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  1. #1
    Community Member Ardkor's Avatar
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    Default What are the good *non-raid* items?

    This is aimed at the long time players and build makers, who know all the major pieces of gear by heart.

    I play solo/PD, and I hope to survive to level 20 (eventually). I enjoy the challenge, but it requires a *very* different attitude in my play style, my build choices, my skills/enhancements, and most importantly my gear.

    I can get a lot of nice things on the AH (assuming I have lots of money), however there are plenty of things I am sure that I won't be able to get (because they bind to the character who gets them as a drop/reward, etc). I assume that most really nice items in the end game are bind-on-acquire, but I don't know.

    Without being a longtime player (with lots of experience in end game raids, etc) I have no way of knowing whether or not any given item is something I will eventually be able to acquire (via AH or solo play) or if it is impossible to get without grouping up on a big raid. Take the "Madstone" for example...I see this listed very often in a build. Apparently its a great thing to have for many builds...but can a solo player get one? If not, then that portion of the build is useless (or worse) to me. Many, many builds list their end game stats and a long list of "assume you will have these from raids" items...but will I really, as a solo player?

    What I'd like to see is a list of some great items that can be acquired solo (one way or another). The items that you think would be "essential" or "very useful" to a solo player, in the end game.

    In case it makes a difference: my solo build is a Warforged (STR based) 13 Rogue/6 Ranger/1 Wizard, who fights Two Weapon style, and uses CE/Improved Trip. I plan to have Tempest I, Assassin II. I may pick up Stunning Blow as my last feat, but it will depend on how things shape up by then. He is currently Ro2/Rng2/W1, and almost 6th level.

    Any advice on where to quest/find these good items is appreciated. Under the rules I play by, I can buy them from vendors/brokers/AH (not DDO store) but I have to earn the cash to buy them (etc) - no 'twinking' from any other character/player, and when I die the items are -not- passed on to the next solo attempt.
    On Sarlona:
    Omnitek 17 (WF Monk 13/ Rogue 3/Wizard 1, soloist).
    Calphalon 7 (WF, Rogue 1/Artificer 6, *still* duoing with my wife and having fun)

  2. #2
    Community Member Harncw's Avatar
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    Everything you ever wanted to know about named items...

    http://forums.ddo.com/showthread.php?t=121279
    /TELL Tackilack ~ Tackalack ~ Taq ~ Heartattack ~ Scrooge

  3. #3
    Community Member Ardkor's Avatar
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    Unfortunately, this doesn't tell me which of those quests are "must group to complete", so I can't tell if any given item on the list is something that I can actually get as a solo player. It does tell me about the raid ones, which is good.

    The BTC info is good for some of them, though, because I know that I can't get that item at all unless I can do that quest. I've added that thread to my bookmarks, thanks!
    Last edited by Ardkor; 11-28-2009 at 06:54 AM.
    On Sarlona:
    Omnitek 17 (WF Monk 13/ Rogue 3/Wizard 1, soloist).
    Calphalon 7 (WF, Rogue 1/Artificer 6, *still* duoing with my wife and having fun)

  4. #4
    The Hatchery sirgog's Avatar
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    Quote Originally Posted by Ardkor View Post
    The BTC info is good for some of them, though, because I know that I can't get that item at all unless I can do that quest. I've added that thread to my bookmarks, thanks!
    Some items can be obtained without completing a quest.

    Example: Your build may struggle with the end boss of A New Invasion (level 19 quest in Amrath) even on Normal. However, you can obtain named items from that quest without completing it from several chests
    I don't have a zerging problem.

    I'm zerging. That's YOUR problem.

  5. #5
    Community Member zavozod's Avatar
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    Default Oh Boy

    You are kidding right. A lot of work goes into that list and you cannot get it? Oh Boy...
    Balmudo - Defro - Hoka - Kenicki - Mato - Skag - Slob - Smokestone - Uffta - Wiyaka

  6. #6
    Community Member Ardkor's Avatar
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    Quote Originally Posted by zavozod View Post
    You are kidding right. A lot of work goes into that list and you cannot get it? Oh Boy...
    Oh, I'm quite sure there is a lot of work in that list, since its been around for a while and lots of people contributed to it. I did read it, thoroughly, and I did bookmark it for future reference. I even printed off an edited version of it, hardcopy.

