    Bacon Queen MadCookieQueen's Avatar
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    Quote Originally Posted by Andoris View Post
    The lack of ability to deal with red named mobs is what reminds you that you aren't a complete god.. and gives your minions (aka other party members) something to do.

    Minion?


    Really?


    Let's talk about this later.

  4. #264
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    Quote Originally Posted by BlueSilence View Post
    Not a bad option it covers the potency issue caused by dropping Belt of Seven Ideals, the extra 4 points of Umd (+8 cha) and yellow slot are a nice bonus.

  5. #265
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    Quote Originally Posted by Dragon.Star View Post
    Hey all

    I've been following this thread for some time and finally decided to go back to playing my palemaster after a Year of not playing him (got bored of Shiradi sorc build).

    Here is what i've come up with so far for my End-Game gear list, let me know what you think please.

    Eyes Intricate Field Optics (EE) Spot +20, Tree Seeing, Insightful Intelligence +3 Green slot: Yellow Slot: +2 Necro DC
    Head
    Neck
    Trinket Litany of the Dead +1 to all stats
    Cloak Sage's Mangle (27) Enchantment Focus V, Illusion Focus IV
    Waist Belt of the Seven Ideals (EE) Potency +80, Spell Penetration III Green slot: Colorless Slot: Globe
    Hands Gloves of the Master Illusionist (EE) Intelligence +11, Illusion Focus V Yellow Slot: +2 Illusion DC
    Feet Spiked Boots (EE) Balance +20, Immunity to Slippery Surfaces Green slot: Yellow Slot: +2 Enchant DC
    Wrists Dumathoin's Bracers Natural Armor +10, Elemental Resistance +45, Sheltering +30, Dexterity +11 Blue Slot: Good Luck +2
    Quiver Quiver of Alacrity Striding 30%, Ranged Alacrity 10%
    Finger 1
    Finger 2
    Body Shadowscale Robe +11 Armor, Shade Phase, Deathblock, Ghostly, 130% Fortification, +1 profane bonus to Spell DC's, +3 Profane Concentration Blue Slot: Hit points +40 Green Slot
    Main Hand Thunderforge Scepter +12 EB, Nullification 150, +6 Necromancy DC, Void Lore 22% Orange Slot: Glaciation 138 Colorless Slot:
    Off Hand Thunderforge Orb +12 Orb, Combustion 150, +2 Exceptional DC, Fire Lore 22% Orange Slot: Meridian Fragment Colorless Slot: Vitality +20

    1.) That leaves me 4 slots to put GS-Concordant item and 3 random pieces of gear (Resistance X, Dodge X).
    2.) I do have a Large Guild Slot Neckace, but is the 80 points really worth it? as that would be the only benefit of the item?
    3.) As you can see I still have plenty of Augment slots to fit in other needs, I basically just listed the primary ones.


    Looks good -- you might want to check out "Eternal Chilling Darkness" as Portalcat mentioned for a tier 3 mod on one of the Thunderforged items. Also, the sages ring looks like a good upgrade to the belt of seven ideals, if you wanted to run a Epic Torc.

    I like the bracers -- I'm going to slot those into my build as they are a nice upgrade to the guardians.

  6. #266
    Scholar of Treasure Dragon.Star's Avatar
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    Quote Originally Posted by Andoris View Post
    Looks good -- you might want to check out "Eternal Chilling Darkness" as Portalcat mentioned for a tier 3 mod on one of the Thunderforged items.
    Will do

    Also, the sages ring looks like a good upgrade to the belt of seven ideals, if you wanted to run a Epic Torc.
    I feel the GS Concordant 150SP item is a better value than an Epic Torc (like you said in EE we dont' want to get hit for that little gain). Personally like the belt better as it has 2 slots and 80v92 in off spell powers doesn't bother me much.

    I like the bracers -- I'm going to slot those into my build as they are a nice upgrade to the guardians.
    yeah i couldn't resist the combos of Sheltering 30 and elemental Resistance 45
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  7. #267
    Community Member Teh_Troll's Avatar
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    Quote Originally Posted by MadCookieQueen View Post
    Minion?


    Really?
    Yes.

  8. #268
    Bacon Queen MadCookieQueen's Avatar
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    Quote Originally Posted by Teh_Troll View Post
    Yes.

    I was not talking to you...


    You can call me minion..I'm fine with that...


    Ash on the other hand...


    yeah...not so much.

  9. #269
    Community Member Portalcat's Avatar
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    Didn't realize the raid bracers got buffed as much as they have. I may have to make room for them on my build by moving my GS to belt or neck. I can move con/dodge to the ring slot opened by dropping guardian's ring, and move the augment in the ring to wherever I'm currently slotting a drac soul gem. It's almost a strictly superior upgrade to slot the bracers.




    Thoughts on Kundarak Delving Boots versus the Spiked Boots if we have enough slots already?
    Last edited by Portalcat; 03-07-2014 at 10:40 AM.
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  10. #270
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    Quick change of topic:

    I didn't realize that each time you TR back into the iconic, you have to LR to strip out the cleric level again. Ouch!

