View Full Version : Help my inventory exploded!
Grendyll
10-19-2009, 02:48 PM
So I have a slight inventory management problem. I started playing a month ago (at EU launch) and I have rolled a rogue/ranger mix character, currently up to level 12. I have to juggle TWF, ranged combat options, UMD consumables, plus the regular stuff (potions, healing wands, spell components, npc contracts, etc.). I seem to regularly run at 70 to 80 of the 100 inventory slots occupied with gear. I went for a dark elf with the racial enhancements for rapiers and shortswords and I am trying to be viable as a trap-handling rogue. I routinely feel that I need the following stuff...am I carrying too much? What can go?
Alternate Weapons (I usually have equipped pure good rapiers with some elemental damage) :
2 blunt skeleton beaters
2 slash zombie beaters
2 ghost touch weapons
2 transmuting weapons to break through oddball DRs
2 bows (1 wounding, 1 for pure damage)
1 paralyzer
3 stat damaging weapons for times that it is appropriate (a weakening weapon for tough offensive opponents/bosses, an improved destruction and maladroit combo for high AC opponents I have trouble hitting)
1 lawful weapon for thraak hounds
1 adamantine blunt for clay golems
1 chaotic weapon for inevitables
2 muckbanes
2 giant hunter knives (sometimes I leave these in the bank if I know I won't be fighting a lot of them)
Consumables
stack of potions of haste
stack of potions of heroism
stack of potions of barkskin (+3)
stack of scrolls of blur
wand of resist elements
stack of potions of remove blindness
stack of potions of remove curse
stack of potions of lesser restoration
wand of cure disease
wand of neutralize poison
stack of potions of cure critical wounds
wands of cure moderate/light wounds (usually carrying 2 or 3 total of these in some combination)
portable shrine (from small eberron shard turn-in)
stack of good inn food for quick recovery if I have to release (thinking maybe I should dump this one)
Clickies/alternate gear
+search item
+disable item
+open locks item
+intelligence item
+UMD item
+charisma item
+heal skill item
+jump skill item
underwater action item
disease immunity item
feather falling item
+haggle skill item
pendant of time from House P faction
2 shield clickies (3 charges each)
2 cure light wounds clickies (the ones with 3 charges from the smuggler warehouse)
divine power clickie
divine favor clickie (eventually will replace these with recitation scrolls if they are available?)
mantle of the worldshaper (for beholders, i usually need cloak slot for resistance item)
deathblock item
various DR items (spearblock/axeblock/hammerblock)
various greater elemental resistance items (at least fire and acid tend to come in very handy)
Other junk
wide quiver (usually have the narrow one equipped for routine usage)
gem bag
collectable bag
ingredient bag
component bag (or at least a stack of chameleon tails or whatever for Longstrider)
stack of loot boost gems from the ddo store
2 stacks of thieves tools (usually 1 really good +4/+5 stack, 1 store bought stack +2 or whatever)
2 npc contracts (1 cleric about my level, 1 low level for switch pulling)
So is this actually fairly common to have 70-80% of inventory eaten up right off the bat leaving only 20-30 slots or so for picking up treasure, quest related items, soul stones, etc.?
It is not too terrible at the moment, but as UMD continues to go up, I know I will want scrolls of displacement, restoration, stoneskin, raise dead, heal, and greater heroism at a minimum (I am hoping I can get rid of some of the lower level stuff by then). I would still like to make room for +hide/+move silent items and perhaps vorpal/disruption/dismissal items someday if I manage to afford them. At that point, I imagine I will have to destroy my inventory just to pick up a group-mate's soul stone :(
I would like to take this opportunity to beg the developers to add POTION BELTS, SCROLL CASES, WEAPON BANDOLIERS, WAND HOLSTERS, ETC. to the game (make them exclusive if necessary) to expand inventory to hold the explosion of consumables and alternate gear that seems to be encouraged in the game play (which I have greatly enjoyed so far I might add).
Teufel_Hunden
10-19-2009, 03:22 PM
I'm by no means uber or leet or have the best gear. But i understand where you are coming from. I'll throw in my 2cps though.
On the non-weapon gear side.
dump the CureLW ****. You're way to high level for +6 hp. Also, i'd drop the CMW wands. Stay w/ CSW. I usually dump CMW at lvl 9ish.
