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Really what is the point in having potency slotted? I don't see this being useful at all, as you can get 4 kinds of spellpower slotted if you are using a TF staff and noxious embers. Obviously nullification on TF is fixed, and also combustion on noxious embers. That opens room for 2 slots of 138 wich will probably be force and cold. So you are missing only acid and shock, no big deal, because you will only use those elements when you are nuking so you will swap out the staff for 2 TF. And the bigger change is you don't need to use the belt of 7, or a ring slot. The first choice for belt is the Thoughtful Rememberance, and you have +1 con and +1% dodge. So, that opens a ring slot, and I have no idea what to put on it. If there was one with Enchentment DC that would be great, because swapping cloaks sucks and the 10% negative amplification from deathwyrm cloak is pretty nice.
Also, about the TF staff, I am not sure if it is worth using instead of 2 TF one handed. That would be a net loss of -1 to all DCs except enchantment, and would not need to keep swaping the cloaks. Very useful to mass hold + nuke in AOE.
Question here being is 4 spellpowers enough for you? (...judging from your comment it is)
Personally spellpowers I use and want slotted in order if importance:
- Acid (BDB, Energy Burst, Dragon Breath - I prefer Acid because there's nothing of importance immune to it)
- Force (Ruin, Disintegrate)
- Negative (Necrotic Ray, Self-Healing)
- Fire (WoF, cheap Scorching Ray, DBF, Meteor Swarm)
- Cold (Polar Ray, cheap Frost Lance, Niac's)
- Electric (Eldar's)
...and of course there is also Hellball.
If you don't like acid and electric it's entirely possible to drop them of course.
But even with 2 one-handed TF it depends. I use the meridian fragment for one orange slot for example. So with my 2 one handed nuking sticks I can only get 2x150, 1x138 and whatever I can get on gear (150 fire from necklace e.g.). That's why I went with 100 potency on one stick.
Last edited by Eth; 11-26-2014 at 08:21 AM.
Thelanis - Ethforged - Etherar - Fjirty --- Mitis Mors
Ghallanda - Ethrayne - Ethryne --- Omnipresence
Youtube channel: http://www.youtube.com/channel/UCKVn...wLuzB2Q/videos
In addition to Eth's great answer on potency above -- I also like having it as sometimes I throw out a damage spell (ie hellball) and don't remember to swap to my nuking sticks first -- having potency slotted helps to ensure that even if I don't always remember to swap from my DC weapon to my nuking one, my damage is still good.
The Belt of Seven Ideals also provides me an "always on" +3 spell pen. That extra spell pen means that outside of a few mobs (ie Drow), I don't see blue shields and I don't need to swap to my "Spell Pen" weapon set. The extra +1 con would at best be a few extra Hp until I pull a +6 con tome (in which case the +1 con would do nothing for me); and the 1% dodge is not worthwhile enough to be worth losing potency and spell pen over.
On swapping: I am aware that I do more gear swapping (part of the reason why I try to cut down on weapon swapping when I can) than most but it works for me -- mostly due to a programmable key pad.
There is no one "right" gearset for the DC caster. Of the top end wizards on Ghallanda that I talk with, none of us are running the exact same setup. If you decide that the +1 DC from the two-hander is not worth it that's fine -- there is no right answer (but there are wrong ones ). While I agree that in many cases my DC's are overkill -- I do get myself into enough situations where I the extra +1 is very handy. That and I was trying to cut down on the number of Tier 3 Thunderforged weapons I had to make (I have a lot of other toons that need attention too .
Actually I have not played wizard for a while. I love PMs, I think I was one of the only 3 or 4 players who keept playing dc caster PM during the EGH time until U18 in Cannith. And that is why I am going for epic completionist on my main and than Ill get back to wizard, but currently Im getting the past lifes as sorc, if I ever finish this **** (if I dont thats because real life is going well ^^).
That is the reason I bring this point to table. As sorc I basically play with 2 elements and reconstruct and I was wondering if having sp for all elements is really necessary or just a plus. Usually I dont have trouble with that, so I was wondering why a wizard would need all elements. Anyways I forgot hellball, as I am currently doing back to back so I dont play at cap and hellball didnt even cross my mind. If there is some kind of boots, belt or gloves with specific spellpower or that comes with a red/orange/purle slot this would solve all the problems. Anyways, we have to see what kind of mobs were getting next updates.
Last edited by Ellihor; 11-26-2014 at 09:39 PM.
It's not necessary, you could get by with Nullification, Force, and a primary element and be okay, but the more elements you slot the more versatile and better off you will be.
As for the second part of your question, which I read as: What can I slot outside of weapons to boost spell power? -- here is a listing of the epic items that have spell power on them.