    Unless you don't mind spending cash each go-round, it seems that the ML option is better left for later. Given that, would people recommend Drow as the next best choice for a third life DC focused PM?

  11. #271
    Community Member Teh_Troll's Avatar
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    Quote Originally Posted by ssternlight View Post
    Quick change of topic:

    I didn't realize that each time you TR back into the iconic, you have to LR to strip out the cleric level again. Ouch!

    Unless you don't mind spending cash each go-round, it seems that the ML option is better left for later. Given that, would people recommend Drow as the next best choice for a third life DC focused PM?
    You DO NOT need to LR out the cleric level each time you ETR and ICONIC PLs are pretty lousy so why bother.

  12. #272

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    Quote Originally Posted by ssternlight View Post
    Quick change of topic:

    I didn't realize that each time you TR back into the iconic, you have to LR to strip out the cleric level again. Ouch!

    Unless you don't mind spending cash each go-round, it seems that the ML option is better left for later. Given that, would people recommend Drow as the next best choice for a third life DC focused PM?
    If you're still gathering heroic past lives, then yes, drow is the way to go. Morninglord is for after you finish your heroic past lives, but as Teh_Troll points out you're free to farm up epic past lives on a morninglord.

  13. #273
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by Teh_Troll View Post
    You DO NOT need to LR out the cleric level each time you ETR and ICONIC PLs are pretty lousy so why bother.
    I believe he was referring to heroic TR, not epic reincarnation.
    Revisiting the Classics: Axesinger / Dwarven Defender / Drow Ninja / Drow Paladin / Elven Ranger / Monkcher / Sacred Vanguard
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  14. #274
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    Quote Originally Posted by unbongwah View Post
    I believe he was referring to heroic TR, not epic reincarnation.
    That's right. Sorry for any confusion and thanks for the answers!

  15. #275
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    Quote Originally Posted by Portalcat View Post

    Thoughts on Kundarak Delving Boots versus the Spiked Boots if we have enough slots already?
    The Kundarak Delving Boots really don't get you anything over the spiked boots. You are already immune to everything but slippery surfaces, so from a FoM perspective the Spiked and Delving boots are the same -- Spiked boots also offers balance +20 a green slot, and upgrades the colorless on the Delving boots to a yellow (great for +2 spell focus augments).

    I can see anything gained by swapping to the Delving boots.

  16. #276
    Community Member Portalcat's Avatar
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    Quote Originally Posted by Andoris View Post
    The Kundarak Delving Boots really don't get you anything over the spiked boots. You are already immune to everything but slippery surfaces, so from a FoM perspective the Spiked and Delving boots are the same -- Spiked boots also offers balance +20 a green slot, and upgrades the colorless on the Delving boots to a yellow (great for +2 spell focus augments).

    I can see anything gained by swapping to the Delving boots.
    Immunity to web?

    I may have been spending too much time in WGU.
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  17. #277
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    Quote Originally Posted by Portalcat View Post
    Immunity to web?

    I may have been spending too much time in WGU.
    True.. missed that one --

    I just have a habit of having fire shield on when ever I start seeing webs, and usually fireballing them so the rest of the party doesn't get stuck... completely forgot that I wasn't immune.

  18. #278
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    Default Thought Process -- Gear layout

    Thank you everyone for your suggestions and feedback on U21 gear layouts. As is this written to be a guide I thought I would list out my thought process when gearing out a toon. For those that just want to see the revised gear list, you can jump to the next post.

    Gearing out a toon is a bit like playing Tetris, you have a listing of various effects that you want to slot and only 15 slots to cover all those effects. Additionally, there are some slots you need to be careful of what effects you put there, as they will be frequently swapped in and out as situations arise. Item rarity and minimum level play a minor role when talking about end game gear – but it is good to take into consideration what are good placeholder items while you are trying to find that perfect piece of gear.

    For a DC based Wizard I have grouped the effects I want into four main categories: Items that help boost my spell DC’s, items that help general spell casting, defensive items, and Swap. I then have a spreadsheet with the categories and all the specific items within those categories, where I note where I can slot that effect (eg, Ghostly can only be slotted in the neck, cloak, ring, boots, weapon, or armor slot), the magnitude of the effect, and a final column that lists where I note my final selection. Note it is impossible to slot everything I want, but this way I am forced to make a conscious choice not to slot something on the list and I ensure that I don’t miss anything.

