G
Generic Poster
Guest
Spellcrafting is finally here and pretty damned confusing. So I've done some research and figured fellow-noobs might benefit from my findings.
To start with, you need to realise you cannot have everything and need to make some compromises. It's not a matter of what you have, rather, what you shouldn't have.
You'll want to add skills, stats, resists, hp/power... etc.
Resists are the most involved so I'll get through them first:
Melee Resists
Unless you're serious about duels, you only need to concentrate on Mid and Hib melee classes.
Slash%
Probably the most common melee-type in the game. You want to max this to 26% or as close as possible.
Crush%
Max this aswell, specially plate-wearers and infiltrators.
Thrust%
Don't need to take thrust seriously. The only Midgardian class which can use Thrust damage are Hunters. From Hibernia, you only need to worry about Nightshades, as their tanks normally use Crush/Slash. The odds of being stabbed by a thrust weapon are very low.
Magic Resists
This one will take some thought and you should plan resists tailored to your class.
Body%
Assassin poisons are based on Body aswell as:
Champion Debuffs
Druid DoT
Bard Mezz
Healer Mezz, Stun
Skald Mezz/DD
Shaman DoT
There're enough reasons in there to max Body resist. You won't be mezzed for long and when an assasssin poisons you, the effects won't be as potent.
Energy%
Eldritch GTAoE and PBAoE
Enchanter PBAoE
Mentalist DoT/Mezz
Runemaster Bolts/GTAoE/AoEDD/Nearsight
Thane Spells
A few nasty spells in there, raise depending on how often you get nearsighted or PBAoE'd by the luri-suicide bombers.
Heat%
Hib caster stun(the horrid 9sec thing), Light Enchanter and Light Mentalist, pure nuking power.
I can't say I will raise this very high. It's not often I let a light-spec chanter or mentalist nuke me
Cold%
Eldritch AoE Mezz, AoE DD, Nearsight, Bolts
Spiritmaster AoE and PBAoE Mezz, DDs
Runemaster Darkness-DDs
Matter%
Shaman AoE DoT, AoE Root, Bolt, Damage Shield
Druid AoE Root
Spirit%
Spiritmaster PBAoE, Mezz,
So, Body and Energy need to be high, the rest depend on your class and how often you get hit by those spells.
Note: I took the spell-type information from DAoC Catacombs, so it may not be 100% accurate.
That covers resists. The next thing to consider will be stats(STR, CON, INT...). Whichever class you play, you will want to add extra CON and +hitpoints. It doesn't matter how smart you are, if you drop in one hit!
I hear rumours that +power is useless. Confirm this before adding it to your items.
Leladia's Spellcrafting calculator is easy to use and very helpfull, use it!
If you're having trouble using this tool, visit Yelm's Walk-Through, although it is heavy on images so 56k users may suffer.
Before making 'Uber itemz', it's best if you switch to the jewelry-section and fill that part first. Some items are already included, search through the list for the items you use, or intend to use. If your Legion dropz or whatever aren't there, you can add them yourself. With jewelry, go for items with the highest imbue points. Darkness falls items arent so bad and should be considered.
With your jewelry worked out, switch to the Armour/weapons section and add the stats of your epic armour(remember, you can save the stats of any items you add, for later use). Some parts of your Epic armour may have high imbue points and will be worth keeping. Anything above 40imbue should looked at carefully.
With the foundation built, the rest should be easy for you to work on. You know which items you are wearing, and you can see their stats. You know which resists you want and which skills you want. Fill the rest with stats like DEX, CON +hp ... etc
Don't get carried away and put everything to 100% with 100% jewels and super-overcharges... be realistic and use 99% quality gems, and 99% quality armour/weapons... unless you know for sure you will have 100%, you'll only end up dissapointed
+ The quality of gems only matter if you're going to overcharge the item (If an item has 28imbue points and you stick in jewels to get a total of 30imbue points, you are overcharging!). If the overcharge fails, the crafter and your item burn to death.
If you're not planning to overcharge, you can use 94% quality jewels, it will make no difference.
Next are some general figures:
Imbue points are tricky buggers, as not every thing is equal. Some benefits cost more then others, i.e. for ~11 imbue points, you can get one of the following:
+16 Stat (DEX, INT...)
+7 Resist
+3 Skill (Slash, Fire...)
+44 hitpoints
So Skills are the most expensive to add, where as +hp is fairly cheap.
Caps
- Stats are capped at (your level * 1.5)
- Skills are capped at (your level / 5)+1
- Resists are capped at (your level / 2)+1
- Power is capped at (your level / 2)+1
- Hit Points are capped at (your level * 4)
Applying this to a lv50 and a lv24 Thidranki-alt:
I couldn't find any SC guide with all of the info I wanted... so this is a compilation of anything I've noted down and found usefull.