Potency:
Sage's ring - Ring - 92 potency
Belt of Seven Ideals - Belt - 80 potency
Halcyon boots - Boots - 80 potency
Epic Mask of Comedy - Helm - 52 potency
Epic Robe of Dissonance - Body - 48 potency
Flawless Blue Dragon Scale/Docent - Body - 80 potency
Spidersilk Robes - Body - 72 potency
Epic Mask of Tragedy - 52 potency
Combustion:
Epic Noxious Embers - Neck - 150 combustion / 17% Spell Lore
Sage's Spectacles - Goggles - 132 combustion / 18% Fire lore
Inferno Bracers - Bracers - 144 Combustion
Epic Cloak of Flames - Cloak - 90 Combustion / 16% Fire lore
Epic Ruby Encrusted - Gloves - 78 combustion
Epic Crimson Prophecy - Neck - 84 combustion
Epic Ring of Elemental Essence - Ring - 90 Combustion
Epic Red Dragon Scale/Docent - Body - 84 Combustion / 16% Fire Lore
Epic Robe of Fire - Body - 72 Combustion
Shadowmail (Random) - Body - 120 combustion / 6% Spell Lore
Acid:
Epic Rock Boots - 90 Corrosion / 16% Acid Lore
Epic Boots of Corrosion - 90 Corrosion
Epic Ring of Elemental Essence - Ring 90 Corrosion
Shadowmail (Random) - Body - 120 Corrosion / 6% Spell Lore
Nullification:
Epic Boots of Corrosion - 90 Nullification
Deathwyrm Cloak - 30 Alchemical Bonus to Nullification
Epic Darkstorm Helm - Helm - 90 Nullification / 16% Void lore
Epic Vulkoorim - Neck - 78 Nullification
Twisted Talisman - Neck - 90 Nullification
Holy Symbol of Loth - Trinket - 102 Nullification (also a +15 implement bonus)
Robe/Docent of Shadow - Body - 114 Nullification / 16% Void Lore
Shroud of the Abbot (Lore Only) - Body - 15% Void lore
Force:
Sage's Cuffs (Lore Only) - Bracers - 20% Kinetic Lore
Cannoneers's Goggles - Goggles - 114 Impulse
Holy Symbol of Loth - Trinket - 102 Impulse (also a +15 implement bonus)
Shadowmail (Random) - Body - 120 Impulse / 6% Spell Lore
Electricity:
Epic Bracers of the Wind - Bracers - 90 Magnetism / 16% Lightning Lore
Epic Cloak of the Zephyr (Lore only) - Cloak - 16% Lightning Lore
Epic Darkstorm Helm - Helm - 90 Magnetism / 16% Lightning Lore
Iron Beads - Necklace - 120 Magnetism / 16% Lightning Lore
Epic Azure Necklace - Necklace - 84 Magnetism
Epic Ring of Elemental Essence - Ring - 90 Magnetism
Epic Ironweave - Body - 78 Magnetism
Shroud of the Abbot (Lore Only) - Body - 15% Lightning Lore
Epic Mask of Tragedy - 78 Nullification / 15% void lore
Cold:
Epic Silver Prophesy - Neck - 90 Glaciation
Epic Ring of Elemental Essence - Ring - 90 Glaciation
Epic Frozen Tunic - Body - 90 Glaciation / 16% ice lore
Shadowmail (Random) - Body - 120 Glaciation / 6% Spell Lore
Repair:
Wolfinson's Monocular Enhancer - Goggles - 72 Reconstruct
Epic Ring of Master Artifice - Ring - 90 Reconstruct / 16% repair lore
Light:
Epic Ruby Encrusted - Gloves - 78 Radiance
Lantern Ring - Ring - 114 Radiance / 18% Radiance Lore
Shamanic Fetish - Trinket - 120 Radiance
Holy Symbol of Loth - Trinket - 102 Radiance (also a +15 implement bonus)
Epic Shard of Vollun - Trinket - 90 Radiance
Epic Vambraces of Inner Light - Body - 84 Radiance
Sage's Skullcap - Head - 132 Radiance / 19% Radiance Lore
Sonic:
Epic Cord of Reprisals - Belt - 114 Resonance
Epic Blasting Chime - Trinket - 90 Resonance / 15% Sonic Lore
Positive:
Gauntlets of Immortality - Gloves - 120 Devotion / 16% Healing Lore
Epic/Mythic Seraphim Helm - Helm - 144 Devotion
Epic Chainmail Coif - Helm - 78 Devotion
Epic Mask of Comedy - Helm - 90 Devotion / 15% healing lore
Adherent's Necklace - Neck - 66 Devotion (heroic version) / 54 devotion (Epic Version)
Epic Vulkoorim - Neck - 78 Devotion
Signet of the Shining Sun (Lore only)- Ring - 15% healing lore
Shamanic Fetish - Trinket - 120 Devotion
Last edited by Andoris; 11-29-2014 at 04:58 PM. Reason: Updated Lore's and spell power
I'm wondering if a single non-wizard past life would be worth having. It'd cost me the price of a +1 heart.
