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  1. #1
    The Hatchery sirgog's Avatar
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    Default Alchemical Crafting and Divines

    Been looking at the alchemical crafting options, and it seems that there's a lack of options tailored toward divine casters.

    It's not that there aren't potent options for these builds, it's just that the solid or good Cleric/FvS oriented loot will have a lot of weird effects that are just flat out useless to the class.

    Consider this (the best loot I can think of for an evoker FvS that has access to Tier 2 upgrades but not Tier 3):

    Adamantine Shield
    Tier 1 effect - Water (for the guard) - Superior Laceration 9, Superior Glaciation 9, Freezing Ice Guard
    Tier 2 effect - picking Fire as the only not totally useless element - Superior Fire Lore, Superior Laceration Lore, (maybe also Superior Inferno 9)

    Flametouched Sickle (weapon type isn't important on this build, so picking a base item noone will want)
    Tier 1 effect - Earth (the best guard left) - Superior Devotion 9, Superior Corrosion 9, Earthgrab Guard
    Tier 2 effect - no element is useful at all - Superior Healing Lore, Superior Acid Lore, (maybe also Superior Erosion 9)


    There's nothing weak about those items - a one-handed weapon with Superior Devotion 9, Earthgrab Guard and Superior Healing Lore is top-notch loot. (Likewise the shield). But the requirement to align it to an element adds a lot of basically useless 'guff' onto the item.

    Any chance that we could have an option to replace the various element-based spell damage enhancements with something of a comparable or lower power level, but that is of use to divines? I'm thinking something like Inherent Elemental Resistances or Elemental Absorb effects.
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  2. #2
    Community Member Shade's Avatar
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    The fact they can MORE power there there blade barriers, cometfalls and divine punishment to me is insane, and will be ULTRA desirable.. (via superior lore, effect otherwise not available in the game, infact even major lore isn't even available for those spells yet, they are jumping 2 tiers at once!)

    I mean imo those are already the most powerful spells in the game, more power to them is nuts..

    Imo the divine lores should be nerfed to Major. Thats already a huge step up from whats currently available on a single item (greater arcane lore).. Theres no need to jump 2 tiers in 1 update.

    Give em superior lore U13.. Learn to make dangle the carrot beter turbine, giving everyone everything at once leaves no room for future loot to be fun.

    Anyways thats my understanding of it, and ur laceration item seems to confirm it.. Not sure there is a light damage one, but believe there is.. correct me if im wrong.

  3. #3
    The Hatchery sirgog's Avatar
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    Quote Originally Posted by Shade View Post
    The fact they can MORE power there there blade barriers, cometfalls and divine punishment to me is insane, and will be ULTRA desirable.. (via superior lore, effect otherwise not available in the game, infact even major lore isn't even available for those spells yet, they are jumping 2 tiers at once!)

    I mean imo those are already the most powerful spells in the game, more power to them is nuts..

    Imo the divine lores should be nerfed to Major. Thats already a huge step up from whats currently available on a single item (greater arcane lore).. Theres no need to jump 2 tiers in 1 update.

    Give em superior lore U13.. Learn to make dangle the carrot beter turbine, giving everyone everything at once leaves no room for future loot to be fun.
    Not doubting that it's desirable. I'll make a flametouched shield for sure as it presently stands. (Less fussed about a ~4% improvement to BB damage).

    It will just be irritating to see all sorts of potent arcane DPS modifiers on it. Hell, I'd be happy with just the ability to *remove* all the Acid or Cold damage enhancements.
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  4. #4
    Founder LeLoric's Avatar
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    Quote Originally Posted by Shade View Post
    The fact they can MORE power there there blade barriers, cometfalls and divine punishment to me is insane, and will be ULTRA desirable.. (via superior lore, effect otherwise not available in the game, infact even major lore isn't even available for those spells yet, they are jumping 2 tiers at once!)

    I mean imo those are already the most powerful spells in the game, more power to them is nuts..

    Imo the divine lores should be nerfed to Major. Thats already a huge step up from whats currently available on a single item (greater arcane lore).. Theres no need to jump 2 tiers in 1 update.

    Give em superior lore U13.. Learn to make dangle the carrot beter turbine, giving everyone everything at once leaves no room for future loot to be fun.

    Anyways thats my understanding of it, and ur laceration item seems to confirm it.. Not sure there is a light damage one, but believe there is.. correct me if im wrong.
    Wow I find myself agreeing with shade.

    Your situation of wasted effects is no different really for an arcane caster in that they really normally cant take much advantage of the non-elemental stuff. The big difference is arcanes already have access to sup lore in two elements and other things so it's not as big a jump as a divine gets.
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  5. #5
    Community Member Rizzyn's Avatar
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    Superior Laceration doesn't just aid Divine BB, it'll aid Artificer BB, as will some of the other elemental boosts mentioned above. Superior Healing Lore, I don't believe, improved only the healing spells, Inferno would help Firestorm and that other one Flamestrike --half of it. Inferno doesn't improve cometfall, its damage is bludgeoning and tripping. DP is Light, if there's a Brilliance thing, that wold improve it. The shields sound more Arcane, as described above, than Divine.

