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Qaliya
10-10-2011, 04:26 PM
I'm a newbie level 20 cleric (actually 18/1/1 with rogue and fighter levels), who got to level 20 via a mostly unusual path. I generally soloed to level 14 and then did Crystal Cove from 14 to 20. So I got to "capped" status without doing any of the high-teens standard quests and am now playing catch-up... such as doing the flagging quests for the Shroud.

Starting to think about GS and reading up on it on the wiki, guides on these forums, etc. The sheer number of options and combinations is overwhelming to say the least!

I've been mostly a "battle cleric" until now, but am transitioning to playing the healing role in epics, while balancing buffs, melee combat and offensive spells like Energy Drain and Divine Punishment. I enjoy my independence and flexibility.

If I stay at level 20 for a while I may GR into a pure cleric for more SP and the capstone, but I may just TR. My first anticipated TR is into Wizard, and I plan to TR many times.

I believe there's a fairly "standard" build for an GS accessory that is recommended for spellcasters.. I believe goggles with Concordant Opposition, but I don't know the details. Can someone please fill me in?

I'd also like to get a good all-around two-handed weapon. I have Power Attack and IC:Slashing, and mostly use greataxes and falchions.

Any suggestions for GS "builds" that I might find appropriate would be appreciated. :)

anto_capone
10-10-2011, 04:31 PM
Goggles of concordant opposition: blindness/disease immunity, 150 stacking spell points, +5 chr skills aka umd, +6 wisdom, and a chance to regen SP (and temp HP) each time you are hit.

http://www.perfectweb.org/ddo/crafting/base_crafting.php?base=15&tier1=71&tier2=126&tier3=162&tier4=161&bonus1=20&bonus2=65&altC=0

As for weapon, a lit 2 (lightning strike) is always fun. :)

kcru
10-10-2011, 05:46 PM
Here's one that I'm making.. has most of the important "stuff" that I want on all the time. the healing lore not being on a weapon will make the radiant aura even more useful (each tick can be improved, unlike when I swap a devotion shield in) and allow a better offensive weapon to be used. I'm doing it as bracers.


http://www.iro.umontreal.ca/~delallea/ddo/shroud/cgi-bin/shroud.cgi?forced=&craft=0&effects=concordant_opposition_,____major,iee_2_str ,ee_1_con&item=bracers&altar=3&weapon=weapon

+10 HP
+15 HP
+1 Con skill
+2 Str Skill
Major healing lore (+9% chance of crit, +.5 multiplier)
+6 Wisdom
+10 diplomacy
+10 haggle
Concordant Opposition



details on ingrediants:

http://www.iro.umontreal.ca/~delallea/ddo/shroud/cgi-bin/shroud.cgi?forced=exist_1_&altar=3&weapon=weapon&item=bracers&craft=1&effects=concordant_opposition_,____major,iee_2_str ,ee_1_con

Pfold
10-10-2011, 07:04 PM
Well, if you are going to tr into other caster classes the conc opp item is definitely nice to have as you're leveling. Iirc you get to use them at level 11.

Bobthesponge
10-10-2011, 07:40 PM
For a caster of any stripe the most important GS is ConOp. I would go for the Con Op HP version, though. SP are temporary and are generally used when buffing. HP is a permanent buff and is always useful. Your second item can have SP if you like. :-)

ProdigalGuru
10-10-2011, 07:53 PM
You have your cart before your horse, dude.

Zipping up to 20 like that means you won't have the cash to buy larges, and you will be at least 10 Shrouds deep before you can even consider a tier 3 item.

That being said, I am quite happy with my triple positive SP cloak, but I would suggest a MinII item to start for any toon. Heavy Fort, +5 AC, and bonus HP are pretty huge for all but the toughest content.

arjiwan
10-10-2011, 08:07 PM
Greetings,

If you are looking for a GS accessory, you can try and visit this link.

http://forums.ddo.com/showthread.php?t=317434.