As a rule, each of my characters is only ever their primary class. My paladin only does paladin lives, my ranger only does ranger lives, etc... The sole exception is my cleric, who did one single wizard life for the +1 DC past life feat.
My wizard (who is a human 18/2 rogue) is now eyeballing morninglord since I'm getting it (finally) with the black friday sales. I'm okay switching from 18/2 to pure for his final life, and I'm even okay spending 1295 TP (or whatever) on a +1 heart to remove the first cleric level. I'd rather not, but if that's the only way, I can deal.
All that said, he still has his +20 heart. Obviously, completionist is never going to happen, but my question is whether it would be worth it to cheat a past life by LR+20ing into a different class right before TRing. FVS, Sorc, Cleric, or maybe even Bard are possibilities I'm considering. Or will it not much matter and I might as well just use the LR+20 to remove the first cleric level on my final life, saving me 1295 TP?
The plan will be to get him 3 wizard past lives as pale trappers, then TR into a pure morninglord wizard for his final life. (And possibly never TR again due to the steep LR+1 price tag.)
What would you advise?
EDIT: Thinking about it, I'm not totally and completely discounting the possibility of completionist. I could see maybe after "finishing" all my other characters (in like two years) maybe I'd then run my wizard through all the different classes just to experience them, since the wizard is the one who would get the most value out of completionist. But it wouldn't happen for a very long time, and i'd be fine buying a second LR+1 for him then.
Last edited by EllisDee37; 11-27-2014 at 05:39 PM.
Personally, I would never waste a LR 20 to just remove one level -- but then again, I valued getting a PL that I didn't want to run on my Wizard (Barb) at higher than 1295TP (btw LR+5s are on sale for 798tp this weekend).. as always ymmv
As for what life to get outside of wizard if you are not going Completionist -- if it is only 1 Bard isn't a bad choice, as it gives you the option of +1 enchant DC's. If you were going to do 3 either FvS or Cleric isn't bad.. but I don't think I would bother with just one PL (unless I needed it for completionist).
If it was me, I would use the +1 LR and get the Bard life. An extra point of Enchant DC is not going to make or break a build.. but it can be helpful in some instances.
Good luck!
Last edited by Andoris; 11-28-2014 at 11:51 AM.
I'm pretty sure the plan isn't to use the LR+20 on the Morninglord, but rather to change the current Wiz18/Rog2 into something else for a different PL right now (e.g. Bard) and use a LR+1 on the final life. But since the plan is to get 3 Wizard lives anyway, why not just TR as is for the first Wiz PL now and save the LR+20? The Wizard active and passive PL feats are better for both Wizard and Bard leveling than the Bard PLs are (+1 all DCs >> +1 enchant DC, and spellpen is generally good; +1 song and +2 enchant saves are completely bleh), and you can always use the LR+20 on a later life if you decide that the Bard active PL is worth more to you in the short term than stacking some more spellpen from another Wiz PL.
Sarlona resident (PureMouse, PlushMouse, [& other little mice], Cryosite)
Former lurker/resident of Argonessen (Shyelle, Cheyelle, Moonsparkle)
"The first thing you need to do when considering a halfling thrower build, is learn how to bend halflings correctly so that they return." - amnota/Trelaf of Thelanis
Nice list. Thanks. If you get bored some time, you could call out those which give both spell power and lore.
Missed one. Sage's Skullcap, both Heroic and Epic versions, have both Light spell power & lore. That's what I use up to level 27, swapping to Lantern Ring at 28.
One of the things that gets asked the most about Pale Masters (and this is THE guide for it) is the viability of introducing a melee component to them....especially with Harper Tree.
Can you have good DPS?
Can you still have amazing DCs?
Will it survive?
The answers are, so far, yes...yes you can.
For those interested, Andoris and I wrote up a 18 wiz / 2 rogue, Shadovar Infiltrator: https://www.ddo.com/forums/showthrea...ar-Infiltrator
Kodara/Kadara/Kedara/Kaidara/Keidara| Co-Leader Ghallanda ReRolledAll Hail the Bard! War Dancer || Symphony of Metal || Avatar of Eilistraee || Shadow Bard
Intelligent Striker || Charming Brute || Keidara the Firestarter
Does anyone know if the Ward Token's Holding On effect allows pale masters to survive into unconsciousness? The death aura healing would make it potentially very useful, but I think it's unlikely.
