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QuantumFX
10-10-2008, 02:00 AM
Hey Guys,

Some guildies have been asking me how to make an exceptional +CHA skill greensteel item for their fighters and barbarians. I think most players will understand how difficult this is since +INT/+WIS/+CHA skills are firmly tied in with spell point bonuses. :( (Note: AFAIK the +7 bonus provided by the Tempered metaeffect is a competence bonus.)

This doesn't just effect Intimidate builds either. Many pure/semipure build rogues don't have a use for +SP items either.

So after thinking about this a while I believe I've come up with a solution that might help non caster builds get access to useful +exceptional INT/WIS/CHA skill items and make Opposition/Etherial items desirable, but not overpowering. :eek:

Give Green Steel items with the Focus/Opposition/Etherial +Saves enchantment the exceptional skill bonuses associated with the elemental affinity.

Examples:


Tier 1 Negative affinity would give +5 resistance bonus to Fort saves and +1 exceptional bonus to all INT/STR skills.
Tier 2 Negative affinity would give +1 exceptional bonus to Fort saves and +2 exceptional bonus to all INT/STR skills.
Tier 3 Negative affinity would give +2 exceptional bonus to Fort saves and +3 exceptional bonus to all INT/STR skills.



Tier 1 Fire affinity would give +5 resistance bonus to Reflex saves and +1 exceptional bonus to all INT/DEX skills.
Tier 2 Fire affinity would give +1 exceptional bonus to Reflex saves and +2 exceptional bonus to all INT/DEX skills.
Tier 3 Fire affinity would give +2 exceptional bonus to Reflex saves and +3 exceptional bonus to all INT/DEX skills.


Why tie this to +Save items? Because look at what are the least popular large ingredients: Large Bones and Large Infernal Chains. Since +Save items use a lot of these I think it's safe to assume they are not popular items to craft.

Good Idea? Bad Idea? Got a better idea?

Auran82
10-10-2008, 03:58 AM
You don't really need to do anything to make it worthwhile making a cha skills item on a non-caster, just be a little creative in giving the item more purpose.

My rogue wears a cloak (tier 2) which gives the following:
Blindness Immunity
Disease Immunity
+6 Wisdom
+2 Cha skills
+10 Haggle
+10 Diplomacy

Once I get around to crafting tier 3 that will be +5 to cha skills.

My intimitank wears some goggles (tier 3) which give the following:
Gtr Acid Resist
+5 Cha skills
+3 Resistance (his resistance item, he's part paladin so his saves are pretty good anyway)
+3 Prot (not really useful but there)
+11 Balance

sirgog
10-10-2008, 04:07 AM
Hey Guys,

Some guildies have been asking me how to make an exceptional +CHA skill greensteel item for their fighters and barbarians. I think most players will understand how difficult this is since +INT/+WIS/+CHA skills are firmly tied in with spell point bonuses. :( (Note: AFAIK the +7 bonus provided by the Tempered metaeffect is a competence bonus.)

This doesn't just effect Intimidate builds either. Many pure/semipure build rogues don't have a use for +SP items either.

So after thinking about this a while I believe I've come up with a solution that might help non caster builds get access to useful +exceptional INT/WIS/CHA skill items and make Opposition/Etherial items desirable, but not overpowering. :eek:

Give Green Steel items with the Focus/Opposition/Etherial +Saves enchantment the exceptional skill bonuses associated with the elemental affinity.

Examples:


Tier 1 Negative affinity would give +5 resistance bonus to Fort saves and +1 exceptional bonus to all INT/STR skills.
Tier 2 Negative affinity would give +1 exceptional bonus to Fort saves and +2 exceptional bonus to all INT/STR skills.
Tier 3 Negative affinity would give +2 exceptional bonus to Fort saves and +3 exceptional bonus to all INT/STR skills.



Tier 1 Fire affinity would give +5 resistance bonus to Reflex saves and +1 exceptional bonus to all INT/DEX skills.
Tier 2 Fire affinity would give +1 exceptional bonus to Reflex saves and +2 exceptional bonus to all INT/DEX skills.
Tier 3 Fire affinity would give +2 exceptional bonus to Reflex saves and +3 exceptional bonus to all INT/DEX skills.


Why tie this to +Save items? Because look at what are the least popular large ingredients: Large Bones and Large Infernal Chains. Since +Save items use a lot of these I think it's safe to assume they are not popular items to craft.

Good Idea? Bad Idea? Got a better idea?


I like the idea quite a bit.

It would allow near-pure Rogues and Intimitanks to shore up a common weakness (Will saves, which are pretty low for most non-Paladin builds) and wouldn't be gamebreaking. IMO it'd help these builds about as much as the SP/skills items help an arcane caster.