Get combinations of stuff on your gear. For example: I have a belt of Diease Immunity of Heavy fort. I switch that out w/ a bubble belt and the Haggle/Command belt. Boom, there's my haggle, UWA, Diease immuninty, fort.
Defiantly dump the food. It really doesn't take that much time to buy some ham at the inn. Actually, it'd serve you better to just buy mana pots and Heal yourself with cure spells. Faster
Drop the barkskin pots. You'll have better barkskin as a ranger. Same with the resist elements wand. Although, you COULD keep it for backup in case of Acid Fog or Burning blood.
Weapons
Honestly, i've found that carrying blunts vs. slashing for skelies and zombies doesn't really matter. You're losing, what, like 4-9 damage by using slashing on skellies? I have my "main" sword, usually a holy-burst of PG equipped 90% of the time. It does a number on most mobs, espically undead. I take down skellies just as fast a zombies w/ it. That's if i'm not using the disrupter.
If I'm not using my main beater, then i have situational weapons. Para's, Vorp, Smite, Disrupter. If i'm going into a quest (think von4) with a large number of a certain type of creature (elves) then i'll bring appropriate weapons (burst of greater elf bane). If you find the spectral gloves (out of Offering of blood) then you can lose the Ghost Touch.
I generally have 1 (or 2 if twf) Transmuting/PG weapon for the oddball dr.
Consolidation is what i'm driving at.
That's just me though. YMMV
JakLee7
10-19-2009, 03:31 PM
op makes a good point - my paly has lots of situational weapons, and gear, but the more you level & the longer you play, the more conosolodation you can do. I have a necklace that is a great example, +5 prot proof of poison. 2 birds. Dual weilding rogues have a tougher time, I know mine does, but keep only the very best stuff & ditch the rest (or at least bank it).
Teufel_Hunden
10-19-2009, 03:48 PM
Forgot to add. Bring the stuff you think you're going to need. Bank the rest. If you're not fighting elves, leave the greater elf banes in the bank.
It seems like you're trying to be a boy scout and prepare for everything at all times. It really only takes 2 minutes to hit a bank and get back.
Linenoise2
10-19-2009, 04:01 PM
I'm sure someone can correct me if I am wrong on this, but the blunt for skeles, the adamantite for golems, and transmuting weapons can all be covered by the transmuting weapon.
I feel your pain. my main is a dual wielding fighter and I have like 4 sets of weapons (not to mention a shield for emergencies, a bow, and too many arrows). To make matters worse, I am a pack rat so I hate throwing stuff out. Care to guess how many empty slots I have in my bank? :D
Like the other posters mentioned. I would ditch the CLW & CMW stuff (the inv slot is worth more than the ~6 HPs you get from those), do ya really need 2 muckbanes? :) The only problem with UMD is you lose inventory space to hold all the extra neat stuff you can do. IMO, you should not need more than 10 weapons on your character, anything more is specialized and can sit in the bank until it is needed. Good luck on your inventory management (like I said, I feel your pain) and here's to the DDO store selling more backpack space...someday! :D
ETA: Anyone else think the 100k gp for the extra 20 inventory slots was well worth the cost? I sure do.
Stanley_Nicholas
10-19-2009, 04:19 PM
What you need to do is consolidate some of those items and get rid of redundancies. Get a pair of blunt transmuting weapons of pure good, and those will work for skeletons, iron and clay golems, mindflayers, liches, reavers/renders/flensers... Lawful slashers can work for zombies and thraak hounds. You don't need to carry a remove disease wand AND a disease immunity item - ditch one or the other. And if you're carrying greater resist robes/cloaks, you don't need the resist wand. Some items that are rarely used can be banked unless needed for a particular quest, like deathblock and worldshaper. That heal item is not worth carrying unless you solo a lot.
Depending on your level, your AC, how much you tend to solo, and the quests you're running, some of the items will be less useful, especially as you progress. Eventually you will probably be able to dump the jump item, DR items, and most of your AC boosting gear, because either someone in the party will be able to cast an equivalent or better version on you for a trivial amount of sp, or you may find it doesn't make enough of a difference to even bother with at high levels.
You don't need to carry every item for every situation at all times. Look through your things and whenever you come across something you don't use very often, ask yourself if you can live without it or at least keep it in the bank most of the time.
