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  1. #1
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    Default Rune Arm Question

    So it seems most or all rune arms are listed as craftable. Does that mean they are already prepped to receive a shard? If they are and I place a shard in them can I still cleanse them and get back the original as it was or will a cleanse get rid of all the original attributes as well?

    My stupidity on crafting rune arms aside what are some good suggestions for a helf repeater using Arti to toss on his rune arm? Right now I'm level 7 using the one from Tangleroot. I'll probably get attempt most of the named ones as I level. Any suggestions on good rune arms and good shards to attach as I get them? I plan on using my repeater for dps and my rune arm only situationally. I find it difficult to aim and fire reliably or quickly, especially given recent lag.

    Thanks in advance.

  2. #2
    Community Member Calebro's Avatar
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    Yes, Runearms are already keyed for crafting, but once you add a shard it cannot be disjuncted like normal weapons. If you add a shard, it's permanent, so make certain that you want that shard added first.
    .

  3. #3
    Community Member Artos_Fabril's Avatar
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    And if you have the ability to make them, the first shard to add is "Masterful Craftsmanship"

    I just picked up a Tira's Splendor on my level 14 Arti, and decided to see if ti worked. Low and behold, ML reduced to 13!

  4. #4
    Community Member FooWonk's Avatar
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    Quote Originally Posted by RumbIe View Post
    Right now I'm level 7 using the one from Tangleroot. I'll probably get attempt most of the named ones as I level. Any suggestions on good rune arms and good shards to attach as I get them? I plan on using my repeater for dps and my rune arm only situationally. I find it difficult to aim and fire reliably or quickly, especially given recent lag.

    Khyber's Fury works best if you play with mouse-look.

    I'd suggest you try Chimera's Breath, Recoyle, Pea Shooter, Trial By Fire & Lucid Dreams for easy to use rune-arms.

    I've found that I've not wanted to craft on any of my rune arms as I am leveling. Adding a shard to a rune arm will increase the ML. I found this out the hard way when I added a shard to my Chimera's Breath and was stuck with Thought Spike for a level.

  5. #5
    Community Member Deathdefy's Avatar
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    You can craft over old shards with ML 0 shards to re-drop the min level... but it doesn't seem to work 100% of the time; sometimes rune arms refuse to be crafted over.

    e.g. My Lucid Dreams won't release its attack bonus +4, but my Toven's with the same effect let me overwrite it with a +1 enchantment save, dropping its ML back to 17. They're weird.

    FooWonk's list of easier to use rune arms is on the money.
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  6. #6
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    Thanks for the list, but assuming I am above the ML so adding a shard would not preclude me form using it, what shard would you add. I have only heard master craftsman as the shard and I think that was a joke lol. I was thinking a healing amp or maybe maybe something to boost my healing? Or shoudl I focus on damage? I'm kind of noobish with crafting. Any thoughts?

  7. #7
    Community Member FooWonk's Avatar
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    Quote Originally Posted by RumbIe View Post
    Thanks for the list, but assuming I am above the ML so adding a shard would not preclude me form using it, what shard would you add. I have only heard master craftsman as the shard and I think that was a joke lol. I was thinking a healing amp or maybe maybe something to boost my healing? Or shoudl I focus on damage? I'm kind of noobish with crafting. Any thoughts?
    Healing amp is always nice to have more of, however, there's no shard for it.

    IMO, here are the best cannith shards for rune arms in order of awesome:

    ° Major Kinetic Lore on Lucid Dreams
    ° Major Fire Lore on Animus
    ° Major Lightning Lore on Toven's Hammer
    ° Efficient Metamagic - Maximize II
    ° Major Acid Lore on Glorious Obscenity
    ° Efficient Metamagic - Empower II
    ° Attack Bonus +4 I added to Tira's Splendor...to fit with Tinker's & Spyglass
    ° Good Luck +2
    ° Attack Bonus +2 potentially useful while leveling
    ° Resistance +5
    ° Fire Absorption I swap in low-level rune arm with fire absorption when I need it.
    ° Electrical Absorption I swap in low-level rune arm with electrical absorption when I need it.
    ° Reflex Save +5 potentially useful while leveling


    -- thanks for pointing out I missed Major (X) Lore --
    -- once you can craft GFL, you'll not likely put it on a trinket or rune arm --
    -- added suggestions for usage of shards --
    Last edited by FooWonk; 01-25-2012 at 08:51 AM. Reason: thanks Carpone for great feedback

  8. #8
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    Quote Originally Posted by FooWonk View Post
    Healing amp is always nice to have more of, however, there's no shard for it.

