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  1. #1
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    Default what are you adding to your rune arms?

    Just a simple question to see what if anything you are adding to your rune arms. Thanks ahead of time for any ideas.

  2. #2
    Community Member blkcat1028's Avatar
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    I was thinking of 10% ranged alacrity, but I can't verify that it will work with crossbows.
    "You know how sometimes when you’re drifting off to sleep you feel that jolt, like you were falling and caught yourself at the last second? It’s nothing to be concerned about, it’s usually just the parasite adjusting its grip." -David Wong

  3. #3
    Community Member JeffreyGator's Avatar
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    I only have upgraded the lowest one so far and added superior reconstruct III.

    I also like potency or higher levels of reconstruct.

    for a suffix I like Sneak Attack (which I think can be added).

    Regardless I


    And a variety of other multiclassed toons without vowels thnk/r/s/rbll/sgmp

  4. #4
    Community Member grimbot's Avatar
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    Since I am Warforged, I slot the appropriate Superior Reconstruction.

  5. #5
    Community Member barryman5000's Avatar
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    I was gonna do ranged alacrity too and probably greater evocation focus as a prefix. Help my spells and my pew pew. I would like to know if any focus will help out the dc of the rune arm. That might change my mind.

  6. #6
    Community Member Therigar's Avatar
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    Good thread. Too bad there aren't many suggestions.

    Haven't gotten my artificer to high enough levels. Only rune arms I have are crafting +2 and +3. The +2 has +1 already on it, so not much room to add anything. The +3 has +3 on it already so no room to add anything.

    All the rune arms indicate the crafting + cannot be increased. Sort of makes it pointless since crafting something onto any of them will raise the min level and I'll likely have new rune arms by then in any case.

    Would have been better if we'd been able to craft the rune arms to match our own unique take on things. That way we could have crafted one from scratch at L2 and grown it as the character developed.

    For a class called "Artificer" that would have made too much sense.

    Then the "named" rune arms could have been made a bit more uncommon and a bit more powerful with prefixes and suffixes already built in....

    But, as with everything about DDO, Turbine knew what we wanted better than we knew ourselves....

    Which explains why we got Artificer to begin with and still don't have Druid.

  7. #7
    Community Member Dawnsfire's Avatar
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    On Lam I always added the highest +sp I could craft. I'm not sure what I would add on live yet.

    Quote Originally Posted by Torc View Post
    I’m only nerfing you now so I can buff you later.

  8. #8
    Community Member testing1234's Avatar
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    superior reconstruction I is what ive added so far and +1tohit competence bonus dont remember its name.
    as it take a very very long time until you get rune arms with room for anyting bigger and when you do that raises its lvl req even higher your basically lvl20 before you can add anyting more.

  9. #9
    Developer Eladrin's Avatar
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    Quote Originally Posted by Therigar View Post
    Haven't gotten my artificer to high enough levels. Only rune arms I have are crafting +2 and +3. The +2 has +1 already on it, so not much room to add anything. The +3 has +3 on it already so no room to add anything.
    A rune arm with "Craftable Rune Arm (+3)" on it should be able to accept 3 additional pluses worth of effects on top of all of the effects that start on it. (Though each plus equivalent that you add to the item will increase the rune arm's minimum level by 2.)

  10. #10
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    currently I'm crafting spell points on my Rune arms. til I get some upper lvl runearms...then I'll see what I more useful.

    Anybody know if you can deconstruct the stuff you put on it with out destroying it if you want to upgrade it...

  11. #11
    Community Member Therigar's Avatar
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    Quote Originally Posted by Eladrin View Post
    A rune arm with "Craftable Rune Arm (+3)" on it should be able to accept 3 additional pluses worth of effects on top of all of the effects that start on it. (Though each plus equivalent that you add to the item will increase the rune arm's minimum level by 2.)
    Well, that's intuitive....

    But, thanks for the information.

  12. #12
    Community Member Madduck59's Avatar
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    I've added Wizardry I (+25 Spell Points) to the Thought Spike. I haven't done much crafting and was afraid I would ruin it, so I picked the easiest Rune Arm to get to mess with. Bumped up the level by 2.
    Last edited by Madduck59; 09-19-2011 at 05:28 PM.

  13. #13
    Hatchery Founder Glenalth's Avatar
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    I'm a fan of jamming in the highest battle skill that will fit. More to-hit on a class without good base attack bonus is a good thing.
    Glenalth Woodwalke ■ Preston the Ranger ■ Brisqoe the Dentist ■ Prescription Liberator
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  14. #14
    Community Member Cauthey's Avatar
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    Quote Originally Posted by Shade2891 View Post
    Just a simple question to see what if anything you are adding to your rune arms. Thanks ahead of time for any ideas.
    I put Superior Reconstruction II and Power II on the Thought Spike (Korthos Redemption). I figured the SPs can't hurt, and the boon to repairing would be really helpful.

  15. #15
    Community Member BlackSteel's Avatar
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    I've done both sup. recon / potency depending on what spells I'm currently using. Also have a gear set with an arm crafted with +1 to hit
    Shadowsteel [TR train wreck]

  16. #16
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    Thanks for all the ideas I only have my artie to lvl4 only have thought spike as of right now hopefully will have the WW's one next time I'm on the plus to hit I think would be best for me I haven't had any problems yet (knock on wood) with SP or with healing but if I can manage it the plus to hit and reconstruction would be great. As I haven't done any crafting yet at all I will have to get my levels up but at least if I grind some crafting levels I'll be able to have better gear till I can get raid quality.

    Again thanks this thread may be something good for all the new atries running around to see what is helpfull and what isn't

  17. #17
    The Hatchery sirgog's Avatar
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    I like Efficient Metamagics as one option, and 33% elemental absorbs as another.

    Both are pretty much always useful, and both are very hard to fit into gearsets.
    I don't have a zerging problem.

    I'm zerging. That's YOUR problem.

  18. #18
    Bwest Fwiends Memnir's Avatar
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    Magnetism boosters.
    Exit, pursued by a bear. ~ William Shakespeare (stage direction from The Winter's Tale)

    .60284.

  19. #19
    Founder tfangel's Avatar
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    Quote Originally Posted by brinclhof View Post
    Anybody know if you can deconstruct the stuff you put on it with out destroying it if you want to upgrade it...
    From asking like crazy the other day after upgrading one (was tired, thought i had put my lower level one in, not my newly acquired Delera one, and made it min level 11. i was level 9...) there isn't a way to remove an effect you crafted to it.

    I've been crafting "theme" rune arms, say if it's shock based, then it gets something that fits like magnetism. i'll probably craft a more 'practical' one sometime. Since my crafting is only around 40, it will probably wait until i'm higher crafting or level. Did stick a bonus to repair spells on one though, since my human arty fister took construct essence. Not as big of heals as if i was wf, but a nice save my butt, and with the boosts it even helps my dog more.

    Call me crazy, i'd love to see more "fun" designed arms, with less dps or "useful" and more crazy ones. I forget which one, but it kind of felt like that with the -10 concentration, and Recoyle (heh), drawing more aggro.

  20. #20
    Community Member oberon131313's Avatar
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    Quote Originally Posted by Memnir View Post
    [runearm type damage] boosters.
    same
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