Results 1 to 6 of 6
  1. #1
    Community Member Truga's Avatar
    Join Date
    Jul 2009
    Posts
    1,366

    Default Where to slot my greensteel item?

    I'm in a bit of a predicament here, since I know nothing about classes I haven't played before.

    On my wizard, I'm going to make two GS items: Con-OP SP item, and a GS HP item. Dunno yet what the effect on the HP item would be, most probably blur, though getting rid of having to slot heavy fort separately does seem tempting.

    The SP item will most probably fit on goggles. This seems a generally good slot for this. I have no idea where to slot the HP item though. On a wizard life, I'd slot it to a cloak. But the thing is, I also want to use both on as many other classes as possible, to ease completionist grind at least a little bit. Is cloak+goggles going to work fine for leveling divines/sorcerers/bards? And is HP cloak going to be ok on at least most melee classes?

    I want to do both on my first life, and will probably cleanse the cloak when I finish the 20th shroud.

    Also, what's a good thing to put on a SP item? Wizardry VI is tempting, because I could put it on a couple levels earlier than archmage. But then it'd become a wasted effect a couple levels later so... Since I'm going to have a HP item, I'm not putting HP+10 on it, and the other effects seem rather underwhelming: http://www.iro.umontreal.ca/~delalle..._50_sp&altar=3

    Oh and, this is probably going to run warforged on all it's lives. Robots are just cool like that.

    Edit: I am prepared to build a couple more items, but I'd rather build as few as possible. I like leveling all kinds of classes, but gear grind isn't my thing :<
    Last edited by Truga; 04-15-2011 at 11:14 PM.

  2. #2
    The Hatchery Habreno's Avatar
    Join Date
    Sep 2009
    Posts
    1,145

    Default

    While I understand you wanting a pure HP item, I may suggest HP/SP/SP for one, such as http://www.iro.umontreal.ca/~delalle...&weapon=weapon

    I went HP/SP/SP so as to reduce the grind on the secondary item (as I still have yet to place it somewhere) and reduce the wait on it. Next item I'm making is EXC WIS+3 on a weapon for my Cleric, then a ?/HP/HP item. I noticed you had Concord Opposition in your original link, and was thinking like this: http://www.iro.umontreal.ca/~delalle...&weapon=weapon
    You still have your T1 effect to play with.

    And if you want a weapon, consider something. I am using a heavy pick because even if autocrits get nerfbat, I want the x4 multiplier. For that, I am going with http://www.iro.umontreal.ca/~delalle...cation&altar=3 but one can also consider something like http://www.iro.umontreal.ca/~delalle...ire_1_&altar=3 (with your T1 effect and T3 special yet to go) for the exceptional Intelligence. Usefulness on that may be questionable on non-wizards, but it's still a respectable melee weapon regardless of the stats on it.


    Alternatively, you can stick ?/SP/SP and go HP/HP/HP. http://www.iro.umontreal.ca/~delalle..._20_hp&altar=3 Gives you HP, a Raise Dead click, and 6 additional points in Concentration (+6 CON skills) while a SP item such as http://www.iro.umontreal.ca/~delalle...100_sp&altar=3. The latter, without HP in the slot, has some problems with a T1 effect; given Concord Opposition your T1 choices are pretty slim. This is why I went HP/SP/SP (though you could go blindness/disease immunity/SP/SP) and ?/HP/HP


    However, you can make HP/HP/HP with Conc Op. http://www.iro.umontreal.ca/~delalle..._20_hp&altar=3 gives you all of that but only 5 points towards Concentration (T1 is STR skills) instead of 6 but may be worth it.
    Last edited by Habreno; 04-15-2011 at 11:59 PM.
    Quote Originally Posted by TheLegendOfAra View Post
    Welcome to Argo, where our end game players are constantly striving for new and exciting ways to make themselves more gimp, and continually working towards progressively more pointless goals.
    BYOH. Know it, abide by it, or don't mess with those who do.

  3. #3
    2014 DDO Players Council
    SirValentine's Avatar
    Join Date
    Sep 2009
    Posts
    0

    Default Don't forget your Napkin!

    Quote Originally Posted by Truga View Post
    On my wizard, I'm going to make two GS items: Con-OP SP item, and a GS HP item. Dunno yet what the effect on the HP item would be, most probably blur, though getting rid of having to slot heavy fort separately does seem tempting.