Tharris
10-19-2009, 04:31 PM
I run a similar char, JAKOVAL TRADES by name and nature.
Consolidation is your friend. Is harder at the lower levels, but some of the raid loot really helps. Tharnes set is your best friend. Makes everything Ghost touch, so throw those away, is Spot / Seartch 15 all in one. I carry the Gnoll gloves, which are +10 to both DD and Lock picking, I have never needed more.
As an off hand weapon, I always carry an Improved Cursespewer of PG. Helps the party more than you having to do all the damage etc yourself, and is awesome paired with Disruptors / Smiters / Banishers etc.
Missing_Minds
10-19-2009, 04:56 PM
Forgot to add. Bring the stuff you think you're going to need. Bank the rest. If you're not fighting elves, leave the greater elf banes in the bank.
My opinion is that unless you are PvPing, ditch the elf/dwarf/halfling/human banes completely and pick up a good solid dps weapon instead.
Mockduck
10-19-2009, 04:56 PM
Excellent advice in here and yeah - inventory is always a struggle, especially on TWF/UMD/multiskilled types. My ranger has about eight slots free at any given time...
Consolidation is key, also using the shared account bank, personal bank, etc can help out.
Healemup
10-20-2009, 09:25 AM
[QUOTE=Grendyll;2495657]
Alternate Weapons (I usually have equipped pure good rapiers with some elemental damage) :
2 blunt skeleton beaters depending ghost touch weapons use those or just use the elemental/PG weapons won't take much longer on most.
2 slash zombie beaters depending ghost touch weapons use those or just use the elemental/PG weapons won't take much longer on most.
2 ghost touch weapons undead weapons should only take up 4 slots at most. Unless you are still at the content level where you are fighting a lot of undead it really isn't worth the inventory space.
2 transmuting weapons to break through oddball DRs
2 bows (1 wounding, 1 for pure damage)
1 paralyzer
3 stat damaging weapons for times that it is appropriate (a weakening weapon for tough offensive opponents/bosses, an improved destruction and maladroit combo for high AC opponents I have trouble hitting)
1 lawful weapon for thraak hounds Not worth it.
1 adamantine blunt for clay golems
1 chaotic weapon for inevitables
2 muckbanes
2 giant hunter knives (sometimes I leave these in the bank if I know I won't be fighting a lot of them)
Consumables
stack of potions of haste
stack of potions of heroism
stack of potions of barkskin (+3)
stack of scrolls of blur
wand of resist elements
stack of potions of remove blindness
stack of potions of remove curse
stack of potions of lesser restoration
wand of cure disease
wand of neutralize poison
stack of potions of cure critical wounds
wands of cure moderate/light wounds (usually carrying 2 or 3 total of these in some combination)
portable shrine (from small eberron shard turn-in)
stack of good inn food for quick recovery if I have to release (thinking maybe I should dump this one) Just buy in Inn after selling.
Clickies/alternate gear
+search item
+disable item
+open locks item
+intelligence item
+UMD item
+charisma item
+heal skill item Not worth it
+jump skill item
underwater action item
disease immunity item
feather falling item
+haggle skill item
pendant of time from House P faction
2 shield clickies (3 charges each)
2 cure light wounds clickies (the ones with 3 charges from the smuggler warehouse)
divine power clickie
divine favor clickie (eventually will replace these with recitation scrolls if they are available?)
mantle of the worldshaper (for beholders, i usually need cloak slot for resistance item)
deathblock item
various DR items (spearblock/axeblock/hammerblock) Not worth it, unless you have a free slot somewhere.
various greater elemental resistance items (at least fire and acid tend to come in very handy) Use your wand or cast it. Typically you only get dispelled when it doesn't matter. If your doing VON 6 might be the exception.
Other junk
wide quiver (usually have the narrow one equipped for routine usage)
gem bag
collectable bag
ingredient bag
component bag (or at least a stack of chameleon tails or whatever for Longstrider)
stack of loot boost gems from the ddo store
2 stacks of thieves tools (usually 1 really good +4/+5 stack, 1 store bought stack +2 or whatever) Only keep one. You should be able to get them cheep of AH if for some reason your having trouble finding +5 ones... or just ask people as they loot them and dump you lower stack to replenish with the 50 you get.
