Lyacryma
09-06-2018, 04:16 AM
Gear Plan for ml:8 Melee Character (Slave Lords)
So I've spent some time planning out a full set of gear for one of my characters, and farmed up most of what I need. I've reached the point where I believe it is perfect for what I want it to do, but I figured i'd post here and see if 1) anyone sees a flaw that I have missed, and 2) perhaps someone will find the work I've done useful and save them some time/effort.
As a preface so you understand the character using this gear, I am playing a melee character that uses handwraps for a weapon and wisdom as a main stat. I see no reason why any melee character couldn't use this set except in the case that your build is intellegence based. Int characters would have to move a couple stats around to have a 100% uptime on bonuses. (I use a int stat-stick for disable device)
This set is not built for casters in any way, however I did spend a bit of time evaluating making some gear substitutions for caster builds. It should be quite easy, but I havn't worked out any of the details.
This is is designed for a character at level 8. Primarily this is because of the craftable gear from Slave Lords. Slave Lords accounts for 9 of the pieces of gear. I attempted to get a full 10 for 2 set bonuses but ultimately decided that it wasn't worth the loss of other gear. (I want my banishing fists and you can't stop me! :P) I feel the Endurance Set bonus is more valuable at 5 pieces because I value Saves over +1 deadly (remember wisdom is my primary).
Some decisions I made about the gear are due to other pieces of gear I own that someone else may not. In that case, it would be easy to modify this set because it uses Slave Lords for a high degree of customization. Though if someone's TR gear is vastly different than mine it might be easier to start from scratch than modify this set.
I've marked a few places where gear needs to be changed out as I level because I can see using this gear for quite some time; I imagine I could get to level 20 with only some minor changes here and there. Upgrading the outfit, greensteel, permanent Deathblock (@12 with a Gem?), etc. Yes Ravenmark gear is better, but its only 2 levels away and thus is a lot of inventory/bank management; nothing stopping someone from upgrading to it at 10 if it floats their boat, bound to account and enough bank alts can solve that problem.
Some Item swapping can be a pain because of the multi-slot items and hotbar clicking to equip gear. I tried to reduce the pain as much as possible, but some in inevitable.
NOTE: You can NOT replace a stat on Slaver's Gear once you set it. You must decide before crafting what you want and where, or create an entirely new piece.
Gear List:
Trinket - Needs to be replaceable with Spell Block Ioun Stone
Symbol of the Slave Lords
True Seeing (necklace replacement can regain this while using Ioun Stone)
Insightful Constitution +2
Dusk
Empty Green Augment Slot-GemSlot: +15 Sonic Resistance
Empty Blue Augment Slot-GemSlot: +15 Cold Resistance
Against the Slave Lords Set Bonus-Slave's Endurance(1/5)
Custom Slave Lords Trinket (Five Rings) for Search/Disable Device !stat-stick only!
Intellegence+5
-
Disable Device+10
Quality Intellegence+1
-
-
Ring
Ring of Power
Quality Strength +1
Command
Melee Alacrity 10%
Insightful Armor-Piercing - 3%
Empty Green Augment Slot-GemSlot: +3 Resistance (replace if you use Slave Rags)
Against the Slave Lords Set Bonus-Slave's Endurance(2/5)
Ring
Constitution+5
Accuracy+8
Jump+10
Quality Wisdom+1
GemSlot: Heavy Fortification
Slave's Endurance(3/5)
Waist
Strength+5
Deadly+4
Stunning+6
Quality Fortification+17%
GemSlot: +15 Fire Resistance
Slave's Endurance(4/5)
Feet (Madstone Boots @13 maybe?)