    As far as "getting it" goes, why don't *you* scan down that list and just (off the top of your head) tell me which of those quests can't be completed solo, and which can? Because that is a piece of information I need to be able to apply the info in the list in a useful manner. Or you could stop and think about *your* must have items, and whether or not you could have gotten them solo somehow. Then post something useful about those, instead of just a random insult.

    Sirgog gave me a very useful answer, for which I am grateful (+1 rep). With the list printed out and in my binder, it will help me find more good answers - but it was not created with a solo player in mind, any more than 95% of the builds in the forums were. If there were already a list of 'great items every solo player should watch for' or 'great items that you can simply forget about if you are a solo player' someone would have linked THAT somewhere, and I'd probably have a copy already.

    That's why I posted my question, and started the thread.
    On Sarlona:
    Omnitek 17 (WF Monk 13/ Rogue 3/Wizard 1, soloist).
    Calphalon 7 (WF, Rogue 1/Artificer 6, *still* duoing with my wife and having fun)

  7. #7
    Community Member Mylon's Avatar
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    My trouble has been, when it comes to looking at all of the loot available, what loot can be combined to make an awesome X? For a cleric, I need +6 wis, +6 con, heavy fortification, Superior potency 6, Striding 25-30%, +hp, +sp, And, if I can find it, +conjuration or +necromancy focus. Probably a few other abilities I forgot to list. But, once I have that, how do I break it down so I can get all of those abilities with my item slots? My current chokepoint is the head slot / belt / jewelery. I have a superior potency 6 head item (named), +6 wis necklace, heavy fort belt, several nice rings, and I've found several +con necklaces. So I'm not sure how to get past this chokepoint.
    Last edited by Mylon; 11-30-2009 at 11:05 AM.

  8. #8
    Founder TFPAQ's Avatar
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    Default What are you playing? ...

    I guess I missed what the char you will be planning this with is going to be? It would be easier to break down the "availables" if I had a clear understanding of your build.

    Thanks,

    Just reread your post and saw your build specs .. I'll compile a "starter" list and post it shortly...

  9. #9
    Community Member Zenako's Avatar
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    The core problem is not which quests can be soloed (almost every single one in the game can be done by a single player and perhaps a hireling at this point), but which ones could actually be done by a character with your build choice.

    There are a TON of quests that you will be able to move thru...right up to the end boss and then have a ton of issues with taking down. I see you have a plan, just curious how far along is it and how have you been fairing with it. There is a HUGE change in the difficulty in quests once you reach double digit level quests. Almost any good player can take most any build up to those points with a degree of success.

    You will also be faced with a severe handicap on the PD aspect of the build and task, since many of the end fights involve the magical summoning of multiple mobs at once, and even one failed save will likely kill you. The law of averages is cruel that way.
    Sarlona - The Ko Brotherhood :Jareko-Elf Ranger12Rogue8+4E; Hennako-Human Cleric22; Rukio-Human Paladin18; Taellya-Halfling Rogue16; Zenako-Dwarf Fighter10Cleric1; Daniko-Drow Bard20; Kerriganko-Human Cleric18; Buket-WF Fighter6; Xenophilia-Human Wiz20; Zenakotwo-Dwarf Cleric16; Yadnomko-Halfling Ftr12; Gabiko-Human Bard15; lots more

  10. #10
    Community Member Phidius's Avatar
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    For your main, I'd suggest the following.

    Helmet: Minos Legens, Necropolis
    Necklace: Jorgundal's Collar, Gianthold
    Trinket: Bloodstone, Desert
    Belt: Vorne's Belt, Amrath
    Gloves: Spectral Gloves, Desert
    Docent: Docent of Defiance, Necropolis

    The belt is the only one that binds (Tapestry pieces can be bought/sold), and the only one that can't be solo'ed is the Collar, as I believe you need at least 2 people to get past the Gatekeeper.

    However, you can buy/trade that, so you don't have to solo it.

    Quote Originally Posted by Mylon View Post
    My trouble has been, when it comes to looking at all of the loot available, what loot can be combined to make an awesome X? For a cleric, I need +6 wis, +6 con, heavy fortification, Superior potency 6, Striding 25-30%, +hp, +sp, And, if I can find it, +conjuration or +necromancy focus. Probably a few other abilities I forgot to list. But, once I have that, how do I break it down so I can get all of those abilities with my item slots? My current chokepoint is the head slot / belt / jewelery. I have a superior potency 6 head item (named), +6 wis necklace, heavy fort belt, several nice rings, and I've found several +con necklaces. So I'm not sure how to get past this chokepoint.
    Ah yes... it is fun, isn't it?

