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  1. #1
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    Default Returning Wiz - what mid-level gear?

    Hi folks. I'm returning to the game after 3 years and find myself at a bit of a loss as to what gear I should have level 13 through mid 20s to make my life easier. [Plenty on end-game gear, just not finding mid-level gear that reflects the ton of changes that went in.]

    Does anyone have suggestions for what I should be shooting for? I'm a Warforged PM (yeah, odd, will TR into Drow / Sun Elf when I get to 20 or 28).

    Btw, I have some okay gear from three years back, like stormreavers napkin, the abbot robe (can't use on WF but can once I TR), greensteel sword with Int, etc. There's something in update notes about putting these into a crafting station to update them to the latest versions; should I be doing that or will it update them negatively / break them? [Also read about bugs where gear disappears, and I had a scepter I was wearing have it's min level increased by 5, meaning I can no longer use it, so I'm a bit nervous about playing with fire. ;-]

    Thanks for any help!


    Regards,
    Teran

  2. #2
    Community Member Lanhelin's Avatar
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    I've played only one WF Wiz life so far (1st) and the Gorgon Docent I used until TR in the mid twenties. The passive stoneskin effect was just too good. But there are a few more alternatives, especially at Level 20 in Eveningstar or earlier via Cannith Challenges. If you have access to Gianthold, the Level 10 Docents for Relics are some good ones too and easy to acquire as the relics drop in the wilderness rare encounter's chests too.

    The ML increase of already gotten items happened with one of the last updates (19 or 20, not sure). To update items simply put them in a Stone of Change, it won't do anything negative to them. As you do some quests and/or open some chests you'll soon find enough random scepters/clubs/daggers suitable for you.

  3. #3
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    I've recently returned as well and had to try to figure out gear. My guy is a warforged sorcerer, so it's not exactly the same, but there are some similarities.

    First -- random lootgen items have been improved a lot (in some ways). There's a new augment system that lets you "fill in the blanks" in your equipment, similar to the old epic augments, but available throughout the leveling process. You will almost certainly end up with a couple of lootgen items, hopefully with augment slots filled in; they really are superior to named items in some ways. You can get +6 resistance at surprisingly low levels, for example.

    There's also a Cannith crafting system now. It's a bit out of date, but it's still really useful. It may be worth researching that on the wiki and trying to level it up, but it can be expensive and time-consuming. However, it lets you do some really cool things. My sorcerer (level 17) is currently wearing a crafted ring that gives +2 to evocation DCs and + 10 to concentration. It also has a yellow slot, which I have filled with an augment that gives an additional (stacking) +1 to evocation DCs. That's a total of +3 to evocation, which is great. You could do something similar for Necromancy or whatever your focus is. (I also have a crafted ring that I swap in that give +3 to transmutation and +3 to CHA skills, which I use for Knock and UMD.)

    Lootgen caster weapons are very useful as well. It has become incredibly important to boost the spellpower and crit chance of whatever your primary elemental damage type is. You will probably want swappable weapons if you use spells from multiple schools (which you should). It's worth taking a gander at the auction house to see what you can find. Ideally, you'd get these slotted and with red augment slots (in which you can place an augment to boost another type of spell damage). Since you mentioned you have a greensteel +int weapon, you'll want to make use of weapon sets and have several different sets that all have your greensteel weapon in the right hand (first item you place in the set slot) and the spellpower weapon in the left hand (second item you place in the set slot). This way, your greensteel doesn't get unequipped when you swap between them or cast from a scroll, which would cause you to lose the bonus SP you get from the extra Int.

    Note that "clickies" of spellpower boosts (e.g., a corrosion clicky weapon) are no longer nearly as useful as they used to be. They used to give you 3 minutes of boost to that spell damage type and then let you put the weapon away. They still do, but now it's a much smaller "alchemical" boost that stacks with the boost from a held weapon. However, that boost does not stack with easily available potions. I've mostly abandoned my collections of clickies; it's now become much more important to actually use and keep holding a weapon that gives a bonus to the appropriate spell type. (I keep my greensteel +CHA dagger in my right hand and swap between a combustion/combusion lore and an impact/kinetic lore weapon in the left hand.)

