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OTOH, this game spawns crafting systems like squirrels gather nuts.. and is just as likely to leave them to rot. So we should probably celebrate when they shut one down.
What I am not finding is particular setups and applied functionality info as a whole. Considering the concept of all equipment being crafted. Do you suppose the Power Creep on available named loot is beginning to out pace the Canith Crafting systems?
No. In general, aside from set bonuses, the AMOUNT of a particular effect tends to be identical across Named, Cannith Crafted, and Random Lootgen gear. This isn't universal, but they did make a few passes through gear to make it more the rule than it used to be. So the biggest advantage in named gear is that you get more perks (effects) on an individual item.. sometimes. And those previously-mentioned set bonuses.
Yes, if you can manage to shoehorn together a full set of named gear at a particular level for a particular purpose/build, you'll have a better setup than mine... for that level. Then you get to do it again for every other level at which you bother to put together a gearset. And next life with a different build, you get to do it yet again multiple times.
However, with CC I can get 80-90% of that effectiveness in a setup that's generic enough that I don't need to think about what I'm going to wear each life, which, when you're on the TR treadmill, is VERY helpful. Unless, like one person I knew, you use the exact same build for every life as core and add just enough of the new class each life to get the past life. I'd find that boring and repetitive, but to each their own.
A fully-optimized named gearset is absolutely worth doing when you start playing consistently at cap, or 'endgame'. Prior to that, it's a lot of work each life for a minor improvement over what I've put together.
First, you'll notice that each gear item exists at multiple levels up to ML20 (for Reincarnation). I've made some of these at Epic levels, but I'll leave those out. They're easy enough to derive, because the MLs chosen are when the effects increase. With some effects, that happens with every level (Wizardry, for example), while others remain the same through several levels (e.g. Spell DCs). I chose to have a workable item at as low a ML as reasonable, and then another each time the effects improved enough to make it worthwhile. For most items, that equates to 4 or 5 iterations between L1 and L20 (the relevant levels for Reincarnating).
The actual format looks like p/s//e{*}, where
p = Prefix
s = Suffix
e = Extra slot (available at ML10+; opened with Marks of Cannith)
* = Augment in appropriately-colored Augment Slot (where possible Augments go in COMMON items to reduce quantities required). Blanks with Green Augment Slots are the holy grail, because they can take Yellow, Blue, or Colorless Augments, which provides maximum flexibility. Unfortunately, the Auction House provides no means to search for items by Augment Slots, so finding them is a grind. (Assuming they even still drop this way; been a long time since I searched for new CC blanks.)
Ins = Insightful
If we take the melee goggles for an example:
"Goggles: Seeker/Deadly//Assassinate {Yellow/Green: Fear Immunity}
ML4 3/3, ML7[8] 5/4{*}, ML10 6/5//3{*}, ML15 8/6//4{*}, "
The item is for the Goggles slot.
The CC blank must have a Yellow or Green Augment slot into which I slot a Fear Immunity Augment (available at ML8, shown by {*}). The ML7 goggles' actual ML is 8 because of the slotted Fear Immunity Augment. I didn't remake the item at ML8 because the bonuses don't change between ML7 and ML8.
The two (or three at ML10+) CC effects added to these goggles are Seeker (Prefix), Deadly (Suffix), and Assassinate (Extra).
Thus, the ML10 exemplar will have Seeker+6, Deadly+5, and Assassinate+3. Add the Fear Immunity Augment and you have four effects on a non-named item.
There's no room to outline ALL my logic and planning here, so feel free to ask any questions.
++++++++++++++++++++++++++++++
MELEE
-----
Goggles: Seeker/Deadly//Assassinate {Yellow/Green: Fear Immunity}
ML4 3/3, ML7[8] 5/4{*}, ML10 6/5//3{*}, ML15 8/6//4{*}
Helm: Int/Accuracy//Ins Int {Green: Proof vs Poison}
ML4 3/5, ML5 4/6{G}, ML10 6/9//2{G}, ML15 8/12//3{G}, ML18 9/14//4{G}
Wis/Accuracy//Ins Fort {Yellow/Green: ???}
ML10 6/9//38{G}, ML15 8/12//47{Y}
Wis/Stunning//Ins Wis {Yellow/Green: ???}
ML4 3/4{Y}, ML5 4/4{Y}, ML10 6/6//2{G}, ML13 7/8//3{G}, ML18 9/10//4{G}
Ring2: Balance/Dex//Ins Dex {Yellow/Green: ???}
ML5 7/4{}, ML10 12/6//2{}, ML15 16/8//3{}
Gloves: Doublestrike/Healing Amp//Ins Str {Yellow/Green: ???}
ML4 4/12{Y}, ML8 6/19{G}, ML11 7/24//2{G}, ML13 8/27//3{Y}, ML18 10/35//4
Doubleshot/Healing Amp//Ins Accuracy
ML5 3/14{Y}, ML10 4/22//4{G}, ML14 5/29//5{G}
CASTER
------
Goggles: ML1 True Seeing/Underwater Action
ML10 Necro Focus/Ins Necro Focus; Evo/Ins Evo{G}
(Note: Below ML10, the Spell Focus Mastery on the Helm = SF [school] and Ins SF is not yet available. SF [school] doesn't improve after ML10 until ML17.)
Helm: Int/Spell Focus Mastery//Ins Int {Yellow/Green: ???}
ML5 4/x{} (8? 4/2{}), ML10 6/2//2{}, ML15 8/3//3, ML18 9/3//4{}
Wis/Spell Focus Mastery//Ins Wis {Yellow/Green: ???}
ML5 4/2{Y}, ML10 6/2//2{}, ML15 8/3//3{}, 18?