    I'd strongly suggest making a shopping list, and spend some time with the Definitive Guide posted above. Once you've identified the unique static items you need for your build, you can fill in the gaps with generic items and green steel items.

    For a cleric, I'd suggest reserving your necklace slot for the Torc.
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

  11. #11
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    Quote Originally Posted by Ardkor View Post
    ...What I'd like to see is a list of some great items that can be acquired solo (one way or another). The items that you think would be "essential" or "very useful" to a solo player, in the end game.
    ...
    Some must haves (for me):
    - that Tangleroot clickie with Death Ward. More then one. 3 is a nice number
    - maxed UMD so I can use arcane and divine scrolls and wands. Theres neckless from Deleras that gives +3 UMD skill
    - Voice of the Master from Deleras
    - Planar Gird. Greater Heroism clickie, +4 tohit, skills and saves, Immune vs Fear. 2 would be nice
    - full set of Greater <element> resist items
    - clickies with things like Remove Curse, Lesser Resto, etc. Lots of them.

    Lots of good stuff is raid (bound by definition), so not for you I guess. Madstone boots for example are raid item.

  12. #12
    Founder binnsr's Avatar
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    Quote Originally Posted by Kriogen View Post
    Some must haves (for me):
    - maxed UMD so I can use arcane and divine scrolls and wands. Theres neckless from Deleras that gives +3 UMD skill
    - Voice of the Master from Deleras
    - Planar Gird. Greater Heroism clickie, +4 tohit, skills and saves, Immune vs Fear. 2 would be nice
    It would be fair to note that you can't solo either Deleras (pt 2 in particular) or Xorian Cypher either.
    I suppose that with hirelings, you could complete Deleras Pt2, but then that wouldn't truly be soloing either.. Both of those items bind, so depending on your definition of Soloing, those would both be out.

    You need a combination of stoned/charmed/Halted/summoned/Hired critters to do XC - but it's somewhat difficult to pull off, and is only realistically doable with 2 ppl or more, I would say. You can also pick up planar girds from the AH, so this isn't as big of a problem.
    -=]ArchAngels[=-

  13. #13
    Community Member Mylon's Avatar
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    Quote Originally Posted by Phidius View Post
    For a cleric, I'd suggest reserving your necklace slot for the Torc.
    This:
    Torc of Prince-Raiyum-de II - (Necklace) Greater Spell Penetration VI, Wizardry III, Transform Kinetic Energy

    Why this? I'm not sure what the transform kinetic energy does, and greater spell pen doesn't help with implosion, sadly.

  14. #14
    Community Member Zenako's Avatar
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    Quote Originally Posted by Mylon View Post
    This:
    Torc of Prince-Raiyum-de II - (Necklace) Greater Spell Penetration VI, Wizardry III, Transform Kinetic Energy

    Why this? I'm not sure what the transform kinetic energy does, and greater spell pen doesn't help with implosion, sadly.
    Did you even look at the build he is planning on running. Not sure this type of thing would be worth even thinking about with only one level of Wiz in the build.

    The question was what he should be looking for to support his build, not which items are useful on some of the most successful solo builds in the game.
    Sarlona - The Ko Brotherhood :Jareko-Elf Ranger12Rogue8+4E; Hennako-Human Cleric22; Rukio-Human Paladin18; Taellya-Halfling Rogue16; Zenako-Dwarf Fighter10Cleric1; Daniko-Drow Bard20; Kerriganko-Human Cleric18; Buket-WF Fighter6; Xenophilia-Human Wiz20; Zenakotwo-Dwarf Cleric16; Yadnomko-Halfling Ftr12; Gabiko-Human Bard15; lots more