    The specifics of those categories are listed below:

    Boosting Spell DC’s: Intelligence (Item, Insightful, Exceptional, Profane), Necro DC (Item, Augment), Enchant DC (Item, Augment), Illusion DC (Item, Augment), Conjuration DC (Item, Augment), Evocation DC (Item, Augment), Exceptional DC, Unique DC, Profane DC

    General Spell Casting: Spell Penetration, Arcane Augmentation, Spell points (Item, green steel, guild), Spell power (Negative, Primary element, Secondary Element, Universal), Spell Lore (Negative, Primary, Secondary, Universal), Skill boosts (Spell craft, Heal, Repair), Wisdom (for heal), exceptional boost to wisdom skills (for heal), Spell point reducers (Efficient meta magic items), Spell point regen (Torc, Halcyon boots, Con Opp, Chilling Darkness)

    Defensive: Constitution (Item, Exceptional, insightful, profane), Hit points (False life, vitality, green steel, guild), Fortification, Resistance, Good Luck, Orb Resistance, Ghostly, Dodge, PRR, Balance (getting up quickly is a big thing), FoM/Immune to Slippery Surfaces, Striding, Negative Healing Amp

    Swap: Spell point regain (trinket, neck, ring), Elemental Absorb (Ring, Cloak), Light Resistance (Armor, Cloak), Spell Absorb (Trinket, Cloak), Spell Damage boost (Potions, trinket)

    As you can see there are about 60 effects that I want... but only 15 slots to fit it all into. This is where slot consolidation, trade-offs and, prioritization of what is really important comes in.
    Last edited by Andoris; 03-11-2014 at 05:54 PM.

  19. #279
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    Here are my current gear thoughts -- Still having trouble figuring out what I want in the second ring slot (currently still using a crafted ring). I decided to stay with the spiked boots over Epic Delving Boots, mostly due to not having epic delving boots on this toon and my general playstle -- if you have the Epic Delving and want to give them a shot, I would recommend slotting either balance or spell craft in the colorless slot and moving your Evocation DC augment over to the Armor (dropping vitality).

    I was able to get a macro working very well for swapping the cloak around automatically for enchantment spells (swaps setup for mind fog, mass hold person/monster, Disco ball, and crushing despair) with no delay in casting (okay there is a 100 millisecond delay). I plan on doing a similar for the sages necklace when casting Delayed Blast Fireball and Wall of Fire, and might swap the sages shoes in when casting web, however; those may prove more difficult due to the lag caused by SP and HP changes.

    As always I am looking forward to your suggestions / feedback:

    Trinket: Litany (alchemical resistance ritual)
    Head: Shades Hood (Green: 250 Spell points, Yellow: +2 Illusion DC)
    Neck: Green Steel: Pos/Neg/Water +10hp, +150sp, +2 con skills, +4 int skills, +6 wis skills; +6 wisdom / Sages Locket [Auto swap]?
    Goggles: Intricate Field Goggles +3 insightful intelligence (Green: +2 Enchant DC /Yellow: GoTIB)
    Bracers: Dumathoin's Bracers (Blue: +40 False Life)
    Body: Shadowscale Robe: +1 Profane Spell DC's (Blue: Vitality 20 Green: +2 Insightful Con)
    Cloak: Sages Mantle [Auto swap] and Deathwyrm (Green: +2 Conjuration DC)
    Ring: Health +10 Dodge 10% Ring
    Ring: Crafted Conjuration Focus +2 of ??? (LGA: 80 Spell points)
    Boots: Spiked Boots (Green: +2 Evocation dc, Yellow: +15 Spellcraft) / Sages Shoes [Auto swap]?
    Gloves: EE Master Illusionist (Yellow: +2 Necro DC)
    Belt: EE Belt of the Seven Ideals (Green: Good Luck +2 /Yellow: +11 Heal)
    Quiver: Qiver of Alacrity
    Main Hand: +12 Thunderforged Scepter 150 Combustion, +6 Necro DC, Eternal Chilling Darkness (Orange: 138 Glaciation; Colorless: Open)
    Off Hand: +12 Thunderforged Orb 150 Nullification, +2 Exceptional DC, +17% spell lore (Orange: Meridian Frag; Colorless: Charisma +8)


    Swap Items [manual]:


    Trinket: PLIS, Eardweller, Bauble
    Neck: Epic Twisted Talisman, Twisted Talisman, Archivist's Necklace
    Cloak: Epic Mirror Cloak, Prismatic Cloaks (30% elemental absorb), Jeweled Cloak
    Ring: Djinn ring, Ring of Spell Storing, Feather fall
    Boots: Cannith Boots of Propulsion, Boots of Anchoring

    Effects from my "wants" list that I was not able to slot: Arcane Augmentation, Neg/elemental lores, Repair augment, Perma FoM
    Last edited by Andoris; 03-11-2014 at 05:52 PM.

  20. #280
    Bacon Queen MadCookieQueen's Avatar
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    Quote Originally Posted by Andoris View Post
    I then have a spreadsheet with the categories and all the specific items within those categories, where I note where I can slot that effect (eg, Ghostly can only be slotted in the neck, cloak, ring, boots, weapon, or armor slot), the magnitude of the effect, and a final column that lists where I note my final selection.
    I have seen this spreadsheet....


    He gave me a clean one to use for my own toons...


    I still make him fill this sucker out for me ^^



    The only take away from this is...he seriously spends way too much time thinking and planning these things out...and then we all profit!


    and then I get a martini ^^

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