    It's worth researching the "Cannith Challenges" -- a lot of people hate them, but I think they're pretty fun. These are short timed challenges in the new Cannith district, available at all levels, where you have to accomplish some task (like herding kobolds to collect crystals) as well as possible in a certain timeframe. Depending on how well you do, what level you're running at, and what challenge you chose, you are awarded a certain quantitity of ingredients, which you can then spend to obtain particular items. They're like the old Crystal Cove event, if you were around for that. Some of the stuff is useless for a caster, but some of it is great; in particular, there's one item that boosts each of the 4 main elements (boots for earth, cloak for fire, bracers for air, tunic for water). There's nothing especially palemaster focused, but if you cast damaging elemental spells at all, it's worth a look.

    Spell penetration is a lot easier to get on items now, and it no longer applies only to certain levels of spells. Spell Penetration II gives you a +2 bonus to spell pen checks for all spells. As a palemaster, you'll definitely want at last Spell Pen II here. You mentioned the Stormreaver's Napkin; if you want to take the time, that might be worth upgrading, since it grants Spell Pen, meaning you wouldn't have to slot that anywhere else. You can check the wiki's section on the Stormreaver Monument for information about upgrading it. Note that you'll need to upgrade it twice -- once just to update it to the current version (which is cheap, I think it just takes 5 relics or something, which you can easily get in a couple of runs of Gianthold walkups). But then once it's the current version, it would require running the Reaver's Fate raid to get tokens to upgrade it further and give the spell penetration. Personally, I don't think that's worth it, since I've never really liked the Napkin (I'd rather get +2 or +3 to a couple of useful schools than +1 across the board). But your mileage may vary.

    Some old items are still really useful. I don't know if you have a torc, but I still wear mine a lot of the time, and it's still awesome (especially for a wizard, with the Spell Pen change). Take a look at what you've got stored away.

    Docents are pretty flexible. The Elfcraft Docent is pretty easy to obtain and makes a decent slot consolidation item, with Spell Pen II and a bit of potency/lore. If you have a Dragontouched Docent, a lot of the effects are still relevant, although some are not; if you don't already have one, though, the quests are incredibly hard to get people to run these days and they've always been a bit of a pain to solo. 2-slotted lootgen with good augments in the slot is fine, but there are some interesting Named options as well. At level 17, I'm still using an Infused Chaos Docent with +10 Reflex save crafted onto it. The save is really useful, and it's nice getting the bonus to caster level of evocation spells (especially because my build is taking a couple of FvS levels for the awesome enhancements). Blue Dragonscale Docent would be really nice, but I don't care to farm out 20 scales. At level 18, I'll probably switch over to the Unsuppressed Quorforged Docent of Battle, just because I like it as a slot condenser: CON +6, Superior False Life, +20 vitality (the old "Toughness" from Minos) are all traits that I want on all of my characters by that level.

    This got super long. Best of luck to you! Hopefully someone more knowledgeable than me will chime in as well.
    Last edited by Cardtrick; 02-17-2014 at 03:22 PM.
    Quote Originally Posted by Wizard_Zero View Post
    One day I just wrote "Why Do I Die So Much?" in party chat, and that is how I learned about fortification.

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    Thanks! The above is super helpful!

  5. #5
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    heroic wheloon (and some of the storm horns) end rewards (guaranteed to be in the list) are ML15 and quite nice!
    http://ddowiki.com/page/Update_19_na...ms#Reward_list

    Guardian's Girdle (Level 15) - Hit Points +40

    Sage's Sash (Level 15) - Archmagi
    Sage's Locket (Level 15) - Evocation Focus IV
    Guardian's Bracers (Level 15) - Riposte VIII
    Sage's Cuffs (Level 15) - Kinetic Lore VIII
    Guardian's Gauntlets (Level 15) - Constitution +8
    Sage's Spectacles (Level 15) - Intelligence +8, Combustion +84

    Edit: I've bolded what most of my lvl 15 characters wear.