    IMO, here are the best cannith shards for rune arms in order of awesome:

    ° Efficient Metamagic - Maximize II
    ° Efficient Metamagic - Maximize I
    ° Efficient Metamagic - Empower II
    ° Attack Bonus +4
    ° Good Luck +2
    ° Attack Bonus +2
    ° Resistance +5
    ° Efficient Metamagic - Empower I
    ° Fire Absorption
    ° Electrical Absorption
    ° Reflex Save +5

    ° the rest are all sort of meh.
    Major <x> Lore doesn't make the list?
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  9. #9
    Community Member BlackSteel's Avatar
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    Quote Originally Posted by Carpone View Post
    Major <x> Lore doesn't make the list?
    pretty much at the top of my list. attack +4 is really nice. But after some gearing you eventually get to the point where the attack +4 isnt really needed
    Shadowsteel [TR train wreck]

  10. #10
    Community Member Cardtrick's Avatar
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    Quote Originally Posted by RumbIe View Post
    I have only heard master craftsman as the shard and I think that was a joke lol.
    Master Craftsmanship is not a joke -- it's awesome while leveling. It reduces the minimum level of the runearm so you can use it earlier.
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  11. #11
    Community Member ka0t1c1sm's Avatar
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    Rune Arms are considered same as trinkets as far as what shards can be crafted onto them. Here is a list from another thread.

    http://forums.ddo.com/showpost.php?p...9&postcount=17

    Prefix
    Increase effectiveness of any one spell type:
    .....Corrosion, Glaciation, Magnetism, Combustion, Resonance, Impulse,
    .....Devotion, Reconstruction, Benevolence, Radiance, Nullification
    Any one spell Focus: (Increase DC to resist spells from that school)
    .....Abjuration, Conjuration, Enchantment, Evocation, Illusion, Necromancy,
    .....Transmutation
    Any one Efficient Metamagic:
    .....Empower, Enlarge, Extend, Maximize, Empower Healing
    Blindness Immunity
    Casting Dexterity (Reduce arcane spell failure chance)
    Feat: Mobility
    Hallowed
    Natural Armor
    Potency (Increase spell damage)
    Sacred
    Silver Flame
    Spell Penetration

    Suffix
    Any one skill except UMD:
    .....Balance, Bluff, Concentration, Diplomacy, Disable Device, Haggle, Heal, Hide,
    .....Intimidate, Jump, Listen, Move Silently, Open Lock, Perform, Repair, Search,
    .....Spot, Swim, Tumble
    Any one Save:
    .....Reflex, Fortitude, Will, Poison or Enchantment
    Any one mana boost:
    .....Power, Wizardry, Magi
    Melee Alacrity
    Ranged Alacrity
    Attack Bonus
    Dodge
    Eternal Faith
    False Life
    Good Luck (Bonus to all saves and skill checks)
    Good Luck - Will Save +1
    Good Luck - Reflex Save +1
    Persuasion (+3 to charisma-based skill checks, eg: UMD)
    Resistance (Bonus to all saves)
    Secret Door Detection
    Spell Resistance
    True Seeing
    Any one Lore: (Increase spell critical hit and damage multiplier)
    .....Healing, Repair, Void, Acid, Ice, Lightning, Fire, Sonic, Kinetic
    One of two energy Absorption: (Absorb 33% of incoming spell damage)
    .....Electrical, Fire

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  12. #12
    Community Member RedDragonScale's Avatar
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    Quote Originally Posted by Carpone View Post
    Major <x> Lore doesn't make the list?
    Major Lores MUST be at the top of the list. If they're not, it's wrong.

  13. #13
    Community Member FooWonk's Avatar
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    Quote Originally Posted by Carpone View Post
    Major <x> Lore doesn't make the list?
    I had it on the list and lost it when moving the order around.