Ring2: Cha/Devotion//Ins Cha {Yellow/Green: ???}
ML5 4/59{}, ML10 6/77//2{}, ML15 8/94//3{}, ML18 9/104//4{}
Gloves: Spell Pen/Spell Lore//Ins Spell Pen
ML4 2/4{Y}, ML10 3/5//2{}, ML18 4/8//2
COMMON
------
Neck: Con/Sheltering//Ins Con: {Green: Natural Armor}
ML2 2/4{+1}, ML5 4/9{+2}, ML10 6/14//2{+3}, ML15 8/19//3{+6}, ML18 9/22//4{+8
Trinket: N/A
Cloak: N/A
Belt: Dodge/Str//Ins Dodge: {Yellow: FF}
ML4 3/3{*}, ML10 6/6//2{*}, ML15 8/8//3{*}
Ring1: Wizardry/False Life//Ins Heal: {Colorless: Master's Gift}
ML1 FF{*}, L5 71/Regen{*}, ML10 112/21//6{*}, ML15 154/29//8{*}
Boots: SPEED + Guard (random lootgen) {Green: Protection} or N/A
Have: ML6 III{G}, ML9 V+2{}, ML10 VI+3{+3}, ML19 IX{+5}
Bracers: Resist/Fort//Parrying: {Green: ML4 Mod. Fort; ML8 Heavy Fort; ML12 +1MDB; ML20 +2MDB
ML2 2/43, ML4 3/-{MF}, ML8 4/-{HF}, ML10 5/-//2{HF}, ML13 6/87//3{1MDB},
ML18 7/104//4{1MDB}
++++++++++++++++++++++++++++++
As you can see from the list, there are some items that I didn't bother to make crafted versions of, because the effects possible would mostly or only have duplicated effects I have elsewhere. It is quite possible to put together a different combination of items and effects with a similar overall effectiveness.
Some items have multiple versions, depending on the stat used (Helms with Int vs Wis, for example).
Inevitably, there are a few effects that a particular build will get that they don't specifically need. Str is on all the belts, for example, even though Str builds are getting rare (I built these quite some time ago.). Also the amount of Dodge available on the belts will quickly outstrip what a heavy-armored toon can use. You can either use a named belt in those situations or craft an alternative. [Deathblock is available as a Belt Suffix, so a Belt could be crafted around that and add it to the gearset instead of covering it elsewhere. Ex. Belt: Con/DB//Ins Con and Neck: Poison or Disease Ward/Sheltering//Ins Poison or Disease Ward. OR you could plan on having PRR/MRR on Armor (common) and have the Neck free for Named items.]
Keep in mind that this set was crafted several Updates ago, so changes in systems may have made bits of it non-optimal. Also I have +8 Supreme Tome, so the Str bonus on the belt doesn't matter for carrying capacity for me; it might if you don't have Tomes.
So almost every toon will use all the COMMON pieces and add whichever of the CASTER or MELEE (including ranged) ones that are suitable to the build.
Take a Wizard caster for an example. They'll have the following gear:
Goggles: Evocation Focus/Ins Evocation Focus
Helm: Int/Spell Focus Mastery//Ins Int
Neck: Con/Sheltering//Ins Con{Natural Armor augment}
Trinket: Named or Fire Lore/Combustion/Ins Combustion (or equivalent elemental)
Cloak: Named
Belt: Dodge/Str//Ins Dodge {Feather Fall}
Gloves: Spell Penetration/Spell Lore//Ins Spell Penetration
Ring1: Wizardry/False Life//Ins Heal {Master's Gift}
Ring2: Either Balance/Dex//Ins Dex or Named
Boots: Either SPEED + some Guard {Protection Augment}, or Named
Bracers: Resistance/Fortification//Parrying
Weapons will usually be caster ones for a different element than the Trinket, or Named. Usually the Weapons are caster ones and the Trinket is Named.
Armor: Named or Random Lootgen
This setup covers:
Defense: Sheltering (which affects both PRR & MRR), Fortification, Resistance, Parrying, False Life, Ins Heal, Dodge, Ins Dodge, Natural Armor, Guard, Fear Immunity
General: +5% XP, Feather Fall, Str, Dex/Ins Dex, Balance, SPEED (though I have the Quiver of Alacrity, so Named boots are more common)
Stats: Con/Ins Con, Int/Ins Int
Casting: Wizardry, One Focus/Ins Focus school + the generic Focus Mastery for all others, Spellpower/Ins Spellpower, Spell Lore/Ins Spell Lore for 1 school + the generic Spell Lore for all others, Spell Penetration/Ins Spell Penetration
There's no question this doesn't cover everything, though the Named options throughout add flexibility to cover more. Deathblock/Deathward is specifically not included (I have DW clickies and The Cloak of the Mimic is fun at low levels, with the Cloak of Night at higher ones).
I freely admit that designing this setup was a lot of time and effort and crafting it required far more farming for ingredients than I really enjoy. But it really does simplify leveling when you're on the TR train and what's really important is that it's 'good enough' and covers all the crucial bases.
I've put the same info in my Cannith Crafting leveling Guide.
Just a note that I'm updating the above comment after having massaged it some over there (Guides feel like they should be more.. polished. :) )
Note: If you plan to revise this gearset or make your own, the best planner I've personally encountered is at http://ccplanner.byethost14.com/
The Gear Master section helps you pick which effects you want where, while the CC Planner lets you know the exact effects you'll get at any given ML as well as the materials and CC skill required to make the item(s).