For my cleric, I went to GS Blind/50sp/100sp Con-Opp goggles, and Min2 Cloak with 10/15/20 Hp. At first I have the single shard Triple Air 45 HP Cloak, but I ditch it because of other improvements. But I still have a haste clickie.

If you are meleeing, goggles is kinda a hard slot, since you want tharnes there.

BoBach
10-11-2011, 01:52 AM
Hi,

plz do not combine the ConOp with the additional SP on a greensteel.
Better craft a ConOp with HP because in the end you will have two items: ConOp/HP and SP. You will buff party at the entrance and swap out the SP item to equip something else during the quest. If you have ConOp on this item you will either waste a slot or dont regenerate SP during quest.

Better plan your complete end game equipment before you start to craft, because larges are expensive.

regards Bo.

Qaliya
10-11-2011, 06:54 AM
Thanks for all the replies.

In terms of SP, I am already swapping a hat and a trinket for +250 SP, which is generally more than I need for buffing. I want to increase my SP pool on a permanent basis, but also want more HP, so I am looking at making two items. But I think SP is where I want to start. As a first-life cleric, healing is less of an issue for me than spell points.

ProdigalGuru: I'm not in any rush to get these items. I just want to plan out what I'm trying to do.

A guildie showed me two items he's using and I'd love to get feedback on them. They seem to be pretty close to what I want, though he said he made them slightly differently than the "usual" and I'm wondering what that difference is from, say, the one that kcru referenced?

http://www.desktopscenes.com/misc/gsitems.jpg

Thanks. :)

kcru
10-11-2011, 07:48 AM
They seem to be pretty close to what I want, though he said he made them slightly differently than the "usual" and I'm wondering what that difference is from, say, the one that kcru referenced?

He is building for immunities... fear/poison on the first one, blindness/disease on the second one. If he wears both then the wisdom is redundant, etc. (given that they're free side effects, no huge loss just a shame.) Getting concordant opposition on both... they don't stack, right? *shrug* useful if they do, if they don't then he's only planning on wearing one at a time.


In my opinion, the immunities are less useful to a cleric than major healing lore and can be had from other items. The upside of the one I spec'd is that it's one of VERY few ways to get Healing Lore on a non-weapon. Since you're going to be healing more and more, I believe it's a better cleric item. Obviously worthless to a caster or normal melee. This factors into TRing, if you plan on going that route... which is probably why most people stick to generic items that can be "passed down" to other classes and still be useful. Since I'm not planning on TRing, this works.


When he said that he made them different from "normal", he meant that he didn't go +10 Hp/+15 HP/+20 HP and similar for SP which is pretty much the go-to as people decide that they want an "HP item" so make an item that's the best HP item they can. He and I on the other hand made more general items.

Qaliya
10-11-2011, 09:21 AM
Thanks for the response. Wish this wasn't so confusing. :/

Immunities are important but can probably be obtained in other ways. Seems to me it makes the most sense to do go "full tilt" if making an SP or HP item.. how do you do that, and what do you give up to do it? I don't see any way to get +SP at tier 1 (except Wizardry, which I will have elsewhere)?

I do want +6 Wisdom but agree that having it twice is pointless.

I'd *really* like a haste clicky. As for healing lore, I usually find that I heal more than anyone needs nearly all the time anyway... plus I wear a hat with Superior Potency and have a dagger with it as well.

Thanks.

Matuse
10-11-2011, 10:02 AM
Immunities are important but can probably be obtained in other ways.


Yes, but Tier1 of a Conc-Opp item is quite viable for this. Blindness and Disease are both common and annoying (blindness particularly so).


Seems to me it makes the most sense to do go "full tilt" if making an SP or HP item.. how do you do that, and what do you give up to do it? I don't see any way to get +SP at tier 1 (except Wizardry, which I will have elsewhere)?

Make all 3 tiers for the same type of bonus. The only Tier1 spellpoint option is Wizardry VI. Either you can ignore it (having it or archmagi elsewhere), or take another option...like the immunities.

I do not like Conc-Opp spellpoints myself. You want hitpoints all the time, you want conc-opp all the time. Combine them.