Charisma+5
Deception+3
Vertigo+6
Quality Charisma+1
GemSlot: +15 Acid Resistance
Slave Lord's Might(1/4)
Wrist - Needs to be Replaceable with
Black Opal Bracers from White Plume Mountain for Ethereal- Reaper Killing (useful tool)
Sheltering+12
Seeker+5
Concentration+10
Quality UMD+2
GemSlot: +15 Electric Resistance
Slave Lord's Might(2/4)
Neck - Needs to be Replaceable for Beholder/heavy spellcaster encounters (Optics/Deathblock)
and for UMD (Delera's Necklace)
False Life+18
Armor Piercing+8
Tendon Slice+4
Quality PRR+2 (replace with Quality Dexterity+1 if you use Slave Rags)
GemSlot: Blindness Immunity
Slave Lord's Might(3/4)
Cloak - Needs to be Replaceable at level 11 (Greensteel HP item)
Slave Master's Cloak
Insightful False Life +8
Protection +4
Spearblock II
Insightful Resistance +1
Empty Green Augment Slot-GemSlot: Feather Falling
Against the Slave Lords Set Bonus-Slave Lord's Might(4/4) {1 over set allows temporary gear swap to not break set bonus for 3 items}
Helm
Hardened Hide Helm
Insightful Fortification +35%
Quality Magical Sheltering +2
Natural Armor +5
Quality Constitution +1
Empty Green Augment Slot-GemSlot: Fear Immunity
Against the Slave Lords Set Bonus-Slave's Endurance(5/5)
Outfit (from The Price of Freedom) {could also use something from ToEE/Cannith}
Shadowshimmer Cladding
+3 Enhancement Bonus
Banishing Fists (I just want my banishing fists :D, you can't take my fun from me!)
Constitution +4
Dusk
Spell Resistance +9
Empty Green Augment Slot -not a lot useful here, maybe an extra masters gift? Or UWA?
Slave Rags (completes Might 5piece set if you want)
+3 Enhancement Bonus
Insightful Spell Save +1
Resistance +4
Quality Physical Sheltering +2
Diversion 8%
Empty Green Augment Slot
Against the Slave Lords Set Bonus-Slave Lord's Might(5/5)
Goggles (from The Last Stand) (replaceable with Search/Open Lock/Disable Device Goggles)
Raven's Sight SET{(artifact bonus)+3 To-Hit and damage (competence)+10 Spot/Search}
Wisdom +5
Reflex Save +4
Gloves (from Into the Deep)
Raven's Talons SET{(artifact bonus)+3 To-Hit and damage (competence)+10 Spot/Search}
Dexterity +5
Bluff +10
That's all. Thanks for reading and Input or Questions are welcome.
EDIT: Typo ><
EDIT2: Decided to go with int stat-stick over cha stat-stick so UMD is battle viable. Disable Device is generaly peaceful.
So I've spent some time planning out a full set of gear for one of my characters, and farmed up most of what I need. I've reached the point where I believe it is perfect for what I want it to do, but I figured i'd post here and see if 1) anyone sees a flaw that I have missed, and 2) perhaps someone will find the work I've done useful and save them some time/effort.
As a preface so you understand the character using this gear, I am playing a melee character that uses handwraps for a weapon and wisdom as a main stat. I see no reason why any melee character couldn't use this set except in the case that your build is intellegence based. Int characters would have to move a couple stats around to have a 100% uptime on bonuses. (I use a int stat-stick for disable device)
This set is not built for casters in any way, however I did spend a bit of time evaluating making some gear substitutions for caster builds. It should be quite easy, but I havn't worked out any of the details.
This is is designed for a character at level 8. Primarily this is because of the craftable gear from Slave Lords. Slave Lords accounts for 9 of the pieces of gear. I attempted to get a full 10 for 2 set bonuses but ultimately decided that it wasn't worth the loss of other gear. (I want my banishing fists and you can't stop me! :P) I feel the Endurance Set bonus is more valuable at 5 pieces because I value Saves over +1 deadly (remember wisdom is my primary).
Some decisions I made about the gear are due to other pieces of gear I own that someone else may not. In that case, it would be easy to modify this set because it uses Slave Lords for a high degree of customization. Though if someone's TR gear is vastly different than mine it might be easier to start from scratch than modify this set.
I've marked a few places where gear needs to be changed out as I level because I can see using this gear for quite some time; I imagine I could get to level 20 with only some minor changes here and there. Upgrading the outfit, greensteel, permanent Deathblock (@12 with a Gem?), etc. Yes Ravenmark gear is better, but its only 2 levels away and thus is a lot of inventory/bank management; nothing stopping someone from upgrading to it at 10 if it floats their boat, bound to account and enough bank alts can solve that problem.
Some Item swapping can be a pain because of the multi-slot items and hotbar clicking to equip gear. I tried to reduce the pain as much as possible, but some in inevitable.
