JeisonBlade
09-01-2011, 01:58 PM
Just some of the gear I made for my ranger to make leveling up easier. This is by no means an exhaustive list, just things I made to "fill in the blanks" where I didn't have gear banked to cover a particular ability or power.
I wont bother getting into Abillity Score, Skill or Save boosting items - I made these as needed on various items. For example I made a Wise +4 Ring of Resistance (Will) +4 at level 11, but in two levels its replaced with something else.
I realize not everyone bothers with crafting or doesn't have their levels up too high, I can't help that, I'm just sharing what I have done or have planned, maybe it will give you some ideas; your needs may differ from mine depending on gear you have banked.
Feather Falling Ring (ML 1; Elemental 47); its **** handy being able to make your own ML 1 FF item, and not farming for days to get a ring of feathers.
ML 1; Feather Falling (Elemental 47)
ML 3; add Light Fortification
ML 7; upgrade to Moderate Fortification
ML 9; upgrade to Heavy Fortification (Elemetal 100)
note: when I got my heavy fort greensteel out of the bank (at ML 11) I replaced the Fortification with Spell Resistance (20) (Arcane 70). Note that this version is actually ML 9; if you have a Nightforged Gorget necklace at ML 9 for heavy fort you could make this earlier than I did. You can also make this in Cloak form.
Scimitars of Ouchness
I did scimmys since she is an elf, works on any weapon tho. You can substitute your favorite elemental damage type for Acid, I just use that for reference, I actually varied the type depending on the areas I was running in - Acid is a good starter since very little is resistant to it at low-mid levels, and it works great vs trolls. Again, try to find weapons with guild slots - you can add crystals of accuracy for +1 to +4 attack (great early on) then later crystals of elemental damage for +1 to +1d4 damage.
ML 1; add Acid (Elemental 33) for +1d6 damage
ML 3; add Bleeding (Arcane 33) for an additional +1d8 damage against nearly everything except constructs (rare at this level) oozes (get a muckbane) and undead (I make specialty weapons against them anyways)
ML 5; add a +1 Enhancement shard. upgrade this by an additional +1 every two levels (+2 at ML 7, +3 at ML 9, +4 at ML 11, +5 at ML 13).
Finally at ML 15 upgrade the element to its burst equivalent, leaving you with a +5 Acid Burst Scimitar of Bleeding (Arcane 70, Elemental 65). Unless you have a GS banked, which you can switch to at level 12.
I make a similar anti-undead weapon which I improve until I can get Disruption weapons (which you can't craft atm.) Use a flametouched iron weapon as the base, as the good damage bypasses some undead DR; silver is also a good choice for vamps.
ML 1; Lesser Undead Bane (Divine 15)
ML 3; add Ghost Touch (Arcane 19)
ML 5; upgrade the Lesser to regular Undead Bane (Divine 45)
ML 9; upgrade to Greater Undead Bane (Divine 92)
after this, start adding +1 to the enhancement every two levels starting at ML 11 (or at ML 7 if you cant make GUB shards)
If you have access to something that lets you bypass incorporeal, like Spectral Gloves, you can replace the Ghost Touch with Holy/Holy Burst.
Bows of Awesomeness
For a dps bow, I made a similar version to my scimitars; I started with Screaming at ML 1, and added Bleed at ML 3. I ignored the enhancement bonuses since I went arcane archer but if you go tempest yo'd want to start adding them with the +1 per two levels progression I noted above, again, this sees enuogh use a guild slot for attack or damage crystals is worthwhile.
For a debuff bow I made a bow of Wounding (-1 CON per hit) at ML 5 (Arcane 50), and added Puncturing (-1d6 CON on critical) at ML 9. You can also make DEX or STR sapping versions, but I like this version, especially when you get manyshot, it drains em fast.
I also made a bow version of the anti-undead scimmys, except replaced Ghost Touch with Holy at level 6 (AA force arrows add ghost touch property), I dropped it altogether when I got my Disruption bow.
Armor
Start off by getting a decent base armor, I used a Mithril Chain Shirt with a guild slot. Gives you great AC at low levels, and I slotted a shielding crystal for extra fortification. I dont bother with an enhancement bonus; you'll have good AC at lower to mid levels, after that it becomes irrelevant anyways for a typical ranger
ML 1; Invulnerability (Arcane 15), this is absolutely awesome at first level and you can virtually ignore many attacks :D.