I'm basically a bit stuck for something to fill my spare ring slot. With all the spare augment slots we have it's pretty easy to just put +8 con in one of them, which avoids the problem arising from one ring inevitably being swapped out all the time for the Circle of Hatred and Ring of Spell Storing. It is otherwise looking like the best option to give in and run con +10/dodge 10%...or wear the Epic Belt of Thoughtful Remembrance, but errgh I just made a +45 hp/conc-opp belt which would be difficult to fit elsewhere so I don't want to think about that.
Last edited by SynalonEtuul; 01-25-2015 at 10:56 AM.
It does not, once you hit 0 hp while in form you die.
Good rings to look at include: Circle of Malevolence, Guardian's (PRR), Sage's (Potency), Lantern (light damage procs do add up), or Eye of the beholder (if you don't have another Int +11 item).I'm basically a bit stuck for something to fill my spare ring slot. With all the spare augment slots we have it's pretty easy to just put +8 con in one of them, which avoids the problem arising from one ring inevitably being swapped out all the time for the Circle of Hatred and Ring of Spell Storing. It is otherwise looking like the best option to give in and run con +10/dodge 10%...or wear the Epic Belt of Thoughtful Remembrance, but errgh I just made a +45 hp/conc-opp belt which would be difficult to fit elsewhere so I don't want to think about that.
Ah, thank you for the confirmation. I thought it would work like that, but was hoping it might work something like that your range of unconsciousness is set to 0, and so the Ward Token would extend it to 40. But oh well.
Yes, the Circle of Malevolence will be in my main ring slot, augmented with +40 hitpoints. The reason for this is that I can then just keep it on at all times without losing the hitpoints from swapping it out - at least a constitution ring will give me back the health when I put it on again. I'm wearing the Guardian's Ring at the moment but will not need it once I get Dumathoin's. The Eye of the Beholder I expect will be redundant, given I have +11 int from the Fanged Gloves, as well as from the Deific Diadem when I get it (and wizardry X slotted in my armour).
Here is my current planned layout...I am missing the things noted in red.
Weapon 1: Thunder-forged Bastard Sword, +150 nullification spellpower, +6 necromancy DCs, Eternal Chilling Darkness, Orange: +138 impulse spellpower, Colourless: [empty]
Weapon 2: Thunder-forged Orb, +150 corrosion spellpower, +7 spell penetration, Dwarvencraft Void Lore, Orange: Meridian Fragment, Colourless: +15 balance
Body: Flawless Shadow Dragonscale Armour [medium armour], Shadow Caster, Blue: -15% arcane spell failure, Green: +250 spell points
Goggles: Intricate Field Optics +3 insightful intelligence, Yellow: +2 necromancy DCs, Green: Globe of True Imperial Blood
Head: Epic Deific Diadem, Yellow: +2 insightful constitution, Green: Golem’s Heart (Current: +10 int, +9 resistance helm)
Neck: Epic Noxious Embers, Blue: +2 good luck, Green: +2 evocation DCs (Current: Torc)
Trinket: Epic Litany of the Dead, Blue: +15 heal, Green: +15 spellcraft, resistance ritual
Cloak: Deathwyrm Cloak, Green: +2 conjuration DCs
Belt: Green-steel belt, +45 HP, concordant opposition
Boots: Epic Rock Boots, Yellow: +2 transmutation DCs, Colourless: +8 strength
Gloves: Epic Fanged Gloves, Yellow: +15 concentration, Green: +2 enchantment DCs/Green-steel +150 SP gloves
Bracers: Dumathoin’s Bracers, Blue: crushing wave guard (Current: Epic Inferno Bracers)
Ring 1: Circle of Malevolence, Blue: +40 HP, Green: +8 constitution (Current: Guardian's Ring)
Ring 2: Ward Token, Yellow: +2 illusion DCs, Blue: [empty] (Current: random ring slotted with +2 good luck)
At the moment I'm thinking maybe change the Ward Token for +10 con/10% dodge...with +8 con slotted un-equipping it will hardly be dangerous and the dodge would be nice. But I just don't know! Maybe the Sage's Ring would be better - I have no glaciation or magnetism items (and it would be pointless to make some thunder-forged weapons, because to equip them I'd have to drop impulse, or corrosion, or the Meridian Fragment or something). Maybe I should make another GS hp item in a different slot? (GROAN)
edit: You must spread some reputation around before giving it to Andoris again. Pfft
If you can spare the materials you might want to craft a Tier 2 quarterstaff (Nullification+Necro DC) for that extra point of DC's when you need it.
