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.
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.Also, the sages ring looks like a good upgrade to the belt of seven ideals, if you wanted to run a Epic Torc.
yeah i couldn't resist the combos of Sheltering 30 and elemental Resistance 45I like the bracers -- I'm going to slot those into my build as they are a nice upgrade to the guardians.
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.
Member of Storm Lords on Thelanis.
Portalcat (Completionist, Epic Completionist), Catwithnuke, Catwithaxe
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?
I can see anything gained by swapping to the Delving boots.
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.
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
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 ^^
This form's session has expired. You need to reload the page.Reload