  6. #6
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    Quote Originally Posted by Cardtrick View Post
    There's also a Cannith crafting system now. It's a bit out of date, but it's still really useful. It may be worth researching that on the wiki and trying to level it up, but it can be expensive and time-consuming. However, it lets you do some really cool things. My sorcerer (level 17) is currently wearing a crafted ring that gives +2 to evocation DCs and + 10 to concentration. It also has a yellow slot, which I have filled with an augment that gives an additional (stacking) +1 to evocation DCs. That's a total of +3 to evocation, which is great. You could do something similar for Necromancy or whatever your focus is.
    The +1 Evo augment doesn't stack with the +2 Evo item. I know it's weird because the augment is an enhancement bonus and the item is an equipment bonus, but sadly they don't. I know because I tried it as well. So you're only getting a total of +2 DC in your case.

  7. #7
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    Quote Originally Posted by Teran View Post
    Hi folks. I'm returning to the game after 3 years and find myself at a bit of a loss as to what gear I should have level 13 through mid 20s to make my life easier. [Plenty on end-game gear, just not finding mid-level gear that reflects the ton of changes that went in.]

    Does anyone have suggestions for what I should be shooting for? I'm a Warforged PM (yeah, odd, will TR into Drow / Sun Elf when I get to 20 or 28).

    Btw, I have some okay gear from three years back, like stormreavers napkin, the abbot robe (can't use on WF but can once I TR), greensteel sword with Int, etc. There's something in update notes about putting these into a crafting station to update them to the latest versions; should I be doing that or will it update them negatively / break them? [Also read about bugs where gear disappears, and I had a scepter I was wearing have it's min level increased by 5, meaning I can no longer use it, so I'm a bit nervous about playing with fire. ;-]

    Thanks for any help!


    Regards,
    Teran
    Levels 11-14 offer some of the best gear for a pale master -- it is where some of the best (pre-end game) gear resides. This is mainly due to the Demon Queen, Abbot, and Shroud raids. Here is a sampling:

    Green Steel accessories (ML: 11) -- Hit Point Item (45 sp) and Spell point item (150 sp) are highly valuable. Good effects Radiance II (Blind on hit), Ash II (Neg level on hit), Concordant Opposition (SP and HP gain on hit), Earth II (Earth grab on hit) [Wiki entry: http://ddowiki.com/page/Green_Steel_Item ; Crafting planner: http://perfectweb.org/ddo/crafting/base_crafting.php]

    Green Steel Weapons (ML: 12) -- For a Wizard, it is hard to pass up an +9 Intelligence one-hander at level 12 (+6 intelligence, +2 insightful Intel, +1 exceptional Intel) [see wiki and planner above]

    Demon Queen (ML: 11) -- There are 3 good items for Pale Masters out of this raid. [http://ddowiki.com/page/Zawabi%27s_Revenge]
    • Bracers of the Demon's Consort, gives healing on hit and as a PM you are immune to the level drain effect.
    • Torc of Prince Raiyum-de II, is an amazing necklace that combines SP gain on hit with Spell Penetration.
    • The Lion-headed Belt Buckle, has the Roar effect which causes foes to be shaken when they hit you (-2 to saves, ie easier time to land your DC spells).


    Abbot (ML:13 and 14) -- The loot out of this Raid was almost custom made for PM's there are 5 items that you will want to have and a few clickies that are nice to have. [http://ddowiki.com/page/Ascension_Chamber]
    • Litany of the Dead gives +1 profane (stacks with everything) to all stats, allowing you to maximize your Int score -- it also comes with a nice clicky.
    • Shroud of the Abbot -- Light resistance, boon of undeath (heal on hit), lighting and void lore, and Arcane Augmentation -- sign me up! I still wear this at lvl 28 atm.
    • Circle of Hatred is the only Harm clicky in the game, perfect when you need to get rid of stat damage and don't want to drop form.
    • Staff of the Petitioner is a nice quarter staff combining Necro and Enchantment focus and Power store (cheaper spell point costs) -- I don't use this much as it conflicts with my Green Steel Int stick.
    • Wretched Twilight - Ghostly and Nullification spell power is a good combination for PMs


    Thanks to the augment system items with multiple slots are nice items to consolidate your spell power in one slot. Good options are the Luck blade (ML: 8) and Threnalian War Dagger (ML: 8).