Also, I don't see an Enchantment DC item slotted, unless you are swapping your cloak (using a programmable keyboard); I would recommend slotting it in a weapon, or using the Sage's cloak full time. There is only a few mobs in the game that you need to worry about Spell pen for, it is fairly easy to swap weapons around when you need to.
Don't forget to spend 2 ap in Morningload to mitigation the other 10% spell failure from the medium armor (Fanged gloves and the ASF augment don't stack)Body: Flawless Shadow Dragonscale Armour [medium armour], Shadow Caster, Blue: -15% arcane spell failure, Green: +250 spell points
Rock boots are good, but make sure you either have a source of FoM or immune to slippery surfaces boots to swap in when needed.Goggles: Intricate Field Optics +3 insightful intelligence, Yellow: +2 necromancy DCs, Green: Globe of True Imperial Blood
Head: Epic Deific Diadem, Yellow: +2 insightful constitution, Green: Golem’s Heart (Current: +10 int, +9 resistance helm)
Neck: Epic Noxious Embers, Blue: +2 good luck, Green: +2 evocation DCs (Current: Torc)
Trinket: Epic Litany of the Dead, Blue: +15 heal, Green: +15 spellcraft, resistance ritual
Cloak: Deathwyrm Cloak, Green: +2 conjuration DCs
Belt: Green-steel belt, +45 HP, concordant opposition
Boots: Epic Rock Boots, Yellow: +2 transmutation DCs, Colourless: +8 strength
I agree, Ward Token is uninteresting unless you need the slots (and with all the orchard gear that is no longer a concern). Sage's would be a good option as it would cover potency for you and save you a few slots by not needing to slot Cha and Wis augments (UMD and Heal skill).Gloves: Epic Fanged Gloves, Yellow: +15 concentration, Green: +2 enchantment DCs/Green-steel +150 SP gloves
Bracers: Dumathoin’s Bracers, Blue: crushing wave guard (Current: Epic Inferno Bracers)
Ring 1: Circle of Malevolence, Blue: +40 HP, Green: +8 constitution (Current: Guardian's Ring)
Ring 2: Ward Token, Yellow: +2 illusion DCs, Blue: [empty] (Current: random ring slotted with +2 good luck)
At the moment I'm thinking maybe change the Ward Token for +10 con/10% dodge...with +8 con slotted un-equipping it will hardly be dangerous and the dodge would be nice. But I just don't know! Maybe the Sage's Ring would be better - I have no glaciation or magnetism items (and it would be pointless to make some thunder-forged weapons, because to equip them I'd have to drop impulse, or corrosion, or the Meridian Fragment or something). Maybe I should make another GS hp item in a different slot? (GROAN)
Not having dodge slotted is less than ideal imo. Even with medium armor you can have a max dodge of 8%. Even with displacement always on, it is still an extra ~3% miss chance.
If you are looking at a second GS item, gloves would be my choice, as the Fanged Gloves are really only getting you augment slots and a 10% spell point reduction (which is pretty cool).
Yes, I do want to make a Thunder-Forged 2-hander for the extra DC at some point. I like the flexibility of having one-handers, though; the extra options for spell power alone are very useful. As for enchantment, though I do carry around a Sage's Cloak, I got very lucky and randomly looted a Nether Orb with enchantment focus in my single EE run. I use this frequently, and the spell siphon is really brilliant for saving mana. I get hundreds of points per shrine just using it when I can. I guess I should have listed my swap-in items as well.
Haha, yes, I have done so, of course! :P And the main reason for wearing Rock Boots is their immunity to slippery surfaces...otherwise I would of course go with something else. They seem to me the best package with slippery surface immunity available - useful guards that proc in all kinds of content (even not uncommonly in EE), bonus acid resistance, a few slots and corrosion/acid lore redundancy for when you've swapped other items out.
Yes, I pretty much came to the same conclusion - gloves or belt. So the choice is between +2 con/8% dodge or 92 potency. Or between +45 HP, +6 con skills, existential stalemate and concordant opposition, and -10% SP cost. I'm leaning towards keeping my GS belt and running the Sage's Ring, though like you I really wish there were something better...would the Epic Ring of Elemental Essence do? It has a teeny bit of extra resistance on it... Maybe I could just switch between Sage's or con/dodge as the situation dictates? Hmm...
As for the Ring's wisdom and charisma, I believe the Deific Diadem will cover that concern.
Thank you for your excellent advice, as usual.