2 npc contracts (1 cleric about my level, 1 low level for switch pulling)
So is this actually fairly common to have 70-80% of inventory eaten up right off the bat leaving only 20-30 slots or so for picking up treasure, quest related items, soul stones, etc.?
It is not too terrible at the moment, but as UMD continues to go up, I know I will want scrolls of displacement, restoration, stoneskin, raise dead, heal, and greater heroism at a minimum (I am hoping I can get rid of some of the lower level stuff by then). I would still like to make room for +hide/+move silent items and perhaps vorpal/disruption/dismissal items someday if I manage to afford them. At that point, I imagine I will have to destroy my inventory just to pick up a group-mate's soul stone :(
Once you start getting disruptors you can ditch all the other undead beaters unless you want to keep a pair of Greater Undead ones for some bosses. Banishers will make your lawful weapon obsolete as well. Smiter will replace your adamantine blunt. Just remember that you don't always have to have the perfect weapon for every opponent. Most of the time it isn't worth the hassle to switch them out anyway. And, once you get the ability to get into the Shroud and craft some weapons you can heave most of your other DPS weapons out the window and only keep those that instakill mobs (disruptors, smiters, banishers, etc.)QUOTE]
My 2cp.
Thorzian
10-20-2009, 10:00 AM
weapons needed... main hand-vorpal, disruptor, smiter, mineral 2. off hand- improved cursespewer. a very narrow view here but look how much shorter my list is. is it the BEST way to go? no. but any more than this is nice, not nescessary.
gear nescessary. heavy fort- greensteel or minos. poison/disease/fear/deathblock/blindness immunities- greensteel dont know your ac but you probably dont have enough to even worry about but if you do. armor bracers, chaosguard boots, chattering ring, icy rainments, dodge ritual on all weapons. stat items. dont take them off. that way, theyre not in your inventory. search/spot on tharnes goggles then get some dd goggles. trap skills on 2 pieces. get spectral gloves for ghost touch, though i doubt your toon is a real undead killer anyway. switch your gloves out for open lock gloves. get a tumbleweed for dex so you dont lose it equipping your gloves. plan a little bit for non overlapping gear.
ask other party members for a buff like resist, blur, and the like. between rangers and bards most buffs are covered and what else are they going to use their sp for. carry cure pots and wands sure. remove curse/blindness/poison pots are great. you will only need the curse but you can pot babysit other party members with those ones but barkskin? blur scrolls? why not carry haste scrolls.. just as usefull imo....or is that useless.
you have some other things that are nice enough but the durations make me die a little on the inside like the divine power clickie. i tried that for a bit too until i figured out that all of the time it took to equip those items, use them, then switch back to my real gear was longer than just killing the mobs would have been.
take some of the other advice given here. you were smart to use the knowledge of the other players. especially in the gear department. there's a ton of experience here helping you.
finally, i know that almost all of my suggestions are higher end gear but honestly, before level 12 you could use level 2 gear and still do just fine. i usually hit level 10, hit my bank to look for a vorpal and cringe at the puzzle cap and cloven jaw warbeads that my toon is still wearing... and the sea of red, empty slots all around them. my level 20 sorc still has the visor of the flesh render goggles on full time.. and no cloak. need more shroud runs!
Zenako
10-20-2009, 10:14 AM
My Ranger/Rogue if often happy to end up with around 15 slots open. Between being the boyscout jack of all trades (with UMD, etc), and focusing on dual wielding and bows as appropriate, I end up with quite a few spots filled with optimal weapons.
One key is to get nice combo Items. Things like Underwater Action of Haggle for example. Both functions are really going to be out of combat (no underwater fights yet in the game).
Get jewelry and clothing with double bangs on them as well.
Almost NEVER need to have more than one full stack of thieves tools.
Dump food.
Some of the things you have are redundant. Like the Divine Favor and Divine Power. Keep the stronger one. Also look to upgrade to clickies with more charges. 1 to 3 to 5 for example to reduce copies that might make sense.
Personally if you have at least 10 slots open, that works for most quests. You just have to be sure to sell off after each run. There are a handful of quests in the game with LOTs of chests, where a full 20 makes a LOT more sense (Irestone, Shroud Raid, etc.) Make sure you have room in your bags for new stuff and keep space available to ammo that you find.