    Lastly, the dev's decided to add some really overpowered items at mid heroic levels into the Shadowfell expansion top contenders for casters include: Sages Locket (ML: 15) - Evocation Focus 4 and Sages Spectacles (ML: 15) - Int +8 Combustion 84. [http://ddowiki.com/page/Update_19_named_items]

    Happy farming!
    Last edited by Andoris; 02-18-2014 at 09:57 PM.

  8. #8
    Community Member Cardtrick's Avatar
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    Quote Originally Posted by Rhaphael View Post
    The +1 Evo augment doesn't stack with the +2 Evo item. I know it's weird because the augment is an enhancement bonus and the item is an equipment bonus, but sadly they don't. I know because I tried it as well. So you're only getting a total of +2 DC in your case.
    Mine absolutely does stack. I pop it on and get a +3 DC increase, visible both on the hovertext for my spells and in the combat log die rolls.

    However, for anyone else who saw my mention of my swap-in Transmuation item for boosting knock DCs -- that doesn't work. I thought it was just a visual thing that the DC wasn't listed for knock, and I checked that I was getting my +3 transmutation by looking at Disintegrate. But then when I actually tried using it to boost my Knock DC for a chest I couldn't open, I found that it was affecting the die rolls in the combat log. Lo and behold, I look up Knock in the wiki and it turns out that it is "special" and its DC is based solely on the caster level + the ability modifier (CHA or INT). Bummer.
    Quote Originally Posted by Wizard_Zero View Post
    One day I just wrote "Why Do I Die So Much?" in party chat, and that is how I learned about fortification.

  9. #9
    Community Member Cardtrick's Avatar
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    Quote Originally Posted by cru121 View Post
    Guardian's Girdle (Level 15) - Hit Points +40
    Despite not being listed as "Superior False Life", that's still what this is, right? It's just an enhancement bonus, so it won't stack with Superior False Life from a Cove hat or an Unsuppresed Quorforged Docent, or any other source?
    Quote Originally Posted by Wizard_Zero View Post
    One day I just wrote "Why Do I Die So Much?" in party chat, and that is how I learned about fortification.

  10. #10
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    Fanion shield (lv14) from necropolis chain 4, is fantastic. has archmagi, greater false life, purple slot, is mithral and twilight so allows a wizard to easily tank at that level with displace and stoneskin. its full of win
    Skiver (lv14) from the same quest chain as well. has archmagi, spell lore 6, efficient meta extend 1, efficient meta empower 2, and a red slot.
    these are both way better than the sage's sash. *which is junk in my opinion* they are a lower lv than the sash. also using an item slot just for archmagi is a waste of a slot. the only exception i could see to that would be the upgraded vibrant purple ioun stone, because you can use it at level 5. also the sages cuffs are not very good either. i would see them being better for a favored soul or cleric using blade barrier. at mid level your best off using mostly lightning, fire, and instant kills. although water is good as well. your running necro's gianthold sands lordsmarch. i do like the guardians bracers and use them myself but you can always slot in a spell focus item here if you know a crafter. which can be made as low as ML: 5.

    blue dragon scale, as mentioned, is a good robe or docent as well. it gives you the spell penetration you should have on your gear. i honestly find myself torn at giving up the spell penetration on it just to wear the Quorforged docent of battle. Minos legens i still like for mostly the vitality but if your not pale master, the fort is very handy as well. Sage's locket mentioned before, is total win. +4 evocation dc is very hard to turn down.
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    Community Member -D_Rock-'s Avatar
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    Quote Originally Posted by Cardtrick View Post
    Despite not being listed as "Superior False Life", that's still what this is, right? It's just an enhancement bonus, so it won't stack with Superior False Life from a Cove hat or an Unsuppresed Quorforged Docent, or any other source?
    that is correct. and also, is not so 'mid level' really. i can wear my blue scale docent/robe up to level 20 with no problems. sure it does slot things better, but its really not needed and i personally don't like giving up that spell penetration from the blue scale. *still not sure what other items at that level offer spell pen 2*. if i did know for sure, i would consider the docent more than the blue scale. but the scale also gives potency. spell power across the board that your not carrying in your hand or slots. so that' also a plus.

