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  1. #1
    Community Member Thoden's Avatar
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    May 2006
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    Default Greensteel Question

    I am making GS items for my artificer. I am planning on putting hp/heavy fort on the helm, and sp/conc opp on the bracers. Is it worth giving up the Windhowler bracers (not even sure they work)? I plan on 2 rings, belt and neck being ToD gear, cloak being cloak of night, and boots being Cannith boots of propulsion (good for kiting).

    On a related note, does the sp from GS stack with other items (like ToD gear)? I have thought about just making a helm with hp/heavy fort and conc opp if not.

    If these choices are not viable, please comment.

    Thanks for your input!
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  2. #2
    Community Member DDOGoz's Avatar
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    Default

    Power, Wizardry, Archmagi don't stack. So if you have a GS Wizardry V item and a TOD ring with Archmagi, you'll still only get 200 sp.

    The Elemental Spell Power and Greater version works like exceptional bonuses, they'll stack with other bonuses of different value. If you have both properties on your GS, that gives you 150sp. But if you, say, wear a DT robe with Elemental spell power too, that will not give you more sp.

    You would wear a HP item almost all the time, but an SP item just rarely. So after you're done buffing you can switch windhowler bracer back on. And you can also just craft +45hp and Conc Opp onto the same item as well. But if you are mainly a ranged damage arti, as nice as Conc Opp is, it may have limited usefulness for you. YMMV.

  3. #3
    Community Member djsonar919's Avatar
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    Default

    Quote Originally Posted by DDOGoz View Post
    But if you are mainly a ranged damage arti, as nice as Conc Opp is, it may have limited usefulness for you. YMMV.
    I can second that being a ranged Arti. Destroying mobs before they reach you does not help Con Opp proc. However, if you are in a quest with a lot of ranged skellies, "Hello Free SP."
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  4. #4
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    Default Artificer Gear

    An interesting question. I've been working on gear for a potential artificer build, and funny enough, your selections sound extremely similar to my choices. I've been having the same dilemma, I have potentially up to three greensteel accessories that I could make for this toon, and an order of preference, but I can't decide which slot to use for my primary GS item, and which to use for my second and potentially third. The biggest issue is I was thinking of the Epic Mabar cloak as well, but don't have it at the moment, would have to wait a full year to get it, and based on the lag on the servers this last time, may never get it. So it raises an interesting dilemma, do I put my main GS item as a cloak, assuming I will never get Mabar, or do I put it elsewhere, and wait for the cloak?

    Here's my build at the moment, does any of this look familiar? I'm curious to hear more about your build, to see where you chose differently...

    Weapon: Greensteel Repeating Crossbow (Mineral II, Holy, Acid Blast, Acid Burst, Stoneskin Clicky), Alternates include Alchemical Repeater, Paralyzing Repeater, Various Greater Bane Repeaters

    Rune Arm: Toven’s Hammer (Lightning Strike Weapons (1.5% chance of 20d20 + 400 damage, 9.15 damage average per hit), Superior Potency VI, Exceptional Fortification 10%, Rune Arm Imbue Electrical (2-16 damage added to x-bow attack), Transform Kinetic Energy (when damaged, 10% chance of gaining 20 spell points), Exceptional Intelligence +2, Craftable +5 (TBD probably major kinetic lore VI or superior impact VI clicky)

    Boots: Cannith Boots of Propulsion (Striding +30%, Feather Fall, Jump +10, Enhanced Jump +5, Jet Propulsion
    Docent: Self Crafted Deathblock +5 Docent of Moderate Fortification (75% reduction of crit hits, combined with Warforged gives immunity to crit hits)

    Bracers: Wind Howler Bracers, sub out with third greensteel item

    Gloves: Gloves of the Titan’s Grip (+6 STR, extra +6 STR Clicky, Improved Reconstruction IX (increases repair spells by 30%), Major Repair Lore (gain 9% crit chance, 0.50 increased multiplier to crits on repair spells), Repair Systems (regenerate 1HP every 10 seconds)

    Ring 1: Gilvaenor’s Ring (+6 DEX, Exceptional Dexterity +1, Arcane Archer Set bonus (when both pieces of set are worn, gives 10% ranged alacrity as a competence bonus, stacks with haste), Incredible Potential (use it to insert Exceptional Con +2)

    Ring 2: Rahkir’s Ring (+6 INT, Exceptional Intelligence +1, Archmage Set bonus (when both pieces are worn, spells gain a +5% chance to critical hit, all spell critical damage is increased by 0.50), incredible potential (use it to insert Healing Amp 20%)

    Headgear: Crystal Cove Hat (Superior False Life, +15 Skill, probably Balance or Haggle), alternate second hat with Archmagi and second +15 skill

    Necklace: Gilvaenor’s Necklace (+6 CON, Attack Bonus +2, Arcane Archer Set Bonus, see ring)

    Trinket: Several, including Voice of the Master, Pendant of Time, Head of Good Fortune (+2 luck to saves), Greater Cunning Trinket (from Pirate’s Cove, +50SP, +1 enchantment to necromancy spells, efficient maximize I (reduce maximize cost by 2SP))

    Belt: Rahkir’s Sash (Superior Efficacy VIII, Archmagi (+200SP), Archmage Set Bonus, see ring), sub out with second greensteel item

    Cloak: First Greensteel item (Concordant opposition, +10 HP (+1 con skills), +50 SP (+2 int skills), +100 SP (+3 cha skills), +6 WIS, +10 diplomacy, +10 haggle), or alternate would be epic cloak of night from Mabar festival (Invisibility guard (chance of 10 second invisibility when hit, ghostly (20% miss chance like blur, can hit incorporeal targets), nightmare guard (chance of mind thrust 5d8 damage when hit, or phantasmal killer spell), dodge bonus +2, DR5/good)

    Goggles: Tharne’s Goggles (Sneak attack bonus +5 (+5 to attack rolls and +8 to damage for sneak attacks, even if wielder is not a rogue), Search +15, Spot +15, True Seeing, Tharne’s Wrath set bonus (ghost touch weapons, 20% less melee threat, would require tharne’s bracers, which I won’t get, and the bonus is useless to me)

    Thoughts on Greensteel Items
    I could go for up to three Greensteel items as accessories (plus a weapon). The order of priority for greensteel items, and what they would include would be:
    Greensteel Accessory #1: Concordant opposition, +10 HP (+1 con skill), +50 SP (+2 int skill), +100 SP (+3 cha skill), +6 WIS, +10 haggle, +10 diplomacy
    Greensteel Accessory #2: +15 HP (+2 con skill), +20 HP (+3 str skill), +3 saves (also +3 AC, +11 balance), greater lightning resistance (30 resistance), elemental mastery (when hit, can deal fire, acid, cold, or lightning damage, reportedly separate 20% chance for each)
    Greensteel Accessory #3: Smoke Screen (20% miss chance, same as blur), +5 reflex save, inherent fire resistance 10 (stacks with fire resist), inherent lightning resist 5 (stacks with lit resist), displacement clicky (2/day)

  5. #5
    Community Member FuzzyDuck81's Avatar
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    Nov 2009
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    Default

    The wind howler bracers definitely give the extra sonic damage on vorpal hits, though not certain if the to hit & damage boosts are working properly with it. Still, they're nice enough, though am planning to eventually replace them with either bracers of the glacier, ventilated bracers (air guard on the new ones is quite nice) or maybe some greensteel (not sure exactly what yet).
    I used to be with it, but then they changed what it was, now what's it is weird and scary to me.

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