Page 1 of 2 12 LastLast
Results 1 to 20 of 33
  1. #1
    Community Member CountHenri's Avatar
    Join Date
    Nov 2006
    Posts
    317

    Default GS HP Cloak - what effect?

    Greetings all,

    About to make a HP GS Cloak for my Barb - was thinking Smoke II for the Blur/Diplacement to help mitigate damage BUT a lot of threads seem to suggest guards as a better option.

    Just wondering what would be the best option?

  2. #2
    Community Member Shade's Avatar
    Join Date
    Feb 2006
    Posts
    7,951

    Default

    Best 3 (in no particular order, there all good)
    triple acid.. Earthgrab guard.
    fire/neg. Enervation Guard.
    pos/neg. Concordant op.

    Earthgrab is really nice and only a single shard as opposed to 2 like ther other nice ones.

    Blur doesn't really seem at all usefu lto me at endgame. It's either displacement or nothing for me.

  3. #3
    Founder dakkon75's Avatar
    Join Date
    Feb 2006
    Posts
    0

    Default

    Most of my characters HP cloaks are earthgrab guard. They go off enough to enjoy the effect.
    Draz in all forms of the Prophets of the New Republic and Lava Divers / Khyber Original / R.I.P. E. Gary Gygax 03/04/08 / Supporter of the AEA / Owner of 4 birthday cupcakes Thank you Cupcake /Drazell Bergost leader of the Khyberian Ham Authority / Support your local Qwijymart!

  4. #4
    Community Member CountHenri's Avatar
    Join Date
    Nov 2006
    Posts
    317

    Default

    Hmmm liking the Earthgrab (and the single sharding).

    Errr OK time to show my newbness - I thought Concordant opp only gave temp HP?

  5. #5
    Community Member Lorien_the_First_One's Avatar
    Join Date
    Dec 2006
    Posts
    0

    Default

    Quote Originally Posted by CountHenri View Post
    Hmmm liking the Earthgrab (and the single sharding).

    Errr OK time to show my newbness - I thought Concordant opp only gave temp HP?
    Nope, it gives a chance of healing SP and HP when hit.

    The other option to consider is MinII. It gives you Heavy fort and +5 prot, which can free up a couple equipment slots (of course it doesnt have the free HP that come with Minos)

  6. #6
    Community Member Bacab's Avatar
    Join Date
    Oct 2006
    Posts
    1,224

    Default

    Ok I have a question about the "Earth grab". My DDO Planner

    http://perfectweb.org/ddo/crafting/base_crafting.php

    The planner I use will not list "Earth Grab" for accessories. Is this a bad planner or a bug? It only offers "Earth Grab" on weapons.
    "Hireling" and "Hjealer"
    Member of THACO on Ghallanda

  7. #7
    Community Member Lorien_the_First_One's Avatar
    Join Date
    Dec 2006
    Posts
    0

    Default

    Quote Originally Posted by Bacab View Post
    Ok I have a question about the "Earth grab". My DDO Planner

    http://perfectweb.org/ddo/crafting/base_crafting.php

    The planner I use will not list "Earth Grab" for accessories. Is this a bad planner or a bug? It only offers "Earth Grab" on weapons.
    That planner appears to be wrong in tripple earth rescipies. It is old and the player who built it no longer plays and thus bugs are not fixed.

  8. #8
    Community Member Bacab's Avatar
    Join Date
    Oct 2006
    Posts
    1,224

    Default

    Cool, thanks. Was wondering why it was like this. Was afraid it was maybe a "grandfather" issue or something. Like you used to be able to put earth-grab on stuff, but not anymore or something along the lines like that.
    "Hireling" and "Hjealer"
    Member of THACO on Ghallanda

  9. #9
    The Hatchery sirgog's Avatar
    Join Date
    Apr 2007
    Posts
    11,175

    Default

    Quote Originally Posted by Bacab View Post
    Cool, thanks. Was wondering why it was like this. Was afraid it was maybe a "grandfather" issue or something. Like you used to be able to put earth-grab on stuff, but not anymore or something along the lines like that.
    More the other way around.

    When the Shroud was launched, instead of Earthgrab Guard, earth-earth-earth produced a weak retributive damage guard (kinda like Radiance Guard without the blindness).


    Personally, I feel the following guards are best on a melee toon with no SP:

    Vs Endgame Trash Mobs, in a group:
    1: Freezing Ice Guard OR Earthgrab Guard (they are pretty much equivalent)
    2: Radiance Guard
    3: Enervation Guard

    Vs Bosses, in a group:
    1. Lightning Strike Guard
    2. Disintegration Guard

    Vs Anything, solo:
    1: Aspect of Smoke (Blur)
    I don't have a zerging problem.

    I'm zerging. That's YOUR problem.