    The SP item will most probably fit on goggles. This seems a generally good slot for this. I have no idea where to slot the HP item though. On a wizard life, I'd slot it to a cloak. But the thing is, I also want to use both on as many other classes as possible, to ease completionist grind at least a little bit. Is cloak+goggles going to work fine for leveling divines/sorcerers/bards? And is HP cloak going to be ok on at least most melee classes?
    I considered putting my HP item in my cloak slot. But in the end, I couldn't bear to give up my Stormreaver's Napkin. +1 on DCs for all spells is too good. I decided to use the bracer slot, as a swap with my archmagi item after buffing.

  4. #4
    Community Member Truga's Avatar
    Join Date
    Jul 2009
    Posts
    1,366

    Default

    Quote Originally Posted by SirValentine View Post
    I considered putting my HP item in my cloak slot. But in the end, I couldn't bear to give up my Stormreaver's Napkin. +1 on DCs for all spells is too good. I decided to use the bracer slot, as a swap with my archmagi item after buffing.
    Ah! Thanks for reminding me of napkin. Yes, bracers do seem like a better option anyway now. I forgot about them, because I don't have anything of use slotted there currently (didn't get my glacier bracers yet). Thanks to you sir!

    @Habreno, I'll probably put the blindness ward on goggles, just for convenience sake. The other effects are just as underwhelming, this at least saves me a slot in inventory where I'd otherwise bring blindness pots.

    I also don't want a con-op hp item, since con-op doesn't seem that awesome on non-sp builds (hp can be restored easily anyway), while 20% miss chance with displacement clicky is always nice.

  5. #5
    Founder Matuse's Avatar
    Join Date
    Feb 2006
    Posts
    6,243

    Default

    Goggles is a great slot for casters to put greensteel into.

    After that it gets a lot more difficult because of the various good options available.


    Head - Viable, especially once you can put the Minos effects elsewhere.
    Bracers - Viable, but there are good options like the Glaciers.
    Cloak - Napkin, Mabar cloak, epic envenomed, mantle of the worldshaper...this is a bad option. I really regret making a mineral cloak. Basically a waste of larges.
    Boots - Viable for arcane, since they can keep up Haste and not need striding. I can't stand to not have striding, so this will never work for me.
    Belt - Viable, but chancey. This runs afoul of shavarath belts (for me, +6 con +GFL).
    Gloves - Good option. Not really a lot of decent caster gloves out there. Vile Blasphemy is a swap-out.
    Neck - Torc. Do not make a greensteel necklace. Ever. End of line.

    Basically it boils down to how much you want Item X in Slot Y and how difficult that item is to get your hands on. Also, you can pretty much count on Turbine releasing some new fantastical item in whatever slot you design for. The U9 adventure pack is level 15-ish. The U10 pack will likely be around level 18. Who knows what it will give?
    Kobold sentient jewel still hate you.

  6. #6
    Community Member Truga's Avatar
    Join Date
    Jul 2009
    Posts
    1,366

    Default

    Quote Originally Posted by Matuse View Post
    Goggles is a great slot for casters to put greensteel into.

    After that it gets a lot more difficult because of the various good options available.


    Head - Viable, especially once you can put the Minos effects elsewhere.
    Bracers - Viable, but there are good options like the Glaciers.
    Cloak - Napkin, Mabar cloak, epic envenomed, mantle of the worldshaper...this is a bad option. I really regret making a mineral cloak. Basically a waste of larges.
    Boots - Viable for arcane, since they can keep up Haste and not need striding. I can't stand to not have striding, so this will never work for me.
    Belt - Viable, but chancey. This runs afoul of shavarath belts (for me, +6 con +GFL).
    Gloves - Good option. Not really a lot of decent caster gloves out there. Vile Blasphemy is a swap-out.
    Neck - Torc. Do not make a greensteel necklace. Ever. End of line.

    Basically it boils down to how much you want Item X in Slot Y and how difficult that item is to get your hands on. Also, you can pretty much count on Turbine releasing some new fantastical item in whatever slot you design for. The U9 adventure pack is level 15-ish. The U10 pack will likely be around level 18. Who knows what it will give?
    Good point about the Minos Legens. Since I intend to warforge my way through TRs, I'll be getting toughness on Quorforged docent at 18+. I can survive with 20 less hp until 18 :P. Might even slot heavy fort to effectively replace minos.

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