NOTE: You can NOT replace a stat on Slaver's Gear once you set it. You must decide before crafting what you want and where, or create an entirely new piece.
Gear List:
Trinket - Needs to be replaceable with Spell Block Ioun Stone
Symbol of the Slave Lords
True Seeing (necklace replacement can regain this while using Ioun Stone)
Insightful Constitution +2
Dusk
Empty Green Augment Slot-GemSlot: +15 Sonic Resistance
Empty Blue Augment Slot-GemSlot: +15 Cold Resistance
Against the Slave Lords Set Bonus-Slave's Endurance(1/5)
Custom Slave Lords Trinket (Five Rings) for Search/Disable Device !stat-stick only!
Intellegence+5
-
Disable Device+10
Quality Intellegence+1
-
-
Ring
Ring of Power
Quality Strength +1
Command
Melee Alacrity 10%
Insightful Armor-Piercing - 3%
Empty Green Augment Slot-GemSlot: +3 Resistance (replace if you use Slave Rags)
Against the Slave Lords Set Bonus-Slave's Endurance(2/5)
Ring
Constitution+5
Accuracy+8
Jump+10
Quality Wisdom+1
GemSlot: Heavy Fortification
Slave's Endurance(3/5)
Waist
Strength+5
Deadly+4
Stunning+6
Quality Fortification+17%
GemSlot: +15 Fire Resistance
Slave's Endurance(4/5)
Feet (Madstone Boots @13 maybe?)
Charisma+5
Deception+3
Vertigo+6
Quality Charisma+1
GemSlot: +15 Acid Resistance
Slave Lord's Might(1/4)
Wrist - Needs to be Replaceable with
Black Opal Bracers from White Plume Mountain for Ethereal- Reaper Killing (useful tool)
Sheltering+12
Seeker+5
Concentration+10
Quality UMD+2
GemSlot: +15 Electric Resistance
Slave Lord's Might(2/4)
Neck - Needs to be Replaceable for Beholder/heavy spellcaster encounters (Optics/Deathblock)
and for UMD (Delera's Necklace)
False Life+18
Armor Piercing+8
Tendon Slice+4
Quality PRR+2 (replace with Quality Dexterity+1 if you use Slave Rags)
GemSlot: Blindness Immunity
Slave Lord's Might(3/4)
Cloak - Needs to be Replaceable at level 11 (Greensteel HP item)
Slave Master's Cloak
Insightful False Life +8
Protection +4
Spearblock II
Insightful Resistance +1
Empty Green Augment Slot-GemSlot: Feather Falling
Against the Slave Lords Set Bonus-Slave Lord's Might(4/4) {1 over set allows temporary gear swap to not break set bonus for 3 items}
Helm
Hardened Hide Helm
Insightful Fortification +35%
Quality Magical Sheltering +2
Natural Armor +5
Quality Constitution +1
Empty Green Augment Slot-GemSlot: Fear Immunity
Against the Slave Lords Set Bonus-Slave's Endurance(5/5)
Outfit (from The Price of Freedom) {could also use something from ToEE/Cannith}
Shadowshimmer Cladding
+3 Enhancement Bonus
Banishing Fists (I just want my banishing fists :D, you can't take my fun from me!)
Constitution +4
Dusk
Spell Resistance +9
Empty Green Augment Slot -not a lot useful here, maybe an extra masters gift? Or UWA?
Slave Rags (completes Might 5piece set if you want)
+3 Enhancement Bonus
Insightful Spell Save +1
Resistance +4
Quality Physical Sheltering +2
Diversion 8%
Empty Green Augment Slot
Against the Slave Lords Set Bonus-Slave Lord's Might(5/5)
Goggles (from The Last Stand) (replaceable with Search/Open Lock/Disable Device Goggles)
Raven's Sight SET{(artifact bonus)+3 To-Hit and damage (competence)+10 Spot/Search}
Wisdom +5
Reflex Save +4
Gloves (from Into the Deep)
Raven's Talons SET{(artifact bonus)+3 To-Hit and damage (competence)+10 Spot/Search}
Dexterity +5
Bluff +10
That's all. Thanks for reading and Input or Questions are welcome.
EDIT: Typo ><
EDIT2: Decided to go with int stat-stick over cha stat-stick so UMD is battle viable. Disable Device is generaly peaceful.