  10. #10
    Community Member CountHenri's Avatar
    Join Date
    Nov 2006
    Posts
    317

    Default

    Quote Originally Posted by Lorien_the_First_One View Post
    Nope, it gives a chance of healing SP and HP when hit.

    The other option to consider is MinII. It gives you Heavy fort and +5 prot, which can free up a couple equipment slots (of course it doesnt have the free HP that come with Minos)
    That is so good to know - I was working under false assumptions when crafting before - not a place where you want to be doing that...

    Dammit but the game keeps changing as you level - this is why I love the game

    So as an aside : I've got a L20 = 16bard/2ftr/2rg kopesh wielder - he's got a MinII finished & a Tier2 kopesh on the same path : is it a bad move to put +2 exceptional CON on the second kopesh?

  11. #11
    Community Member Bacab's Avatar
    Join Date
    Oct 2006
    Posts
    1,224

    Default

    Quote Originally Posted by sirgog View Post
    More the other way around.

    When the Shroud was launched, instead of Earthgrab Guard, earth-earth-earth produced a weak retributive damage guard (kinda like Radiance Guard without the blindness).


    Personally, I feel the following guards are best on a melee toon with no SP:

    Vs Endgame Trash Mobs, in a group:
    1: Freezing Ice Guard OR Earthgrab Guard (they are pretty much equivalent)
    2: Radiance Guard
    3: Enervation Guard

    Vs Bosses, in a group:
    1. Lightning Strike Guard
    2. Disintegration Guard

    Vs Anything, solo:
    1: Aspect of Smoke (Blur)
    Awesome Advice...so I have some questions.

    I have a Caster FVS. I already have SP Concord Opp goggles. What would be a good guard for him? It will be belt slot and also HP.

    I also have a Melee bard with SP +CHR Skills Haste Guard boots. I was thinking Belt with HP and earth Grab since he is a melee toon (as you sugested). Though was thinking about trying to get Concord Opp and HP onto that belt may help my bard a good bit.
    "Hireling" and "Hjealer"
    Member of THACO on Ghallanda

  12. #12
    Community Member Consumer's Avatar
    Join Date
    Nov 2009
    Posts
    1,415

    Default

    Quote Originally Posted by Lorien_the_First_One View Post
    Nope, it gives a chance of healing SP and HP when hit.

    The other option to consider is MinII. It gives you Heavy fort and +5 prot, which can free up a couple equipment slots (of course it doesnt have the free HP that come with Minos)
    My next cloak is going to be min II, epic items an carry toughness once you have them. If you don't a Quorforged docent of battle can.

  13. #13
    Community Member sephiroth1084's Avatar
    Join Date
    Jan 2008
    Posts
    7,412

    Default

    Quote Originally Posted by CountHenri View Post

    So as an aside : I've got a L20 = 16bard/2ftr/2rg kopesh wielder - he's got a MinII finished & a Tier2 kopesh on the same path : is it a bad move to put +2 exceptional CON on the second kopesh?
    I'd say that's reasonable since so many of the endgame monsters we fight for which you'd want to use Mineral II have acid resist.

    Quote Originally Posted by Bacab View Post
    Awesome Advice...so I have some questions.

    I have a Caster FVS. I already have SP Concord Opp goggles. What would be a good guard for him? It will be belt slot and also HP.
    Personally, I really like a Tempered I item on a caster as a second GS item. My preference is to not bother with dual shard on tier III, gaining the +10 Concentration bonus for tier II, and going Earth (or Pos) for tier III and gaining +3 Con skills, essentially replacing your +13 or +15 Concentration item on a slot with +45 HP. If you want guards, you can dual shard the third tier (I think) and gain a chance for Cold, Electric, Acid and/or Fire guard to proc.

    I also have a Melee bard with SP +CHR Skills Haste Guard boots. I was thinking Belt with HP and earth Grab since he is a melee toon (as you sugested). Though was thinking about trying to get Concord Opp and HP onto that belt may help my bard a good bit.
    I'd recommend putting a second GS on a cloak actually...or maybe your helm, or even gloves, simply because there are so many great belts (+6 Con, GFL, for example).
    Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!

  14. #14
    Community Member sephiroth1084's Avatar
    Join Date
    Jan 2008
    Posts
    7,412

    Default

    Quote Originally Posted by Shade View Post
    Best 3 (in no particular order, there all good)
    triple acid.. Earthgrab guard.
    fire/neg. Enervation Guard.

    How frequently do these trigger?

    I had considered making an Enervation guard item for my caster, but am not absorbing hits like a melee would, so figured it wouldn't be worth making. Might change my mind if the proc rate is high enough.
    Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!

  15. #15
    Community Member Bacab's Avatar
    Join Date
    Oct 2006
    Posts
    1,224

    Default

    Quote Originally Posted by sephiroth1084 View Post
    I'd say that's reasonable since so many of the endgame monsters we fight for which you'd want to use Mineral II have acid resist.