    Also, what do you suppose an Artificer with a Haste Clicky and Armor of Speed and Superior Laceration is gonna be doing?

    I use an Epic Ornamental Dagger now, previously I used Potency items, to cover all my spells up to 6th level, everything else was the Build. The Shield above -- just for the improvement of my BB -- isn't really a "must have". I'd stick to my Light and Darkness, with or without a delay to U13.

    EDIT: Oh, Laceration helps on Bludgeoning? I didn't make the "Cutting" connection. Still, that's a lot of work for a narrow band of improvement.
    Last edited by Rizzyn; 08-24-2011 at 08:45 AM.

  6. #6
    Community Member Nephilia's Avatar
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    Sorry about my newbieness but... what kind of craft is this? O__o

    Can u provide me a link or something?
    Last edited by Nephilia; 08-24-2011 at 08:08 AM.
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    http://forums.ddo.com/showthread.php?t=386688

  7. #7
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    I wondered the same Nephilia, and found this.
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  8. #8
    Hero patang01's Avatar
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    Quote Originally Posted by sirgog View Post
    Been looking at the alchemical crafting options, and it seems that there's a lack of options tailored toward divine casters.

    It's not that there aren't potent options for these builds, it's just that the solid or good Cleric/FvS oriented loot will have a lot of weird effects that are just flat out useless to the class.

    Consider this (the best loot I can think of for an evoker FvS that has access to Tier 2 upgrades but not Tier 3):

    Adamantine Shield
    Tier 1 effect - Water (for the guard) - Superior Laceration 9, Superior Glaciation 9, Freezing Ice Guard
    Tier 2 effect - picking Fire as the only not totally useless element - Superior Fire Lore, Superior Laceration Lore, (maybe also Superior Inferno 9)

    Flametouched Sickle (weapon type isn't important on this build, so picking a base item noone will want)
    Tier 1 effect - Earth (the best guard left) - Superior Devotion 9, Superior Corrosion 9, Earthgrab Guard
    Tier 2 effect - no element is useful at all - Superior Healing Lore, Superior Acid Lore, (maybe also Superior Erosion 9)


    There's nothing weak about those items - a one-handed weapon with Superior Devotion 9, Earthgrab Guard and Superior Healing Lore is top-notch loot. (Likewise the shield). But the requirement to align it to an element adds a lot of basically useless 'guff' onto the item.

    Any chance that we could have an option to replace the various element-based spell damage enhancements with something of a comparable or lower power level, but that is of use to divines? I'm thinking something like Inherent Elemental Resistances or Elemental Absorb effects.
    I would do superior Radiance before I do superior Devotion. Healing is nice, but most of the time the gloves out of Gianthold or other healing lore 9% items are fine. You'll crit reliably and overheal as it is already. I will make a superior fire and laceration item for boosting cometfalls and BBs and a superior glacial/earth with radiance. I'd add arcane augment and greater spell pen for tier 3.

    I've never had any problems will healing - that's 18% chance to crit at the moment, but having a cometfall crit on 12 for fire and bludgeoning is pretty good. And having a BB crit on 12 instead of currently 6 is even better. Add to that all light based spells boosted up to level 9 and critting on 21%.

    It's true that it's not ultimate for divine casters but they're certainly not bad. And it's better then what's currently out there and fire and laceration and light covers a majority of spells.

  9. #9
    Community Member Nephilia's Avatar
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    [OT]Was wondering about a stuff like this for a water savant with secundary force spell:

    * Water: Superior Glaciation IX, Superior IX, Freezing Ice Gaurd
    Laceration: Increases the damage of your ~th level and lower slashing and bludgeoning spells by 50%. This effect does not stack with other item effects or potions. Requires Adamantine base item.

    Adds Superior Lore(12% chance, +.5 multiplier) of the base item's two elements. It also says that it removes a clicky of superior spark/erosion/inferno/freeze, but there is no indication that the base items have that ability

    Fire: Efficitent Metamagic Maximize II, Greater Evocation Focus, Aracane Augmentation IX
    [/OT]

    1) Can I mix water at first tier with fire at third or, if I choose an element, I must go on with that?
    2) The second tier is absurde... it will turn useless the epic cloak of zephyr (12% crit on ALL SPELL, not only elec, and +0.50 on crit damage)
    3) Can I put a tier1, tier2 and tier3 effect on a single weapon? Or do I have to choose one of that effect?
    Last edited by Nephilia; 08-25-2011 at 06:04 AM.
    ALL HAIL TO ITS SQUISHY-MAJESTY SIR KNORR, LORD OF OOZES AND MASTER OF SLIME
    http://forums.ddo.com/showthread.php?t=386688

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