Monthly Archives: October 2011

Figuring out stuff I want for Christmas

I have finally figured out what I need to gear out my Artificer.

First of 3 GS items – ConOp SP necklace, HP Min II Bracers and all immunity helmet. Add the belt from Shavarath with Con +6 and greater false life and you have 85 additional (adding the toughness feat augment to a epic item) HP and 150 SP.

Epic wise I’m looking at the Epic ring of Buccaneer (already have it), Elemental ring from Carnival and the Mirror cloak. That’ll add blur, a lot of added damage to spells and archmagi.

For weapons I will be happy with my current triple positive GS repeater and my soon to be finished Vacuum.

For runearms I’m looking at the subt one (have it) the madness one out of 12 (have it), Animus (devils assault), Lucid Dreams (Mindsunder) and Toven’s Hammer (Cannith raid). That’s a diverse sets of arms with all kind of unique abilities.

I want to add fire or electric absorb to any of the rune arms for that additional benefit.

I already have the tinkerer’s unlocked set (goggle and gloves) and I’m still open for the trinket slot. Maybe a Epic one like the CC looking glass (have it), maybe a crafted one with ranged alacrity or a different Epic one.

And finally the House of Cannith boots (already have them).

Finally armor – I’m leaning towards a blue scale dragon armor or dragontouched. Personally I’d love the greater arcane lore on the dragon scale armor, but it would be nice if I had a dragontouched with a third tier smiting rune as well.

The worst items to create are the GS conop and Min II. We’re talking about 10 LDS and 11 large stones for those alone (amongst all other resources). And since you can’t put on 3 GS items without cleansing 2 first we’re talking about 40 Shroud runs before I could even think about using them all.

 I have 4 toons that can run Shroud so I’m not worried about having enough mats in the end of those 40 runs, but we’re talking about over a month of running shroud in every opportunity that I can.


Here’s a breakdown of all the mats needed. I have some already but the stones and scales will be gone as soon as I pull the supreme shard for my Vacuum repeater.

































Flagging and puttin’ on the big boy decider pants.

I’ve decided to make a Vacuum repeater – 15% absorption, shock burst and blast. I have all the mats except a supreme shard and hopefully I’ll pull one soon. It’s not like I need one NOW. But it would be nice to have fun for some of the big fights ahead.

I ended up flagging for the new raids; did blown to bits and powerplay. Powerplay took a while but never presented itself a big challenge – blown to bits however with the big iron golem did. I’ve kicked it’s rear before with my FvS – when you have tons of SP and plenty of blade barriers it’s a matter of going around the track. And if you help out by stacking DOTs then it just goes faster.

10 or more BB’s later and my Arti ran out of juice so I ended up firing off about 1000 sturdy bolts and 30 minutes later running in circles the golem fell.

And the chest had nothing but garbage in it.

In fact all chests had garbage; not even the good stuff.

But then I didn’t do it for the ‘stuff’.

Now all I have to do is to wait for any good PUG and hopefully I can get it done and start collecting all that stuff and perhaps even one more lesser power cell so I can unlock the tinkerers set.

Earlier – trying to pull 2 chipmunk funk for the repeater – my FvS ran Dust out of Vale 4 times.

And all 4 times took forever. Simply because unlike the times when you jump up on the second floor and find the book right away, twice it was elsewhere and once it was there but then trying to find the stupid keyholder took forever.

For all it’s worth Dust can take as long as Coal Chamber; at least Coal Chamber is not a matter of random placement where you can’t kill stuff – it’s just up up up, down up up up. I don’t like coal. You can’t escape a minimum of 45 minutes just running and killing just to go all the way to the top for a less than a 3 minute fight.

I did coal chamber when leveling my Arti and it was during the 20% additional XP – so even on normal did I pull a good 20k+ XP. Vale is good for that.

DPS or more SP, that is the question.

I’m asking myself a serious question – would a con op SP item have a greater impact on my overall game play than say a repeater with disintegration or Vacuum II.

Naturally a SP item would add a slow version of SP regeneration through taking a truck ton of hits – and the result is that I can cast more spells. But unlike my FvS the arty doesn’t really have the SP bar nor the spells to be a true pure arcane type DPS character. Sure – BB and tactical detonations are fun – but the idea of having my artis head as target practice to slowly regain SP seems vastly more different than my FvS with all that DR and some nice insta kill abilities.

On the other hand – adding a disintegration or Vacuum II repeater adds additional ways of killing arti style. Add Toven’s Hammer and you have a lightning strike added to it. Not only that; every single rune arm that enhanced the repeaters overall DPS by something like banishing (animus) or disintegration (hand of tombs) would also have some additional procs in the way of Vacuum or disintegration. Disintegration being untyped and therefore a premium ability against all critters. And vacuum being good since so many upper crafting recipes require soul stones – and there’s no easier and cheaper way to make soul stones than using a vacuum weapon.

Gear should enhance important features of a build and not corn hole things we like. I want nothing more than SP regeneration but it wouldn’t alter my play style a whole lot. For most part my arti will still use runearm and repeater for DPS and only in raid situations do I blow all my SP on arcane DPS to add that little extra something. For most part I’ll throw a tactical detonation just to clear assaulting mobs, but it’s the repeater followed by my rune arm that cleans up the mess.

And for every single GS item I can think of that I got for my other characters I can now get through end game stuff and Epic gear.

And a fully unlocked Toven’s hammer provides a torc like ability anyways and I can always add a con op over time and when other PrEs are released.

Point is; having alternative DPS that fits the class is sometimes as tempting as the supporting items. While a SP con op item seems like a good thing, the extra 150 SP won’t mean much and 1 con op item is generally not enough to keep up with the needs of a arcane caster.