    Lucid Dreams of Major Kinetic Lore
    Animus of Major Fire Lore
    * improves damage of rune arm, tactical detonation, prismatic strike & elemental prod

    Toven's Hammer of Major Lightning Lore
    * improves damage of rune arm, lightning motes, blast rod, lightning sphere, elemental prod & static shock

    Glorious Obscenity of Major Acid Lore
    * improves rune arm damage

    I also lost Greater False Life from the list. In certain gear sets, this is very handy. But don't do it if you're planning to swap rune-arms.

  14. #14
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    Quote Originally Posted by FooWonk View Post
    I also lost Greater False Life from the list. In certain gear sets, this is very handy. But don't do it if you're planning to swap rune-arms.
    It's best in an epic augment slot, or other piece of static gear.

    Quote Originally Posted by BlackSteel
    pretty much at the top of my list. attack +4 is really nice. But after some gearing you eventually get to the point where the attack +4 isnt really needed
    Haven't run into an elite/epic raid where +4 attack isn't always desired as an Artificer. Unless it's some odd build, Artificers are max INT and moderate DEX. Even with Divine Power clickies for 20 BAB, their to-hit is pretty terrible.
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  15. #15
    Community Member SpearKicker's Avatar
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    Quote Originally Posted by FooWonk View Post
    I had it on the list and lost it when moving the order around.

    Lucid Dreams of Major Kinetic Lore
    Is it worth it to put major kinetic in Lucid Dreams since it has already Arcane Lore?

  16. #16
    Community Member FooWonk's Avatar
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    Quote Originally Posted by SpearKicker View Post
    Is it worth it to put major kinetic in Lucid Dreams since it has already Arcane Lore?
    The additional +3% chance & +25% damage are not insignificant to rune arm DPS.

  17. #17
    Community Member SpearKicker's Avatar
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    Quote Originally Posted by FooWonk View Post
    The additional +3% chance & +25% damage are not insignificant to rune arm DPS.
    Nice to know.

    Think I will do that with the one that dropped to me just yesterday!

    Thank you.

  18. #18
    Community Member drgsldr69's Avatar
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    To me that is the stupidish statement I have heard! My arty has a 25 dex and a 28 int at level 18 with a +31 attack, without any kind of buffs nor any tomes. I chose to do a dual dex/int build to see how it works and so far my spells dont miss, nor does my repeater! To say thier to-hit is pretty terrible is just stupid. You add in buffs/tomes and my dex and int can jump up into the 30's easily. If you think 28 int ain't good enough to take down epic mobs then too bad, cause I can take down cleric's, Favored Souls, Monks, and barb's with my prismatic strike.

    Quote Originally Posted by Carpone View Post
    I
    Haven't run into an elite/epic raid where +4 attack isn't always desired as an Artificer. Unless it's some odd build, Artificers are max INT and moderate DEX. Even with Divine Power clickies for 20 BAB, their to-hit is pretty terrible.

  19. #19
    Community Member Cardtrick's Avatar
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    Quote Originally Posted by drgsldr69 View Post
    To me that is the stupidish statement I have heard! My arty has a 25 dex and a 28 int at level 18 with a +31 attack, without any kind of buffs nor any tomes. I chose to do a dual dex/int build to see how it works and so far my spells dont miss, nor does my repeater! To say thier to-hit is pretty terrible is just stupid. You add in buffs/tomes and my dex and int can jump up into the 30's easily. If you think 28 int ain't good enough to take down epic mobs then too bad, cause I can take down cleric's, Favored Souls, Monks, and barb's with my prismatic strike.
    It's weird: you actually quoted the relevant part of Carpone's post . . . and then completely ignored it. He specifically said that the +4 attack is important in elite/epic raids. And he's absolutely right.

    As a level 18 character, you can't even enter epic raids (or any epics), and I rather doubt you've been running elite high level raids either. There is a world of difference in enemy AC and saves between normal difficulty content and elite/epic content. In the toughest content, even a pure fighter may want to turn off power attack before being fully geared -- and a comparably geared artificer will have dramatically lower to-hit unless they have completely sacrificed int for dex (and even then, really). +4 makes a big difference when it really counts.
    Quote Originally Posted by Wizard_Zero View Post
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