DDO初心者さんガイド /Gwen Morse's Tips for DDO Noobs/Gearing for the True Reincarnation Train

Last-modified: 2016-02-14 (日) 18:27:35

Gearing for the True Reincarnation Train

これはちょっとadvanceな情報だけど、最初のライフの間にこれを使って計画的な装備人生を送らない理由もない。
この記事はあなたが、ゲーム内のすべてのコンテンツにアクセスできて、50-60 程度のカニスクラフティングが可能で、まあ(最初のライフで手に入れた)普通の(アカウント)アイテムが銀行(mule)にあることを仮定している.
すべてのカニスクラフト-アイテムには装備レベルを2下げるMasterful Craftsmanshipがあるとする。Craftable trinketsはレアアイテムだが、シュラウドのShards of Powerから作ることもできる.私のTRライフはだいたいは2つのトリンケットを使用する。

english

This is slightly more advanced than some of the previous information, but there's no reason you can't plan for later lives while on your first life. It assumes you have access to all the content in the game, have skilled into Cannith Crafting (50-60 in each school is fairly useful) and have some common unbound or account-bound items on a bank storage toon (a "mule").)

All Cannith Crafted items presume Masterful Craftsmanship which lowers the minimum level by 2.

Craftable trinkets can be looted as rare items (more common during the Winter games) or created from Shards of Power found in the Shroud. The intention is that all my TR's will end up with at least two craftable trinkets.

Korthos

Make sure I have their set and their backup set. "Their set" is whatever is most useful for their primary class. The backup set is usually the Troubleshooter set (because I usually splash trapping on a TR), the mnemonic necklace (on any blue bar at all), and a couple pairs of Anger's Step boots. I grab a pair of Feather Falling Boots from the bank mule. Make sure they have their clickie water-breathing ring from the free stuff Jeets passes. Gear is pretty relaxed at this point and it's not uncommon for me to have an empty gear slot or two because I want to jump into quests.

Korthos Set gear usually takes up boots, gloves, necklace, and/or goggles.
Armor is a craftable special metal like adamantine, mithril, or darkleaf. Casters get Bound to Account robes, each has their own color-coded set of robes designed to look nice with their hair and skin tones. Monks get Bound to Account outfits (also color-coded). Armor is usually bound to character and stored in their TR cache. Pull whatever it is out and craft Invulnerability on it, and use a Masterful Craftsmanship token to make it ML: 2. For level 1, wear the free item Jeets gives your toon.
Belt: BTA from a mule. Craft False Life +10 and Masterful Craftsmanship (ML: 2).
Swap Ring: Ring of Moderate Fortification 75% (ML: 3).
Craftable Trinket: +10% Melee Alacrity or Ranged Alacrity (ML: 1).
Gloves: Gloves tend to be "whatever" but trappers get 2 pairs of BTA gloves from a mule. Put Disable Device +7 and a Masterful Craftsmanship shard in one pair, and an Open Locks +7 and a Masterful Craftsmanship shard in the other pair. These items become ML: 3 but are carried from level 1 (it saves a trip to the crafthall later). If they're not trapping, I can put Constitution +2 on them.
Trappers get a pair of Seach +7 goggles with Masterful Craftsmanship (ML: 3). See note above about gloves.
Main ring: "Whatever" (usually boosts a stat or skill they need). Off-ring is, for now, a Jade Ring slotted with Master's Gift, or a craftable ring with a colorless slot. The craftable ring gets Feather Falling (ML: 1 with Masterful Craftsmanship).
Weapon: BTA from a mule. Screaming of Bleed in whatever item they will specialize in (ie: greataxe users get a BTA greataxe). Fintan's Bite if they can wield it.
Blunt weapon (for skellies and incorporeals): Ghost Touch of Righteousness. Throw a +1 on it once they get a few levels.
Rustproof Weapon (for oozes): BTA qstaff from a mule. Craft Screaming of Everbright. Throw a +1 on it after they get a couple levels.
Make sure any trappers have a big stack of +5 Thieves Tools for disabling traps.

3rd/4th level

Quick gear juggle.

Weapons: Everything stays the same (except this may be where I start dropping in +1's on the items that can t
ake them and throwing in a Lifeshield boost if I have the time). Pull out Carnifex if the character can use it. If Carnifex is being used, pull out the Antique Greataxe.

Bracers: BTA Bracers of Wind from the Cannith Challenge pack. Perma-blur with ML: 3.
Cloak: Phiarlan Mirror Cloak or Cannith Crafted with something like Intelligence or Charisma.

5th level

最初の大きな装備の分岐点。 デフォルトはAbashai setの5アイテム。よりよいものがなければこれになる。 Abashai setを使わないときは カニスクラフトの装備とAbashai グローブをつける。交換用にIoun stoneを。皆 Pale Lavender Ioun stoneを、トラッパーはDark Blue Ioun stoneを 私は最近old reliable Deep Purple Ioun stonesから Cove trinketsに変えた。 Stalwart Trinket のSTONESKINとスタッくするフォーティティフィケーションは素晴らしい。 Nimble TrinketのblurとスタックするDodgeも。
メインKorthosセットはそのままで。
アーマもそのまま
ウェポンはmy "Delera's Beater"を荷から下ろす。つまり、 +1 Ghost Touch of Lesser Undead Bane on a Flametouched Iron BTA quarterstaff。また、私のpalの一人はクラフトしたa silver maul with a red augment slotをもっておりデレーラ用にGhost Touch of Righteous.になる
4-5レベル後のギアは私は通常カニスクラフトを用いてそのキャラクターに不足しているブーツをつける。

eng

First serious gear breakpoint.

Abashai set. Default is all 5 items if you don't have better gear.
If I'm not using the Abashai set, I'm probably using Cannith crafted gear with the Abashai gloves.
Ioun stones for swap. Everyone gets a Pale Lavender Ioun stone. Trappers get a Dark Blue Ioun stone. I've been starting to switch over to Cove trinkets from my old reliable Deep Purple Ioun stones. The Stalwart Trinket is very nice with Stoneskin and a little stacking fortification. The Nimble Trinket is also nice with Blur and stacking Dodge.
The main Korthos set stays on.
Armor/Robes: Leave them as they are.
Belt: Re-crafted with +20 False Life.
Weapons: Pull my "Delera's Beater" off the mule. Pre-crafted and stored. +1 Ghost Touch of Lesser Undead Bane on a Flametouched Iron BTA quarterstaff. One of my paladins has a silver maul with a red augment slot and I usually craft it for Delera's as well. Hers becomes Ghost Touch of Righteous.
After the 4th and 5th level re-gearing I usually take advantage of any down time to Cannith craft and fill in missing boosts based on the class and needs of the character.

7th level

二つ目のブレイクポイントとしてRed Fens Gearを考慮するときだ。

  • divine系ではDivine Blessing set (helm and ring)
  • trapper なら スキルアイテムを +10 (すなわち最小レベル 7 の Masterful Craftsmanship付きに)
  • 誰でも:Lesser Boots of Striding and Springing (from Stormcleave Outpost(SC))思うに誰でも簡単にこれはオークションで手に入れることができる。私は+s2DEXをカラーレススロットにいれて使用している。キャラクターがDEX-BASEDなら(artificerなど)STR+2がよいだろう。
    左手のリングはJade Ring or craftable ring slotted with the Master's Giftを継続。 craftableならAlacrity (Melee or Ranged) を the starting Feather Fallingにつけたい.
    手袋は前衛ならいつも私はClaw set にかえる。Bracers of Windも。
    eng

    Second Gear Breakpoint. Red Fens Gear.

    If a divine, put on the Divine Blessing set (helm and ring).
    If a trapper, upgrade all skill items to a base of +10 (ml: 7 with Masterful Craftsmanship).
    Everyone gets Lesser Boots of Striding and Springing from Stormcleave Outpost. I've noticed they're easy to find or relatively cheap in the Auction House. I've been putting +2 Dexterity augments in the colorless slot. If the character is a dex-based class (like an artificer) I use a +2 Strength augment.
    Off-ring continues to be Jade Ring or craftable ring slotted with the Master's Gift. If craftable, add Alacrity (Melee or Ranged) to the starting Feather Falling.
    Gloves: I used to always swap in the Claw set for anyone meleeing (which is everyone, even future casters, at this level). Now that I'm gearing everyone with Bracers of Wind, I've been keeping them in their Shocking Gauntlets.
    There can be a bit of gear crafting at this point to fill in missing boosts.

8th/9th level

Third Gear Breakpoint. Tempest Spine Gear and Nightforge adamantine gear. This is a big breakpoint and I basically re-slot all my gear. Any lingering Abashai gear goes in the bank. This is when gear starts to get a little "serious". There is focused Cannith Crafting based on the present and future role of the character. Everyone will end up with maximum False Life, some extra Constitution, appropriate skill boosts (usually trappers).

  • Armor:
    Armor wear-ers swap to the Nightforge suit (slotted with Heavy Fortification). Robe wearers switch to the Robes of Potency (also slotted with Heavy Fortification). If they don't have Robes of Potency they upgrade to the best enchantment boost with Lifeshield and Invulnerability for their level.
  • Cloak:
    Cloak of Invisibility slotted with Resistance +3. If the character is missing this item, put on their ML: 8 Mabar Cloak. If they don't have either, put on the Mantle of the Worldshaper (for a little bit of spell absorption) or a crafted cloak with Resistance.
  • Trinket slot:
    If there's no permanent-in-slot Cove trinket, the craftable trinket may be updated to have a bit of Devotion or Good Luck (whatever fits). All characters get a Kaelth's Touch swap-in Trinket from their bank (one of the Necropolis scarab turn-ins).
  • Neck:
    Nightforge Gorget slotted with Fear Immunity (Paladins need a different augment, maybe Blindness Immunity). Caster Divines get a Choker of the Silver Tongue and slot Heavy Fortification in their robe's blue augment slot. Necklace of the Silver Flame usually gets pulled out for swap-in deathblock.
    Helm: Divines keep their Fens Helm. Others may get a BTA crafted helm with a useful stat boost.
  • Goggles:
    Trappers get Goggles of Perception (or crafted search goggles if they don't have them yet). Others may get BTA crafted goggles with a useful boost (+4 Attack, or Melee/Ranged Alacrity, or Spell Focus).
  • Weapons:
    This is where weapons start to vary by character. Carnifex or the Antique Greataxe may still be in use for the last few enemies before casting becomes very effective. Maelstrom may be in use. A heroic Sword of Shadow will come out of the bank if they have one and are set up to use it. A Sword of the Thirty augmented with Devotion or Radiance may come out of the bank for melee divines who 'need' that red slot or don't have a heroic Sword of Shadow.
    Somewhere between 9th and 13th level I'll re-craft ooze and undead beaters (assuming they don't have a Triple Positive greensteel) and do the final +13 skill boosts for Trappers. After the full 9th level re-slot it's mostly a series of small gear juggles.

10th/11th level

  • Weapons:
    Caster Divines will slot a Dalorent's Seal and a Scepter of Healing, if they have them. Augments will likely be Nullification and Impulse (for necro divines) or Combustion and Impulse (for nukers who use fire).
  • Greensteel accessories come out.
    If they have a "Smoke" greensteel item with perma-Blur, the ML: 3 Bracers of Wind will finally be banked.
  • class
    • graduate up to a Whirlwind if they have one, and don't have a SoS. Self-healers put
      Two-handed fighters graduate up to a Whirlwind if they have one, and don't have a SoS.
    • self healer
      Self-healers put a +66 Devotion augment in the red slot (if they don't have it elsewhere), or an offensive spellpower/elemental damage augment (if they do have Devotion elsewhere).

12th/13th level

At the end of this breakpoint all characters should have their signature weapons for this life. This is the point where +6 stat gear and +13/15 skill gear starts being slotted.

Sora Kell sets come out for those who can use them.
If they don't have Heavy Fortification elsewhere they'll make sure to have a Nightforge Gorget augmented with Fear Immunity.
Greensteel weapons come out. Particular favorites are Mineral II scimitars and Triple Positive blunt weapons.
Goggles: Trappers get Tharnes Goggles and I get to stop holding my breath every time I Search on a trapper stuck in Goggles of Perception.
If I've found an affordable pair in the Auction House, I swap the Lesser Boots of Striding and Springing for 30% Striding lootgen boots.
Gloves: Divines get their Gauntlets of Eternity.

14th/15th level

Armor: "Whatever" armor or robes gets swapped for heroic Gianthold dragon scale if they have it. Otherwise they farm it.
Neck: Since only white dragon scale wearers get Heavy Fortification, the old trusty Nightforge Gorget usually gets hauled out again. The neck also continues to swap in Deathblock from the Silver Flame necklace.
Trinket: The ML: 15 Shard of Xoriat comes out as a swap-in trinket.

18th/19th level

This is the last gear juggle before TR at 20 or epic levels.

Boots: Boots of Propulsion come out and the 30% striding or Lesser Striding and Springing boots are finally retired.
Cannith Sets come out of the bank (by class/role). I don't like the Tinker's set, so I ignore that on trappers. Clerics get the Alchemist's set. Melees get the Fabricator's Set. My bard, artificer, and any wizards get the Magewright's set.
20th level

At 20th level

I either immediately (or nearly immediately) True Reincarnate again, or, break out the Cannith Challenge epic gear and the Eveningstar Commendation gear set. Even with a character focused on getting multiple lives I may have a reason to run them at epic levels for a little bit. Most often it's that they're missing high level heroic gear (Ioun stones are a common item, Tharnes Goggles for trapping are another) and so I may want them to farm older quests or raids. The other likely reason is there's a new pack out with bound gear they will want later. [#uf4db8a4]

Random Notes about TR Gear

Heroic TR Gear

  • Jade Ring and the Gift of the Master augment. Jade Rings have colorless augment slots and are a ML: 1 item. This makes it a perfect item to slot a Gift of the Master from levels 1-4 or if you don't want to Cannith craft a ring with a colorless slot as you level.
  • item:Bracers_of_Wind + item:Cloak_of_Invisibility is some serious "win" on a TR. 20% Blur (Concealment) and 10% Ghostly (Incorporeal) with a green slot (which is good for either Heavy Fortification or Resistance +3, depending on the build). It's just a whole bunch of stacking mitigation that can be useful until 20, or greensteel Blur, or Wapriest perma-Blur, etc. I plan on farming those cloaks on all my characters and I already have a few pairs of bracers to swap around. If you don't have the Cloak of Invisibility but you have the ML: 8 Mabar Cloak that's quite nice as well. The Invisibility Guard procs a _lot_ and it seems to force mobs to shed any aggro they have.
    More about the Cloak of Invisibility. I started out slotting them with Resistance +3. I've slowly started to re-farm the augments to put Heavy Fortification in the Cloak and Resistance +3 in the Nightforge armor or Tempest Spine caster robes. This way when they're able to switch to heroic dragon armor they don't lose their fortification and don't have to put on the Nightforge Gorget to keep it (allowing me to keep the Choker of the Silver Tongue or Silver Flame necklace, or a crafted necklace). Heavy Fortification is more useful in heroic levels than Resistance (although they're each great if you can slot both).
    Along with the Bracers of Wind and the Cloak of Invisibility, the Phiarlan Mirror Cloak is very nice and easy to get (it has a high drop rate and is usually left behind by other players). It has 17 spell resistance, which is awesome at low levels. On undergeared toons it can be worn right up to level 11/12-ish.

For elemental casters (Wizards, Sorcerers, Druids, Artificers),

  • the Ring of Elemental Essences (ml: 3) is a good low-level source of elemental spellpower.

For necromancers and divines (Wizards, Clerics, Favored Souls)

  • the Splinterskull Acolyte ring has nullification and devotion (ml: 5) and a colorless slot. If you get a ML: 4 Heal skill augment this is a perfect place to slot it.
  • I really like the Nightforge Gorget slotted with Fear Immunity. I started using Fear Immunity augments on my clerics because a raid healer who is Afraid is helpless (Fear prevents potion drinking and spell casting), and epic Gloves of Immortality have a yellow slot. Fear is one of the few states that can shut down a character but still has an "immunity" option.
  • On my trappers I like the Goggles of Time-Sensing (Chronoscope), the Goggles of Perception (Tempest Spine) and Tharne's Goggles (A Vision of Destruction). While technically you can get away with having a set of Crystal Cove Spyglasses, I find there's too much competition for the trinket slot (including the Cove Greater Stalwart Trinket). The Tharne's Goggles are the hard ones to farm as the raid is rarely run.
  • Arcane casters (and Druids) should consider farming up a pair of Bracers of the Glacier and Gloves of the Glacier (both ML: 13, both from A Vision of Destruction). They give a bunch of of nice caster bonuses, and a +72 Glaciation spell power set bonus if both items are worn. This allows you to carry two "other" spell sticks and still have some cold spell power in gear.

Epic TR Gear

There some really nice ML 18/19 gear that's great for Epic TR lives. You can wear it from 18/19 right through to 28 if you stay in Epic Hard content (or only do some of the easier EE quests).

Even if you don't wear it from 18-28, you can wear it until your toon is high enough level to use higher-level gear.

heroic elite Treads of Falling Shadow make a good replacement for the Cloak of Invisibility's Ghostly in epic levels, plus give Striding 30%, and a total of +8 dexterity (+6/+2 stacking).
heroic elite Goatskin Boots give the new Speed XI enchantment (Striding 30% plus an 11% boost to Melee and Ranged attack speed), and have a yellow slot (good for a Feather Falling augment).
heroic elite Bracers of Twisting Shade are good for trappers. +17 search/disable device plus some blur and resistance. This version has the same trapping version as the Epic Normal and Epic Hard versions of the Bracers. Only Epic Elite is "better" (+20 Search/Disable).
heroic Sage's Spectacles
heroic Guardian's Ring gives +24 Sheltering (PRR) and a yellow slot. This is a good spot for your epic Master's Gift augment.

Alchemical Crafting Shortcuts

Alchemical AC (Shield): 15 Strings Prayer Beads / 5 Vials Pure Water
Alchemical AC (Armor and Helmets): 2 Tomes: Prophecies of Khyber / 6 Silver Flame Hymnals
Force Damage Ritual (Weapon): 3 Luminescent Dust / 9 Fragrant Drowshood
Force Critical Ritual (Weapon): 6 Sparkling Dust / 12 Deadly Feverblanch
Resistance Ritual (Jewelry): 4 Lightning-Split Soarwood / 22 Funerary Tokens
The Alchemical Armor bonus can be applied to Cosmetic Armor or Helms.

Greensteel Shortcuts

Make your base item, and bring shards and all mats to green steel altars.

"Triple Positive" Undead Beater

"Triple Positive" Undead Beater: Positive / Dominion / Material
"Smoke" (Blur) HP

You can go with either Fire or Air first as both boost Dexterity skills.

Fire / Escalation / Material
Air / Escalation / Material
"Smoke" (Blur) SP

I prefer +4 Charisma/+6 Intelligence skills, as that way you get the best bonus when splashing trapping (as well as to Spellcraft).

This means Fire/Air/Both

Fire / Escalation / Ethereal
Air / Escalation / Ethereal