  15. #15
    Founder binnsr's Avatar
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    Quote Originally Posted by Mylon View Post
    My trouble has been, when it comes to looking at all of the loot available, what loot can be combined to make an awesome X? For a cleric, I need +6 wis, +6 con, heavy fortification, Superior potency 6, Striding 25-30%, +hp, +sp, And, if I can find it, +conjuration or +necromancy focus. Probably a few other abilities I forgot to list. But, once I have that, how do I break it down so I can get all of those abilities with my item slots? My current chokepoint is the head slot / belt / jewelery. I have a superior potency 6 head item (named), +6 wis necklace, heavy fort belt, several nice rings, and I've found several +con necklaces. So I'm not sure how to get past this chokepoint.
    Quote Originally Posted by Mylon View Post
    This:
    Torc of Prince-Raiyum-de II - (Necklace) Greater Spell Penetration VI, Wizardry III, Transform Kinetic Energy

    Why this? I'm not sure what the transform kinetic energy does, and greater spell pen doesn't help with implosion, sadly.
    - Transform Kinetic Energy - Each time you are hit in melee combat there is a chance that the energy of the blow will be converted into Spell Points.

    The epic version of this has a colorless slot - which would let you add +6 wisdom back onto it. (http://forums.ddo.com/showpost.php?p...postcount=1717)

    You can also get +6 wisdom on a shroud item (goggles seem to be popular for clerics for this) by going negative at first tier and positive at second tier.

    there are belts out of amrath that have con +6 and Greater False Life combined on them.

    My cleric only has the n/p shroud item and has everything you mention needing in the first post covered. Bracers with two foci on them drop fairly regularly, so you should be able to find what you want on the AH relatively easily. I am, however hunting for a combo gfl/con6 belt for when she gets lucky and pulls a Torc


    All of this is off-topic, however, to the OP who only has 1 level of wizard and that, I presume, is only for wand usage.
    -=]ArchAngels[=-

  16. #16
    Community Member Phidius's Avatar
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    Quote Originally Posted by Mylon View Post
    This:
    Torc of Prince-Raiyum-de II - (Necklace) Greater Spell Penetration VI, Wizardry III, Transform Kinetic Energy

    Why this? I'm not sure what the transform kinetic energy does, and greater spell pen doesn't help with implosion, sadly.
    I prefer to use Heighten, so the Greater Spell Pen VI has it's uses.

    Transform kinetic energy turns physical damage into spell points for you. As long as you have a way to reduce the damage you take (either with DR or a high enough AC that you're only getting hit by grazing hits), you don't really need a shrine.

    You can increase this by wearing green steel Concordant Opposition (much lower proc rate), but you can put GS on many different slots, but the Torc only goes on the neck.

    Even if your cleric has no intention of getting into combat, don't you use something for Heavy Fortification on the offhand chance you get tagged?
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

  17. #17
    Founder binnsr's Avatar
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    Quote Originally Posted by Phidius View Post
    Transform kinetic energy turns physical damage into spell points for you. As long as you have a way to reduce the damage you take (either with DR or a high enough AC that you're only getting hit by grazing hits), you don't really need a shrine.
    My sorceress carries a madstone shield for specifically this purpose .. if she's alone and low on spell points without a handy shrine, I can just find an archer, put a rock on the shift key and go get lunch or something..
    -=]ArchAngels[=-

  18. #18
    Community Member Ardkor's Avatar
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    Quote Originally Posted by Zenako View Post
    The core problem is not which quests can be soloed (almost every single one in the game can be done by a single player and perhaps a hireling at this point), but which ones could actually be done by a character with your build choice.

    You will also be faced with a severe handicap on the PD aspect of the build and task, since many of the end fights involve the magical summoning of multiple mobs at once, and even one failed save will likely kill you. The law of averages is cruel that way.
    I've had this happen to me a couple of times already, actually, and I am taking pains to avoid it happening again (I'm on my 4th incarnation of the character design, but this one has survived much longer and more comfortably than his predecessors, primarily because I added the wizard level, made different choices in enhancements and have experience with which quests are exceptionally dangerous to me, so far).

    I've had a couple of close calls, though - the worst was a necromancer in the STK adventure line. He spawned a bunch of undead on me in close quarters, right after a bunch of kobolds spawned behind me. This pinned me in a tunnel, unable to jump/fight my way clear, while shamans and the necromancer pounded me with spells. Only by expending a huge pile of potions and clickies did I get out of the kobold end of the tunnel and stagger away.