ML 3; add Unbalancing (Elemental 8), when someone DOES hit you they get a -2 AC penalty for awhile
ML 5; if you want, replace Unbalancing with Thorn Guard (Elemental 50) which does 1d8 piercing to anything that hits you.
ML 7; replace Unbalancing/Thorn Guard with Lifeshield (Divine 42) for the fleshy equivalent of a Blademarks docent, the bonus HP proc will save your arse many times.
ML 11; around this point everything is bypassing Invulnerability, replace it with Dusk (Elemental 100) for a 20% blur effect. If you went True Neutral (tho every REAL ranger is CG hehe) you might consider Superior Stability (Elemental 73) instead. A +6 to all saves and AC is nice.
EDIT: Alabore below suggested Spearblock/Axeblock as a suffix, hadnt thought of that myself, like the idea once Invulnerability is past its usefulness around 10th. Also I currently use Reflex +5, until I get a good Resistance item.
Trinket
Haven't made one of these yet (I use the Crystal Cove trinkets) but planning to for next life. This assumes you don't bother with Cure spells until your best one at 14th, and lets you free up a 2nd level spell slot so you don't have to take barkskin until later.
ML 1; Natural Armor +1 (Arcane 15)
ML 3; replace Natural Armor with Ranged Alacrity +10% (Elemental 74) or Melee Alacrity +10% (Elemental 76) (depending on if you are arcane archer or tempest)
ML 5; add Natural Armor +1 again
ML 7; upgrade Natural Armor to +2 (Arcane 30)
ML 9; upgrade Natural Armor to +3 (Arcane 69)
ML 14; replace Natural Armor with Superior Devotion IV (Divine 69)
note that a Superior Devotion IV trinket of Alacrity 10% is actually only ML 7, so you can make it at any time you want. If you get the Arcane Archer prestige set (+10% ranged alacrity) then make yourself a Melee Alacrity trinket and you're covered on both fronts :D
I actually had a few other things to share but IRL calls, I'll add them later when I have some time. Hope this gives people some useful ideas.
I wont bother getting into Abillity Score, Skill or Save boosting items - I made these as needed on various items. For example I made a Wise +4 Ring of Resistance (Will) +4 at level 11, but in two levels its replaced with something else.
I realize not everyone bothers with crafting or doesn't have their levels up too high, I can't help that, I'm just sharing what I have done or have planned, maybe it will give you some ideas; your needs may differ from mine depending on gear you have banked.
Feather Falling Ring (ML 1; Elemental 47); its **** handy being able to make your own ML 1 FF item, and not farming for days to get a ring of feathers.
ML 1; Feather Falling (Elemental 47)
ML 3; add Light Fortification
ML 7; upgrade to Moderate Fortification
ML 9; upgrade to Heavy Fortification (Elemetal 100)
note: when I got my heavy fort greensteel out of the bank (at ML 11) I replaced the Fortification with Spell Resistance (20) (Arcane 70). Note that this version is actually ML 9; if you have a Nightforged Gorget necklace at ML 9 for heavy fort you could make this earlier than I did. You can also make this in Cloak form.
Scimitars of Ouchness
I did scimmys since she is an elf, works on any weapon tho. You can substitute your favorite elemental damage type for Acid, I just use that for reference, I actually varied the type depending on the areas I was running in - Acid is a good starter since very little is resistant to it at low-mid levels, and it works great vs trolls. Again, try to find weapons with guild slots - you can add crystals of accuracy for +1 to +4 attack (great early on) then later crystals of elemental damage for +1 to +1d4 damage.
ML 1; add Acid (Elemental 33) for +1d6 damage
ML 3; add Bleeding (Arcane 33) for an additional +1d8 damage against nearly everything except constructs (rare at this level) oozes (get a muckbane) and undead (I make specialty weapons against them anyways)
ML 5; add a +1 Enhancement shard. upgrade this by an additional +1 every two levels (+2 at ML 7, +3 at ML 9, +4 at ML 11, +5 at ML 13).
