I’m currently abandoning Toven’s hammer. While the DPS is good and the added lightning strike to the main repeater is nice it’s still marred by the reflex save that even held plant zombies can shake off. It’s a bizzar turn of event just how often held stuff (through web or otherwise) still gets a save. So to me the experiment of the Toven’s hammer have met a wall where there’s just not enough DC that can be squeezed out of INT and no other thing seems to help when added (like destinies that add Evocation).
The end result is a Toven’s hammer effect that will sometimes be entirely saved (like with some red named stuff) or mostly half damage – which is no better than using the sure to hit force based rune arms anyways.
What it boils down to is 2 rune arms – Corruption of nature and Archaic device. Although I do like the mindsunder one a lil’ better until update 16 Named items drops.
There’s a reason for that; the Epic Elite version of Corruption of Nature solves a lot of things. First it adds 114 Spell power without the need of other named items or random pulls (such as rings and helmets for Spell power). It also adds +3 insightful Int – an item you can get on the planar focus but if you’re not going for the focus and want to use another trinket, this allows you to skill that or find one with a different attribution. Such as +8 int instead (I’ll explain).
That together with Cannith challengen boots (Rock Boots this provides almost maximum potential spell power together with maximum amount of crit chance (21% with enhancements). And what you’re talking about is crits above 1000+ per acid bolt – many times over 2k in over all damage if all 5 bolts hit. Enought to toast anything.
But there’s also another reason; if you’re smart enough to twist in Energy Burst you can take advantage of all that acid spell power goodness for a devastating acid blast that’ll melt all those critters who get to close for your own good.
Now there’s even a solution to the issue with force (impulse) based stuff. With the Mindsunder runearm (Lucid Dreams) an arti can boost their force damage as well as blade barriers with 48 spell power (potency) and crit chance with 6%. By baking into a greater kinetic lore shard you can increase the crit chance on everything rune arm and blade barrier related (it still maintain the arcane lore) and there’s always an option to use a random lot ring or helmet to increase impulse spell power.
Only problem is the loss of 10% of your SP due the rune arm mind drain and Will -2.
You can always use the force based Archaic device but there’s no cannith crafting option so now you have to find a different way of boosting lore and there are far less options to boost lore for an Arti then there is options to boost impulse spell power.
Enter Shadowmail. Shown is the Epic Hard version, epic elite is probably going to have 120 in spell power.
This comes in all elements plus impulse flavor, so this solves not only the issue of using the Archaic Device but also provide a crit chance boost to all spells due to the greater arcane lore.
But that mean that your arti have to give up Spidersilk robe and the option of +8 int or +3 insightful int (at least on that item alone). But that’s where the insightful +3 Int comes in on the Epic Elite Corruption of nature in combination with a +8 Int Planar Focus or random loot gen. You still get the higher int and while you don’t get the wiz set bonus that’s less of a biggie for an arti then say a SP intense caster.
And while you don’t get the concentration nor the potency that is of less importance given that impulse drives most of the better spells that Arti’s uses anyways (like Tactical detonation or blade barrier).
So how does this help Sorcs?
How about Wizard Orb? It’s a new hand held item that also works as some kind of magical ‘shield’ when the caster use the block function (to be explained by devs when it’s functional).
This is perfect for my earth based savant (seen is the Epic Normal version – the Epic Elite will most likely have 120 spell power).
First it adds the spell power – and when used with Rock boots it gives max spell power together with max crit chance. Second it adds spell focus mastery +2. So no more need for Greater Evocation, Necromancy etc. Buh bye my 2 crafted rings and switching trinkets for stuff. In one single item I’ve managed to remove several other items used and freeing those slots for other things. It also mean that I don’t have to work on trying to get Epic Spirit sights. Which I was mainly working on because of greater necromancy, ironically trying to add it so it could free up the greater necromancy ring I’m using.
But this is of course not the solution if you as a caster would like to use the therelic staff (twilight) in order to get the planar conflux bonus.
However there are changes coming does fix that – like 2 upgrades. Upgrade 1 adds +8 quality to the relics and upgrade 2 in this staffs case allows you to add one + 120 spell power of choice (Combustion, Glaciation, Corrosion, Magnetism, Nullification, Devotion, Radiance).
So something for everyone. This would work as well. Higher over all spell power due to the +8 quality (that translates into better universal spell bonus), 120 Impulse, 120 Corrosion and 80 potency. And with greater arcane lore it does add something to everything. It’s true that my secondary spell of choice (glaciation) takes a shave compared to the current 120 spell power and superior lore scepter – but it’s a great boost to my primary spell power and a nice boost to evocation. I still have to continue finding a solution to the other stuff but at least my sorc’s main function is properly boosted.