    Since that fight, I have been much more cautious in approaching bottlenecks like tunnels (and rooms that look like they can lock you inside with no room to maneuver). These are the areas that I expect will kill me, eventually, as mobility is my best defense. I know that it is a function of the game mechanic, but I *hate* the fact that a room that appears empty really *is* empty until the monsters 'suddenly reveal themselves from stealth' - even if I fill the room with fireballs before I enter it. Realistically, I should be able to hose a suspicious tunnel down with a flamethrower and be *sure* there's nothing standing (invisibly) in it...but it doesn't work that way in DDO. So if a room is empty until I enter it, then spawns the bad guys, there's not much I can do about it except summon my own pets and self buff -before- I step inside. The trick is to guess which ones I need to do that for, and which ones I don't, so I don't expend all my resources before I really need them. (sigh)

    Where I expect the boss to call for help or summon, I have been making good use of charm spells, summoned/disposable pets, kiting, sniping, and tripping. I exploit range and terrain ruthlessly, and though I really didn't want to spend my 1st three feats on Dodge/Mobility/Spring Attack, it turns out to be a decent choice. Only Mobility is wasted (I don't tumble at all, really), and Spring Attack has made kiting much more effective. As long as I can trade distance for time, I can kill hordes of bad guys if needed. Usually my fights are limited to a handful of mobs at the most, because I try to draw them away from their friends before I engage them, and I get a lot of one shot kills from stealth.

    Defensively, I've been trying to enhance my saving throws and my passive damage mitigation. Anything that will help me avoid damage or soak it off, without me having to actively manage it. I've acquired a couple of docents for future use (both have Fearsome, one has Spearblock on it as well). I'm hoping that the Fearsome effect will be very useful versus the "gang tackle" problem, though I know it won't work against undead or other 'immune to fear' monsters. I also have a weapon with a 3/day blinding burst on it, which has turned out to be pretty handy. I've considered dropping one of my future feat choices and taking the Improved Fortification feat - I'd lose healing from the Cure Wounds spell line (which I don't use anyway, but I'm not sure if I would also lose the Heal, etc ones)and I would gain immunity from sneak attacks and criticals. However I think I can get the same thing by getting a medium fortification item, and I would still be able to use Cure items if I needed to. Flexibility is key for a soloist - I can't afford to build around/rely on any single item or feat to survive. "The right tool for the job!" is my motto on this character, LOL.

    I appreciate the tips and helpful advice everyone's offered so far (especially regarding quests I haven't yet encountered!). It helps me pick which AP to purchase next, too. I currently have STK (in progress), Tangleroot (haven't tried it yet) and Sharn Syndicate (completed, and lots of fun). I was planning on Delera's, next, unless someone has a better recommendation? I was not planning on getting Catacombs, as completely undead-themed dungeons are extremely high risk for my build. I knew Delera's has undead (from the description) but I didn't know it couldn't be solo'd. Incidentally, I do not use hirelings, but I can repeat quests as needed (on normal and above, if those difficulties are available).
    Last edited by Ardkor; 12-01-2009 at 05:39 AM. Reason: Needed more coffee and a spellchecker.
    On Sarlona:
    Omnitek 17 (WF Monk 13/ Rogue 3/Wizard 1, soloist).
    Calphalon 7 (WF, Rogue 1/Artificer 6, *still* duoing with my wife and having fun)

  19. #19
    Community Member Ardkor's Avatar
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    All of this is off-topic, however, to the OP who only has 1 level of wizard and that, I presume, is only for wand usage.
    Primarily, yes. I wanted access to the Repair spells/wands, and the utility spells like Detect Secret Doors, Instant Rottweiler. The big boost in Spell points was nice too, if I decided to take more Ranger levels than Rogue, but in the end I decided to stay with Rogue (for special abilities, and burst DPS). At least at low levels I have plenty of mana for anything I need.

    But all of the info is interesting and helpful, and you never know what is going to be a life-saver down the road!
    On Sarlona:
    Omnitek 17 (WF Monk 13/ Rogue 3/Wizard 1, soloist).
    Calphalon 7 (WF, Rogue 1/Artificer 6, *still* duoing with my wife and having fun)

  20. #20
    Community Member asphodeli's Avatar
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    if your PD guild allows the use of cakes and cookies from the Jester, you can consider them as "good non-raid" items
    - I've been to so many raids, but I wouldn't call myself a vet, since I have yet to try out different strategies, tactics and classes in raids.
    - Main in sig, alts: Frostiee, Aliciae, Amandae

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