Finally at ML 15 upgrade the element to its burst equivalent, leaving you with a +5 Acid Burst Scimitar of Bleeding (Arcane 70, Elemental 65). Unless you have a GS banked, which you can switch to at level 12.
I make a similar anti-undead weapon which I improve until I can get Disruption weapons (which you can't craft atm.) Use a flametouched iron weapon as the base, as the good damage bypasses some undead DR; silver is also a good choice for vamps.
ML 1; Lesser Undead Bane (Divine 15)
ML 3; add Ghost Touch (Arcane 19)
ML 5; upgrade the Lesser to regular Undead Bane (Divine 45)
ML 9; upgrade to Greater Undead Bane (Divine 92)
after this, start adding +1 to the enhancement every two levels starting at ML 11 (or at ML 7 if you cant make GUB shards)
If you have access to something that lets you bypass incorporeal, like Spectral Gloves, you can replace the Ghost Touch with Holy/Holy Burst.
Bows of Awesomeness
For a dps bow, I made a similar version to my scimitars; I started with Screaming at ML 1, and added Bleed at ML 3. I ignored the enhancement bonuses since I went arcane archer but if you go tempest yo'd want to start adding them with the +1 per two levels progression I noted above, again, this sees enuogh use a guild slot for attack or damage crystals is worthwhile.
For a debuff bow I made a bow of Wounding (-1 CON per hit) at ML 5 (Arcane 50), and added Puncturing (-1d6 CON on critical) at ML 9. You can also make DEX or STR sapping versions, but I like this version, especially when you get manyshot, it drains em fast.
I also made a bow version of the anti-undead scimmys, except replaced Ghost Touch with Holy at level 6 (AA force arrows add ghost touch property), I dropped it altogether when I got my Disruption bow.
Armor
Start off by getting a decent base armor, I used a Mithril Chain Shirt with a guild slot. Gives you great AC at low levels, and I slotted a shielding crystal for extra fortification. I dont bother with an enhancement bonus; you'll have good AC at lower to mid levels, after that it becomes irrelevant anyways for a typical ranger
ML 1; Invulnerability (Arcane 15), this is absolutely awesome at first level and you can virtually ignore many attacks :D.
ML 3; add Unbalancing (Elemental 8), when someone DOES hit you they get a -2 AC penalty for awhile
ML 5; if you want, replace Unbalancing with Thorn Guard (Elemental 50) which does 1d8 piercing to anything that hits you.
ML 7; replace Unbalancing/Thorn Guard with Lifeshield (Divine 42) for the fleshy equivalent of a Blademarks docent, the bonus HP proc will save your arse many times.
ML 11; around this point everything is bypassing Invulnerability, replace it with Dusk (Elemental 100) for a 20% blur effect. If you went True Neutral (tho every REAL ranger is CG hehe) you might consider Superior Stability (Elemental 73) instead. A +6 to all saves and AC is nice.
EDIT: Alabore below suggested Spearblock/Axeblock as a suffix, hadnt thought of that myself, like the idea once Invulnerability is past its usefulness around 10th. Also I currently use Reflex +5, until I get a good Resistance item.
Trinket
Haven't made one of these yet (I use the Crystal Cove trinkets) but planning to for next life. This assumes you don't bother with Cure spells until your best one at 14th, and lets you free up a 2nd level spell slot so you don't have to take barkskin until later.
ML 1; Natural Armor +1 (Arcane 15)
ML 3; replace Natural Armor with Ranged Alacrity +10% (Elemental 74) or Melee Alacrity +10% (Elemental 76) (depending on if you are arcane archer or tempest)
ML 5; add Natural Armor +1 again
ML 7; upgrade Natural Armor to +2 (Arcane 30)
ML 9; upgrade Natural Armor to +3 (Arcane 69)
ML 14; replace Natural Armor with Superior Devotion IV (Divine 69)
note that a Superior Devotion IV trinket of Alacrity 10% is actually only ML 7, so you can make it at any time you want. If you get the Arcane Archer prestige set (+10% ranged alacrity) then make yourself a Melee Alacrity trinket and you're covered on both fronts :D
I actually had a few other things to share but IRL calls, I'll add them later when I have some time. Hope this gives people some useful ideas.