The tale of which weapons work best will change as you continue to level. In the upper mid levels 10-15 or so, the Banishers, Disrupters, etc, work fine. But in the highest levels those items either fail to work completely or only on 1's, and it is often quicker to just kill using the right greater bane weapons. Make sure you have House K favor and get the full 3 bank slots to swapping in the right tools for the job at hand.
MagicianBlade
10-20-2009, 12:16 PM
why so many of each type of thing?
I carry 10(!!) weapons right now..
Sceptre of Healing (i'm a cleric), Transmuting, Ghost Touch, Handwraps (for oozes and rusties since i never got a Muckbane or anything fun like that), crossbow, seeker, smiter, cpl others that i've been playing with.
darkrhavyn
10-20-2009, 12:55 PM
I'm still trying to get my one two weapon character to have any pack space....she ismostly rogue, but between two weapons and her heavy repeater... she never has any space...:D
But, I have found that anymore I pretty much just use her transmuting of pure goods or a specific special with one of them....off hand almost always TofPG and main hand swaps to banish,vorpal or Grt bane
Leave the extra banes in bank for specific quests...if you dont know what you'll be facing..ask the group..if no one knows...stick with simple...transmuting and pure good.
I usually leave one adamantine weapon inpack--happens to be Adoryn's malice (contruct band and adamantine) which gets used on pretty much most undead except zombies as well as golems,doggies,wf, etc
Higher levels let you combine slots...but if you are pushing UMD up there is no cure for the curse of multiple stacks of scrolls or wands...I heard a rumor that possibly cases may be making their way to us in the near future however....
RobbinB
10-20-2009, 12:58 PM
A need for more inventory isn't a news flash - I was forum posting asking for more inventory space years ago. Since then for every quiver or bag that helps you organize your inventory, theres been like a gazillion new items to collect. In other words, the situation has only worsened not gotten better.
The real question now is whether it is simply enough just to provide additional inventory and/or bank space, or whether a whole new setup is needed, perhaps with different types of items being categorized in the different backpack slots.
Not sure if Turbine thinks the current system is ok (it's not!), or just whether a revamped inventory system is just way down on their priority list.
baylensman
10-20-2009, 01:56 PM
bags for collectables and items has helped a bit. but i routinely run with 4 tabs of back pack filled and only one tab for collecting loot on the way. after every quest hit the AH and vendors to unload stuff. Nothing worse than goin into a quest and having no room for loot
Zippo
10-20-2009, 02:04 PM
I'm by no means uber or leet or have the best gear. But i understand where you are coming from. I'll throw in my 2cps though.
On the non-weapon gear side.
dump the CureLW ****. You're way to high level for +6 hp. Also, i'd drop the CMW wands. Stay w/ CSW. I usually dump CMW at lvl 9ish.
Get combinations of stuff on your gear. For example: I have a belt of Diease Immunity of Heavy fort. I switch that out w/ a bubble belt and the Haggle/Command belt. Boom, there's my haggle, UWA, Diease immuninty, fort.
Defiantly dump the food. It really doesn't take that much time to buy some ham at the inn. Actually, it'd serve you better to just buy mana pots and Heal yourself with cure spells. Faster
Drop the barkskin pots. You'll have better barkskin as a ranger. Same with the resist elements wand. Although, you COULD keep it for backup in case of Acid Fog or Burning blood.
Weapons
Honestly, i've found that carrying blunts vs. slashing for skelies and zombies doesn't really matter. You're losing, what, like 4-9 damage by using slashing on skellies? I have my "main" sword, usually a holy-burst of PG equipped 90% of the time. It does a number on most mobs, espically undead. I take down skellies just as fast a zombies w/ it. That's if i'm not using the disrupter.
If I'm not using my main beater, then i have situational weapons. Para's, Vorp, Smite, Disrupter. If i'm going into a quest (think von4) with a large number of a certain type of creature (elves) then i'll bring appropriate weapons (burst of greater elf bane). If you find the spectral gloves (out of Offering of blood) then you can lose the Ghost Touch.
I generally have 1 (or 2 if twf) Transmuting/PG weapon for the oddball dr.
Consolidation is what i'm driving at.
That's just me though. YMMV
Von 4 has the WF, Von 3 has the majority of elves.
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