You could go: Blindness/Disease Ward, +35 HP, Conc-Opp, or just plain +45 Hp Conc-Opp.
Blindness/Disease Ward, +150 Elemental SP, Conc-Opp, or Wizardry VI, +150 Elemental SP, Conc-Opp. Since the Wizardry VI is often superfluous, the immunities are more often taken on a permanently worn item.

My preference is the following (these are all bracers, obviously you wouldn't want that, I picked it at random and didn't feel like changing it for each item):
Conc-Opp: Blindness/Disease Ward, +35 HP. http://www.iro.umontreal.ca/~delallea/ddo/shroud/cgi-bin/shroud.cgi?item=bracers&weapon=weapon&effects=concordant_opposition_,blindward_disimm&groups=plus_15_hp,plus_20_hp&altar=3
Smoke: +10 HP, +15 Inherent Fire Resistance. Gives permanent Blur, and clicks of Displacement. http://www.iro.umontreal.ca/~delallea/ddo/shroud/cgi-bin/shroud.cgi?item=bracers&weapon=weapon&effects=inh_fire_res_5,__10,smoke_screen_&groups=plus_10_hp&altar=3
Triple Air: Wizardry VI, +150 Elemental SP, +6 Cha skills. 3/day clicks of 90 second Haste. http://www.iro.umontreal.ca/~delallea/ddo/shroud/cgi-bin/shroud.cgi?item=bracers&weapon=weapon&effects=air_1_,air_guard_&groups=plus_100_sp,plus_50_sp,wizardry_vi&altar=3

Cleanse the Conc-Opp item, wear the Air item when shrining/entering a quest, switch to the Smoke item after you've burned through the bonus SP of the Air item.

Air is cheap to make (single shard, only needs 2 devil scales), and you only need to cleanse 1 item to make effective use of 3.


I do want +6 Wisdom but agree that having it twice is pointless.

Don't wear whatever the second item is that gives wis, or just live with it. Melees can end up with like 4 items that give +6 str.


As for healing lore, I usually find that I heal more than anyone needs nearly all the time anyway... plus I wear a hat with Superior Potency and have a dagger with it as well.

Lore and Potency aren't the same thing. Lore affects critical chance, Potency affects all casts.

kcru
10-11-2011, 11:41 AM
. As for healing lore, I usually find that I heal more than anyone needs nearly all the time anyway... plus I wear a hat with Superior Potency and have a dagger with it as well.
Thanks.

Most useful for the aura I think, which is my justification in building it. If the aura is ticking off an 18% crit rate it should dramatically lower the need for casting mass cure and heal spells. As a nice side effect, should make me more durable while soloing (and I'm already pretty durable!)

Btw, for healing, you should get yourself a couple of superior ardor clickies. Higher boost than potency. I usually run Devotion aura normally and spike the Ardor when things get tough.

Qaliya
10-11-2011, 01:14 PM
Yes, but Tier1 of a Conc-Opp item is quite viable for this. Blindness and Disease are both common and annoying (blindness particularly so).

Okay, that makes sense.



I do not like Conc-Opp spellpoints myself. You want hitpoints all the time, you want conc-opp all the time. Combine them.

I hear you, but I already have two items I equip for temporary SP after resting and then remove: a hat and a trinket, which combine for 250 SP. That's usually enough for any buffs I want to cast. I was trying to avoid having even more items I swap out, because as it is I forget a lot of the time, or swap before I use up the extra SP to avoid forgetting. :)



Cleanse the Conc-Opp item, wear the Air item when shrining/entering a quest, switch to the Smoke item after you've burned through the bonus SP of the Air item.

I assume you mean here that the CO item would be goggles and the others bracers?

I really do the like the blur and displacement. I am currently getting blur from a CC trinket, but that would let me use a different one. Thanks for the ideas!


Most useful for the aura I think, which is my justification in building it. If the aura is ticking off an 18% crit rate it should dramatically lower the need for casting mass cure and heal spells. As a nice side effect, should make me more durable while soloing (and I'm already pretty durable!)