Maybe I’ve already made up my mind?


So I got myself a triple GS xbow. Tier 1 and 2 holy (and burst) and tier 3 30% heal amp. I also managed to pull the light based rune arm out of subt rare chest. That’s more light damage, deathblock and all weapons are considered silver. That’s pretty nice since it cuts down on needing to load silver bolts.

For the immediate future I’m thinking con op bracers of SP, the Epic mirror cloak and the Epic elemental ring out of Carnival. I only need the seals so here’s hoping for some Epic groups. When that’s all said and done I will probably start working on the new alchemy stuff. Personally my arti doesn’t really need something out of there – but I could see myself getting something for all the rest of my high level toons. I definitely want the fabricators gloves for my melee. I wouldn’t need to slot alacrity trinkets or even Jorgundals collar if that was the case. I could either go either go with the ToD tempest necklace on my ranger for more DPS or the torc for SP when soloing.

My horc would be able to equip the CC trinket with shocking blow instead of a melee alacrity trinket; adding a little bit more DPS in the process. I am curious about U12 tho. Because I’m interested in finding out whatever other items they have planned or more importantly, to see what direction they’re taking. Especially on the PRe front. I want to pretend that they’re serious about finishing the PRes but I have a feeling that we’ll see more content, more crafting and less finishing off old promises.

One can always hope; maybe a better balancing of the Epic stuff so there’s a reason to run them again.

Something rune arm on my mind?

I’m still trying to get the rune arm out of wizard king – the hand of tombs but since I managed to pull a supreme shard my GS repeater is now straight holy and greater disruptive. So no need to be so fanatic about pulling that rune arm, even though doing some additional light damage would be nice.

Truth be told I rather pull either Animus out of Devil Assault or the one out of Mindsunder. The mindsunder one would allow me to take maximum advantage of force damage and the Animus would be nice against devils anywhere and undead.

The combo however of the Madness rune arm (acid) and tactical detonation is very nice in the pirate event. In the public area the both rocks and especially in group setting. People run around and stir up mobs, one tactical detonation later and half of them are hitting dirt and the rest is brutalized by party members, repeater and a full shot of 5 acid bolts.

I even used it in my first VoD run (on my Arti anyways). Devils and Orthons have a natural resistance towards acid, unless of course it hits double digits. It’s a good 100-300 HP in damage for the full 5 bolt pop and with that much acid damage one or two are bound to be a crit. Had it been the force bolt one however it would had been all damage, all the time. Which is why I want one (not just for the superior potency VI or nightmare guard).

Out of the Mabar even I’m only looking to make pots (consumables) one robe for my Arti (for the clickie, nothing else) and some wands. Nothing else is useful. Not even the docent for my pet since it has the Mindsunder docent anyways.

Pirate bashing time – Arti style

At level 19 and with the acid rune arm from the madness chain I set out to kill myself some pirates. Last night I joined a big group of people and quickly settled in the middle of a group and proceeded to support and slaughter.

The setup is easy – pet running around aggroing pirates by nipping at them and me attacking large group with tactical detonation then follow up with a hail of bolts plus the 5 acid bolts from a fully charged rune arm. That was terrifically amplified by the robe out of madness with a arcane lore thing added to it; only 6 percent additional crit chance but it worked. I also have a trinket with kinetic lore – making the force damage a little bit more potent.

I then soloed most of today; letting the pet take agro and firing off tactical detonation at groups, prismatic strike at lone targets and a quick volley of acid bolts from the rune arm.

I also managed to tier 2 my heavy GS repeater and now have a nice little gatling going. I’m debating whether to go blast at tier 3 or simply heal amp 30% – somehow the heal amp sounds a little bit more interesting than blast.

I don’t mind additional DPS – but survivability is important as well. The greatest feature of a tier 3 straight holy is naturally the greater disruption – which I will hopefully get done before Mabar. My hope is to first hit large groups with tactical detonation (I’m respecc’ing my enhancements to add a full fire line) and to follow up with a volley of disruptive fire. It’s sure worth a shot and my hope is that this will do the job.

I’m still hoping to pull the rune arm out of wizard king. It adds disruption and light damage to the main weapon (in the case I can’t hit tier 3) or better yet (keep dreaming) tovin’s hammer. That’s lightning strike plus a nice little toasty fire. Tovin’s fire with fully built out torc ability together with a greater disruption repeater would make the mabar event a matter of wasting bolts and possibly some coffee drinks for that additional SP.




I could just change the text but I guess I’m to lazy for such a revision. Toven’s hammer add electric bolts; Animus out of Devils Assault has a fireshot – it also adds Banishment to your main weapon. Toven’s still add lightning strike which is not that bad at all. Personally I think I’ll give it a try at getting Animus since that would be nice against undead.

Not that acid shots are bad – it’s just that I guess a fireball would be a little bit more effective (unless it’s not really a fireball but more bolts).

Wish I had arcane lore

Good ol’ blue dragon scale armor. Except my arti is not flagged to run TOR and the 70+ runs to get blue scales doesn’t sound appealing to me. Sure – I could start selling loot and buy them, perhaps even trade some large mats but a even more useful thing would be the ability to buy a item that made any item – named or otherwise BTA until equipped. That way I could take the armor my FvS have dusting in the bank. Far better use of space and Turbine can make some money as well.


I don’t see that as pay 2 win just as greensteel deconstruct isn’t. Having another toon run tons of TOR or Shroud for the one item another toon have but never use doesn’t change anything for anyone. The runs are done and resources spent and bank space is a premium anyways.