To start with, you need to realise you cannot have everything and need to make some compromises. It's not a matter of what you have, rather, what you shouldn't have.
You'll want to add skills, stats, resists, hp/power... etc.
Resists are the most involved so I'll get through them first:
Melee Resists
Unless you're serious about duels, you only need to concentrate on Mid and Hib melee classes.
Slash%
Probably the most common melee-type in the game. You want to max this to 26% or as close as possible.
Crush%
Max this aswell, specially plate-wearers and infiltrators.
Thrust%
Don't need to take thrust seriously. The only Midgardian class which can use Thrust damage are Hunters. From Hibernia, you only need to worry about Nightshades, as their tanks normally use Crush/Slash. The odds of being stabbed by a thrust weapon are very low.
Magic Resists
This one will take some thought and you should plan resists tailored to your class.
Body%
Assassin poisons are based on Body aswell as:
Champion Debuffs
Druid DoT
Bard Mezz
Healer Mezz, Stun
Skald Mezz/DD
Shaman DoT
There're enough reasons in there to max Body resist. You won't be mezzed for long and when an assasssin poisons you, the effects won't be as potent.
Energy%
Eldritch GTAoE and PBAoE
Enchanter PBAoE
Mentalist DoT/Mezz
Runemaster Bolts/GTAoE/AoEDD/Nearsight
Thane Spells
A few nasty spells in there, raise depending on how often you get nearsighted or PBAoE'd by the luri-suicide bombers.
Heat%
Hib caster stun(the horrid 9sec thing), Light Enchanter and Light Mentalist, pure nuking power.
I can't say I will raise this very high. It's not often I let a light-spec chanter or mentalist nuke me
Cold%
Eldritch AoE Mezz, AoE DD, Nearsight, Bolts
Spiritmaster AoE and PBAoE Mezz, DDs
Runemaster Darkness-DDs
Matter%
Shaman AoE DoT, AoE Root, Bolt, Damage Shield
Druid AoE Root
Spirit%
Spiritmaster PBAoE, Mezz,
So, Body and Energy need to be high, the rest depend on your class and how often you get hit by those spells.
Note: I took the spell-type information from DAoC Catacombs, so it may not be 100% accurate.
That covers resists. The next thing to consider will be stats(STR, CON, INT...). Whichever class you play, you will want to add extra CON and +hitpoints. It doesn't matter how smart you are, if you drop in one hit!
I hear rumours that +power is useless. Confirm this before adding it to your items.
Leladia's Spellcrafting calculator is easy to use and very helpfull, use it!
If you're having trouble using this tool, visit Yelm's Walk-Through, although it is heavy on images so 56k users may suffer.
Before making 'Uber itemz', it's best if you switch to the jewelry-section and fill that part first. Some items are already included, search through the list for the items you use, or intend to use. If your Legion dropz or whatever aren't there, you can add them yourself. With jewelry, go for items with the highest imbue points. Darkness falls items arent so bad and should be considered.
With your jewelry worked out, switch to the Armour/weapons section and add the stats of your epic armour(remember, you can save the stats of any items you add, for later use). Some parts of your Epic armour may have high imbue points and will be worth keeping. Anything above 40imbue should looked at carefully.
With the foundation built, the rest should be easy for you to work on. You know which items you are wearing, and you can see their stats. You know which resists you want and which skills you want. Fill the rest with stats like DEX, CON +hp ... etc
Don't get carried away and put everything to 100% with 100% jewels and super-overcharges... be realistic and use 99% quality gems, and 99% quality armour/weapons... unless you know for sure you will have 100%, you'll only end up dissapointed
+ The quality of gems only matter if you're going to overcharge the item (If an item has 28imbue points and you stick in jewels to get a total of 30imbue points, you are overcharging!). If the overcharge fails, the crafter and your item burn to death.
If you're not planning to overcharge, you can use 94% quality jewels, it will make no difference.
Next are some general figures:
Imbue points are tricky buggers, as not every thing is equal. Some benefits cost more then others, i.e. for ~11 imbue points, you can get one of the following:
+16 Stat (DEX, INT...)
+7 Resist
+3 Skill (Slash, Fire...)
+44 hitpoints
So Skills are the most expensive to add, where as +hp is fairly cheap.
Caps
- Stats are capped at (your level * 1.5)
- Skills are capped at (your level / 5)+1
- Resists are capped at (your level / 2)+1
- Power is capped at (your level / 2)+1
- Hit Points are capped at (your level * 4)
Applying this to a lv50 and a lv24 Thidranki-alt:
Code:
Stats Skills Resists Power HitPoints
Thidranki 36 5 13 13 96
Emain :p 75 11 26 26 200
I couldn't find any SC guide with all of the info I wanted... so this is a compilation of anything I've noted down and found usefull.