Dungeons & Dragons Online®

Dungeons & Dragons Online®

Useful Items/Effects to look out for?
Does anyone know of a List for any useful Items or effects I should lookout for? either things that Are good to keep in your bag (like Waterbreathing or Feather Fall) or Prefix/Sufixs/Skills that are Useful or sell for alot on the AH?
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Depends on what you are playing. If you are talking for all around, any character/class, then you will need feather fall, water breathing for most people with a lower strength. Striding equipment is nice. I usually aim to have a deathblock item before level 10. Those are the absolute necessities.
Depends on what you are playing. If you are talking for all around, any character/class, then you will need feather fall, water breathing for most people with a lower strength. Striding equipment is nice. I usually aim to have a deathblock item before level 10. Those are the absolute necessities.
This is a good list.

I also recommend:
- get the biggest bags you can for ingredients, collectibles, jewels, augments.
- increase your shared bank from DDO Store
- increase your personal bank from House K favor
- you can get Bound to Account (BtA) gear from ML4+
- make a Master's Gift http://ddowiki.com/page/Master%27s_Gift and put it into a BtA ML2 item like a Melt Wood Staff http://ddowiki.com/page/Item:Melt_Wood_Staff and you can get xp boosts from level 2.
- good BtA gear with set item bonuses: Slave Lords (ML8), Ravenloft (ML10), Archons (ML13), Devil's Gambit (ML14). I wear the Devil's gambit gear from levels 14-26 on most chars. the set bonus is pretty good
- greensteel (ML11) - one greensteel item can boost HP, SP, stat, damage, protection. I made a concordant opp goggles for my primary as a cleric and have used it on every life + class ever since. http://www.perfectweb.org/ddo/crafting/base_crafting.php?base=15&tier1=71&tier2=126&tier3=162&tier4=161&bonus1=20&bonus2=65&altC=0
- you can use cannith crafting to make some ML1 BtA weapons that have Armor Pierce and Bludgeon. weapons vary by class, but these are cheap things to make at easily attained crafting levels. make one for whatever life you're in atm and save it. I've got a longbow, long sword, short sword and great axe like this. one of them usually works no matter what class I'm running.
- armor varis by class. some are worth keeping as you come across them. that said, blue dragonscale armor in Gianthold (ML14) can't be beat for casters.
Some good suggestions here. Master's Gift requires that you have both Delera's and Threnal packs, though, so that suggestion's not for everyone. And if you do make one, you have to decide what to install it in. I went with a crafted ML1 Feather Falling ring (has to have an augment slot, obviously) because you can usefully equip it on every toon (it'll be BtA) at every level from 1 to 30.
Some of mine:
- Invulnerability armor (usually has to be crafted) makes you nigh-invincible at low levels. Taking 5 damage from every physical hit is huge.
- Vorpal (and Improved, Greater and Sovereign Vorpal) items insta-kill many mobs on a roll of 20. Obviously this depends on their current HP, but even without the insta-kill, 100 (+) damage on a Vorpal hit equates to an average 5 (+) damage per hit.
- Feeding is quite a useful means of self-heal for a melee toon at low levels (Vorpal of Feeding weapons aren't that uncommon).
- Paralyzing is awesome from its appearance at about ML10 (ML8 on Masterfully Crafted weapons) to around ML16 in the Vale. Thereafter the fixed DC renders it progressively less useful.
- If you have Sneak Attack dice, you'll benefit from Deception items, which will make a mob vulnerable to SA at times even when you have aggro.
- If you play a Ranged toon, consider Slowburst and Tendon Slice items. When they proc, they'll keep things at a distance longer.
- If you're a caster and won't melee, caster sticks are useful. Usually scepters or daggers, they have a combination of Spellpower and Spell Lore for the same element (e.g. Combustion of Fire Lore). You can use one in each hand, since the TWF penalties are irrelevant if you aren't going to use them to melee. If you craft, you can make a Trinket that combines Spellpower, Insightful Spellpower and Spell Lore for the same element (though that leaves the question of what weapons to 'wield').
- If you can find them, Disruption, Smiting, and Banishing work like Vorpal on Undead, Constructs, and Extraplanar creatures, respectively, except with more on-hit damage.
- DR breakers: If you aren't a caster, you'll want Good for Devils and such, Adamantine for some Constructs, Silver for Vampires (also Devils), etc.
- And if you aren't caster and play Reaper, you want Ghost Touch
Dernière modification de Doug; 25 avr. 2018 à 9h36
Non-weapons: Feather Fall, Underwater action, a Shield clicky if you can find one (there's a named one or two still available; haven't seen a random lootgen one in quite a while), Deathblock by L10, Fortification that increases in value as you level, but ideally hits 100% by about L8, Boots with the Speed effect (Striding + attack speed), Deadly & Accuracy for melee (Acc only if you miss or 'grazing hit' a lot), Sheltering, Stat bonuses for your key stats (always including ♥♥♥), Dodge up to your limit, and Resistance. And for melee: Doublstrike, for ranged: Doubleshot, for caster: Spell Lore and Spell Penetration.

And if you can find items with Ghostly, it stacks with the Blur/Displacement line.
If you have access to the vaults of the artificers challenges, they have some really useful gear if you are willing to go through the tedious process of aquiring materials.
true seeing as early as possible. it can come from items or crafting later on. you can get it as early as 8 in slavers. reason i didn't say 5 is because that is when the items of voice of the master and the mantle of the worldshaper are available. that might not apply to a new toon which hasnt ran thernal or deleras. melee or ranged will really need this to help with their fighting. ghost touch is always important for those annoying undead, reapers or other creatures who might have it.

ghostly also would allow you to hit your incorporeal enemies but that usually isnt until later and on a named item.
Doug 26 avr. 2018 à 10h44 
Taebrythn a écrit :
true seeing as early as possible. it can come from items or crafting later on. you can get it as early as 8 in slavers. reason i didn't say 5 is because that is when the items of voice of the master and the mantle of the worldshaper are available. that might not apply to a new toon which hasnt ran thernal or deleras. melee or ranged will really need this to help with their fighting. ghost touch is always important for those annoying undead, reapers or other creatures who might have it.

ghostly also would allow you to hit your incorporeal enemies but that usually isnt until later and on a named item.

You can craft True Seeing on a ML1 item if you use Cannith Crafting. I have Goggles with TS and Underwater Action. Nice to have all the secret doors just pop up in low level quests.

Lowest-level Ghostly item I've seen is the ML9 Cloak of Invisibility from Tempest's Spine (http://ddowiki.com/page/Item:Cloak_of_Invisibility). Though there are a couple of ML10 items with it from Ravenloft (http://ddowiki.com/page/Item:Shadowhail_Cloak & http://ddowiki.com/page/Item:Softsole_Slippers).
Dernière modification de Doug; 26 avr. 2018 à 10h53
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Posté le 25 avr. 2018 à 6h27
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