    i would love to have a shroud of the abbot. but honestly its not very easy to come by or have groups to run litany so much to get one so it's why i havent mentioned it before. everyone loves to run Tor though. so blue scale is a lot easier to come by. i would make that before farming for an abbot any day. but would still greatly recommend a shroud of the abbot in the future. it is fantastic for sure if you can get a group to run it. depends on the server you play really. or so i hear.
    Last edited by -D_Rock-; 02-23-2014 at 07:30 PM.
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  12. #12
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    Quote Originally Posted by -D_Rock- View Post
    Fanion shield (lv14) from necropolis chain 4, is fantastic. has archmagi, greater false life, purple slot, is mithral and twilight so allows a wizard to easily tank at that level with displace and stoneskin. its full of win
    Skiver (lv14) from the same quest chain as well. has archmagi, spell lore 6, efficient meta extend 1, efficient meta empower 2, and a red slot.
    these are both way better than the sage's sash. *which is junk in my opinion* they are a lower lv than the sash. also using an item slot just for archmagi is a waste of a slot. the only exception i could see to that would be the upgraded vibrant purple ioun stone, because you can use it at level 5. also the sages cuffs are not very good either. i would see them being better for a favored soul or cleric using blade barrier. at mid level your best off using mostly lightning, fire, and instant kills. although water is good as well. your running necro's gianthold sands lordsmarch. i do like the guardians bracers and use them myself but you can always slot in a spell focus item here if you know a crafter. which can be made as low as ML: 5.

    blue dragon scale, as mentioned, is a good robe or docent as well. it gives you the spell penetration you should have on your gear. i honestly find myself torn at giving up the spell penetration on it just to wear the Quorforged docent of battle. Minos legens i still like for mostly the vitality but if your not pale master, the fort is very handy as well. Sage's locket mentioned before, is total win. +4 evocation dc is very hard to turn down.
    Infused Chaos Robe/Docent (slot +10 reflex save) is much better than Blue scale and fairly easy to get, Spell Pen is not need for much at while leveling and Spell lore 6 (6% crit chance) is very weak.. same thing with Skiver -- It use to be amazing.. now, I have two which never leave the bank -- you can be slotting [element] lore 5-6 at that level (crit chance 15-16%).

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    Quote Originally Posted by Andoris View Post
    Infused Chaos Robe/Docent (slot +10 reflex save) is much better than Blue scale and fairly easy to get, Spell Pen is not need for much at while leveling and Spell lore 6 (6% crit chance) is very weak.. same thing with Skiver -- It use to be amazing.. now, I have two which never leave the bank -- you can be slotting [element] lore 5-6 at that level (crit chance 15-16%).
    I always thought the general crit chance stacks with element specific crit chance. You're saying that's not true?

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    no, lores don't stack.

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    Quote Originally Posted by Andoris View Post
    Infused Chaos Robe/Docent (slot +10 reflex save) is much better than Blue scale and fairly easy to get, Spell Pen is not need for much at while leveling and Spell lore 6 (6% crit chance) is very weak.. same thing with Skiver -- It use to be amazing.. now, I have two which never leave the bank -- you can be slotting [element] lore 5-6 at that level (crit chance 15-16%).
    ah yes andoris very good point! ty i forgot about the Chaos robe. i do have it. but i slot it out when needed. most traps can be pretty easily avoided imo though, so long as you know where they are. but i do like having it for those annoying traps you dont want to take a chance with. while the spell lore is under shadowed by the element lore, it is still across the board. and if your level 14-15 while wearing it, you have plenty of instant kills so dont really 'need' spell lore topped like a sorc does imo. its all up to the play style tho. also the slots on the skiver/fanion is what i like. i put magnetism/negative here and have Sage's Spectacles for Combust. you can always carry both lores though, 'which i do'. the loot gen lores for trading out the skiver when you want to nuke. i'd say have em all
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