Btw, for healing, you should get yourself a couple of superior ardor clickies. Higher boost than potency. I usually run Devotion aura normally and spike the Ardor when things get tough.

That's true about the aura.. I do love that and want to maximize it. Wasn't thinking about that.

I've used superior ardor clickies before but I rarely remember to use them and so am not sure they are the best choice for me.

BoBach
10-11-2011, 02:22 PM
Hi,
if you have already a SP item you swap out after buffing then go for a ConOp item with HP+45. It makes no sense to mix up 30HP with immunities or anything else. Stay pure.

Regards Bo

Qaliya
10-18-2011, 06:19 AM
Okay, I had a lot of time to think about this during the "forum break". Still haven't quite decided what to make.. but I've had enough time to run the Shroud a few times and realize it will be quite a while before I have the materials I need to make even one full GS items, much less two or three. The Conc-Opp items are especially expensive :/



My preference is the following (these are all bracers, obviously you wouldn't want that, I picked it at random and didn't feel like changing it for each item):
Conc-Opp: Blindness/Disease Ward, +35 HP. http://www.iro.umontreal.ca/~delallea/ddo/shroud/cgi-bin/shroud.cgi?item=bracers&weapon=weapon&effects=concordant_opposition_,blindward_disimm&groups=plus_15_hp,plus_20_hp&altar=3
Smoke: +10 HP, +15 Inherent Fire Resistance. Gives permanent Blur, and clicks of Displacement. http://www.iro.umontreal.ca/~delallea/ddo/shroud/cgi-bin/shroud.cgi?item=bracers&weapon=weapon&effects=inh_fire_res_5,__10,smoke_screen_&groups=plus_10_hp&altar=3
Triple Air: Wizardry VI, +150 Elemental SP, +6 Cha skills. 3/day clicks of 90 second Haste. http://www.iro.umontreal.ca/~delallea/ddo/shroud/cgi-bin/shroud.cgi?item=bracers&weapon=weapon&effects=air_1_,air_guard_&groups=plus_100_sp,plus_50_sp,wizardry_vi&altar=3

Cleanse the Conc-Opp item, wear the Air item when shrining/entering a quest, switch to the Smoke item after you've burned through the bonus SP of the Air item.

I like this plan but am confused as to why you don't put all the HP on the same item?

Also, is the inherent fire resistance worth a tier/slot? I know there's a lot of fire in the game but it is still somewhat situational. Or is it that you need to take that to get the displacement?

The permanent blur is nice, but I have that via a Crystal Cove trinket... mind you, this would let me use something different.

Maybe a mineral item for a secondary item would be good? +5 protection, heavy fort and stoneskin.

Thanks. :)

SirValentine
10-18-2011, 07:31 AM
you want conc-opp all the time.
<snip>
My preference is the following
<snip>
Smoke: +10 HP, +15 Inherent Fire Resistance. Gives permanent Blur, and clicks of Displacement. http://www.iro.umontreal.ca/~delallea/ddo/shroud/cgi-bin/shroud.cgi?item=bracers&weapon=weapon&effects=inh_fire_res_5,__10,smoke_screen_&groups=plus_10_hp&altar=3


You wanting conc-opp all the time...and you also want a permanent Blur?

Mrmorphling
10-18-2011, 08:04 AM
You can handcraft conc opp to suit particular needs, but, imho, especially if you plan on TR (And so you'll use this item on variosu chars) i would stick with the most basic version: 45HP and conc opp which is the most usefull at lvl 11 too :)

That's what i would use: http://www.iro.umontreal.ca/~delallea/ddo/shroud/cgi-bin/shroud.cgi?item=goggles&weapon=weapon&effects=ee_1_str,iee_2_con,gee_3_con,concordant_op position_&altar=3

+45HP
+5 CON skills (concentration)
+1 STR skill
+6 WIS
+10 Diplomacy
+10 Haggle
Conc Opp

As you have seen it's not that fast to make so i would not worry about second one until later but if you want to plan it i would suggest 150SP and a raise dead clicky (usefull in many situation even more on non divine casters)