    Personally, I really like a Tempered I item on a caster as a second GS item. My preference is to not bother with dual shard on tier III, gaining the +10 Concentration bonus for tier II, and going Earth (or Pos) for tier III and gaining +3 Con skills, essentially replacing your +13 or +15 Concentration item on a slot with +45 HP. If you want guards, you can dual shard the third tier (I think) and gain a chance for Cold, Electric, Acid and/or Fire guard to proc.


    I'd recommend putting a second GS on a cloak actually...or maybe your helm, or even gloves, simply because there are so many great belts (+6 Con, GFL, for example).

    For my Bard, I wear the Mindsunder Docent which Has Toughness, Superior False Life and 6 CON and +2 AC! Ok, the AC does'nt matter lol. For my Cloak I wear the bard's Cloak for the +6 CHR and +15 Perform. I really like the idea though of the Concentration on my FVS. Would be nice on my BRD too. Thanks for the advice.
    "Hireling" and "Hjealer"
    Member of THACO on Ghallanda

  16. #16
    Community Member Belwaar's Avatar
    Join Date
    Mar 2006
    Posts
    0

    Default

    Quote Originally Posted by sephiroth1084 View Post
    I'd recommend putting a second GS on a cloak actually...or maybe your helm, or even gloves, simply because there are so many great belts (+6 Con, GFL, for example).
    Very sound advice. Too many great belts out there to waste that many ingredients on a GS belt. Go cloak or gloves.
    S E N T I N E L S
    **Belwaar** | Waarfists | *Waartitan* | Waarmage | *Waarsavant* | *Waarchanter* | Waarknuckle | Waarforged | Waarfavored | *Torgaar* | *Waarmedic* | Neissa | Khurg | Jaxsen | *Kelindros*

  17. #17
    Founder Rophez's Avatar
    Join Date
    Jan 2006
    Posts
    0

    Default

    Any of you use Haste/knockdown guard? Seems like a decent effect and wouldn't have to be annoyed with lazy casters in group so much. Oh, and does anyone know if that haste guard will work if you have TOD boots on?

  18. #18
    The Hatchery sirgog's Avatar
    Join Date
    Apr 2007
    Posts
    11,175

    Default

    Quote Originally Posted by Rophez View Post
    Any of you use Haste/knockdown guard? Seems like a decent effect and wouldn't have to be annoyed with lazy casters in group so much. Oh, and does anyone know if that haste guard will work if you have TOD boots on?
    Had that for a while on my Dragontouched, didn't like it.

    The Haste procs occasionally, but usually I've already drunk a potion when it goes off (if solo) or still have a real haste (if grouped).

    The Knockdown lasts quite a while, but doesn't allow autocrits like the two stronger incapacitiating retributive guards (Earthgrab and Freezing Ice).

    Overall, it was 'ok' - good enough to keep on DT armor, but I wouldn't craft it in the Shroud.
    I don't have a zerging problem.

    I'm zerging. That's YOUR problem.

  19. #19
    Community Member sephiroth1084's Avatar
    Join Date
    Jan 2008
    Posts
    7,412

    Default

    Quote Originally Posted by Belwaar View Post
    Very sound advice. Too many great belts out there to waste that many ingredients on a GS belt. Go cloak or gloves.
    You stalking me, Bel?
    Quote Originally Posted by Rophez View Post
    Any of you use Haste/knockdown guard? Seems like a decent effect and wouldn't have to be annoyed with lazy casters in group so much. Oh, and does anyone know if that haste guard will work if you have TOD boots on?
    The Haste guard does function when you have ToD boots on, but I wouldn't recommend crafting such an item.

    I have Air Guard on my rogue's DT robes at the moment, and it triggers fairly infrequently, and is more of a nuisance than anything else. Occasionally the knockdown with trigger, but I hardly notice it in heated fights, and the Haste guard has a duration of ~30 seconds, and shows up on your buff bar with the same icon as Haste and in addition to Haste.

    More often than not, you're going to be Hasted at endgame, and when it triggers, I look up and start shouting for a fresh Haste because I'm about to run out. Then someone points out that we have 2 min. left, and I look around and notice that, yeah, I was looking at the wrong icon again.
    Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!

  20. #20
    Community Member quityourjobs's Avatar
    Join Date
    Sep 2009
    Posts
    273

    Default

    I'm in the same boat with my Barb, I'm considering triple Fire, as its a single shard, and gives +6 exceptional dex skills, or triple Water for Crushing Wave guard and +6 str skills. The panacea charges on Water would also seen to be useful in the odd situation, soloing, etc, though the str skills are pretty much overkill.

Page 1 of 2 12 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload