Mostly finished. Yes, results will vary and there will be arguably better items for specific classes - but the goal here is to reuse the same gear over and over during a TR cycle. As much as possible gear with the most flexible augment slots will be picked allowing class needs to be...well...augmented as needed (literally). Thanks for the input in the original post.
If you follow this guide though, you will have 20% concealment starting at level 3 and both 20% concealment and 10% ghostly for later levels, as well as full fortification, magic resistance, death block, as much protection against negative levels as gear can give you, high elemental resistance, and built in ghost touch starting with level 10.
Trinkets 1-3 You can craft one, but at that level it really doesn't give much of a boost. 4-7 Crystal Cove trinkets* 8-18 Symbol of the slave lords - Adds true seeing and +2 insightful con. Mostly used to be equipped with The Master's Gift and heavy fortification. *Greater Stalwart is best if using Bracers of Wind
Necklaces 2-8 Cannith Crafting 9-10 Silver Flame Pendent** 11-14 Silver Flame Talisman* - deathblock + negative energy absorption 15-20 Elite Death's Locket*- deathblock + negative energy absorption *unless you like negative levels or are running in a group and expect other people to buff you. ** There's only like two or three quest in that level range where you need deathblock - but I got one-shot killed in one of them and decided to grind out a lesser necklace.
Rings 2-11/15 Cannith Crafting 11-20 Ring of the Stalker* - adds seeker, manslayer and ethereal at level 15 15-20 Elite Ring of Shadows - adds blurry
*update at level 15 if you feel like grinding two out
Cloaks 1-2 Starter gear 3-9 Phiarlan Mirror Cloak - for spell resistance. 10-14 Cloak of Invisibility** - adds ghostly 15-18 Jeweled Cloak - spell absorption + two augment slots
** This can be solo farmed surprisingly easily from Tempest Spine
Bracers 1-2 Starter gear (ax or spear bane) 3-6 Bracers of Wind 7-12 Bracers of Wind tier 3** - if you want the green slot 13-18 Ethereal Bracers* - you can get ethereal from other items and craft something better; but the ethereal bracers gives you an extra augment slot to work with. *only if no level 15 ring of stalker - but take the time and get the RoS. **Take the time and get it, slot a level 8 augment and use it through level 14
Armor Light armor for barb, ranger and evasion paladin. For fighter, you'll figure it out. 1-3 Cannith Crafting - Fortification and invulnerability 4-7 Cannith Crafting - Invulnerability and fearsome*. Blue slot with moderate fortification. 8-13 Snakeskin Vest - if you're after the DEX bonus 14-20 Black or white Dragonhide Armor**
*Yes, it's annoying chasing after dungeon trash, but fearsome really does prevent you from being mobbed when soloing. **Black was better for my ranger since white added nothing he didn't already have, but white will give more protection to the other classes.*** *** Be willing to buy cosmetic armor because the dragon armors really are kind of gay and retarded looking.
Weapons Just a handful of weapons I've really come to appreciate holding me over til getting my greesteel.
Blade of Inquisition Flametongue Threnalian War Blade Sun Blade Battleworn Sword (gives ghost touch at level 1) Guardian's Dagger Carnifex Hellstroke Great Axe
Cannith Crafting
You can craft at every level if you want, but the goal of this guide is to minimize your TR gear, so the gear sets will be 1/5/10/14.
It takes time, but with crafting you should try and find items with the highest augment slot possible (green for jewelry, blue for clothing). It also takes time (or Astral Shards) to track down all the augments, but try and fill each slot.
I usually build my toons for offense but my gear for defense (especially reflex for traps, when soloing a non-trap monkey, this is essential). The gear should be designed to help multiple classes when TRing, so it's recommended you add a bonus to all stats. CHR won't help much when going through a barbarian life, but it will help when leveling a paladin.
With crafting, these are suggestions. Change to fit your own needs or crafting skills
Levels 1-4* Armor w/blue augment - fortification & guard or healing amp Weapon - flametouched
*if you're running reaper you can craft a complete set with augment slots. But for heroic TRing, just adding crafted armor and a weapon will let you blast through the lower levels on elite.
Levels 5-9 Belt - +4 CON & STR. Boots - Dodge & sheltering. Striding augment. Gloves - +4 DEX & healing amp. Helm - +4 WIS & resistance. Water breathing augment. Googles - +4 INT & Melee alacrity or deadly. Necklace - Poison ward & Natural armor. Power +25 augment. Like ring #2, you have a little room to customize with your necklace until level 9 or 11 - depending how soon you want to use the silver flame. Ring - +4 CHR Ring #2 - Until level 11 (when replaced by ring of stalker) your second ring is where you have the most flexibility in the gear. I'm using it for feather fall and negative energy absorption, but you can craft and augment it for whichever skills you want a boost to.
Levels 10-14 Belt - STR & Spell resistance + insightful STR Boots - Dodge & Sheltering + insightful fortification Gloves - DEX & Healing Amp + insightful DEX Helm - WIS & Resistance + elemental resistance Ring - CON & Elemental Res + insightful magic sheltering Googles - INT & Melee Alacrity or deadly + Insightful seeker
Levels 15+ Same as above Bracers - Con & Parrying + insightful spell resistance
Augments
A few points, not a list. My present guild's ship gives shit for elemental resistance, so I'm forced to augment for protection (I am so not going back to the cargo hold for old school buffs every 45 minutes. Fuck that). That slightly weakens the build because I have to give up deadly for elemental resistance, etc.
But my gear sets are for 2/5/10/15 (for max bonus to stats) but the augments are 1/4/8/12. If you're playing the old end game contents you probably want another gear set update, but this is for quick TRing only.
Every piece of gear you craft should have augments (white at level 2, yellow at level 5, green/blue from then on out) and every slot should be filled.
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