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 Post subject: Enchantments
PostPosted: Tue Nov 20, 2012 6:50 am 
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Immortal

Joined: Sat May 07, 2005 8:16 am
Posts: 4124
Location: Las Vegas, Nevada
SK Character: Achernar
Just how many and what type of enchantments do you consider good in a competitive set of gear? I'm sure it depends on the situation, but what's a general target that would be sufficient to survive the day to day rigors of the realm of Pyrathia?


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 Post subject: Re: Enchantments
PostPosted: Tue Nov 20, 2012 6:52 am 
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Mortal

Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
At least greater protection on every armor piece, more on top of that is optimal. Overall, I prefer to aim for 20+ enchantments in my saves, especially willpower and fortitude, and on added magical protection on jewelry too. There's no upper limit on any of those however, especially with impairment. Everything can always be improved.


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 Post subject: Re: Enchantments
PostPosted: Tue Nov 20, 2012 6:57 am 
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Mortal

Joined: Fri Dec 26, 2008 1:22 pm
Posts: 1648
I'd like to just take a moment to say HOLY [REDACTED] ACHY! YAY! *hugs*


Last edited by Rodwen on Tue Nov 20, 2012 12:38 pm, edited 1 time in total.

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 Post subject: Re: Enchantments
PostPosted: Tue Nov 20, 2012 6:59 am 
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Gold Donor

Joined: Sat May 24, 2008 11:20 pm
Posts: 2109
Location: Edmonton, Alberta
Personally, usually when playing casters, I like a set with a high amount of resistance. I never had the patience to grind for 20+ on everything, 15 seemed to do fine. But I'm no PK expert whatsoever. Mine always did fine for most PvE situations.

Aside from my preference for resistance, protection, willpower, and strength were other ones I'd go out of my way for.


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 Post subject: Re: Enchantments
PostPosted: Tue Nov 20, 2012 7:04 am 
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Mortal

Joined: Mon Dec 01, 2008 2:01 pm
Posts: 3527
Location: I'm in a glass case of emotion!
SK Character: Retired Troll
The bare-minimum for me would be 20wp 20fort 25mp. Note that if I had a suit like this, I would not consider it complete, but if a situation came up in which I had to fight, I would show up.

As melee, I would require at least 2MP on each armor piece before considering PK.

A "complete" suit would have 30wp, 25fort, 20reflex, 40mp, <4mr, and for melee each armor piece would have at least 4mp.


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 Post subject: Re: Enchantments
PostPosted: Tue Nov 20, 2012 8:26 am 
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Mortal

Joined: Sat Feb 23, 2008 5:38 pm
Posts: 381
Baldric wrote:
The bare-minimum for me would be 20wp 20fort 25mp. Note that if I had a suit like this, I would not consider it complete, but if a situation came up in which I had to fight, I would show up.

As melee, I would require at least 2MP on each armor piece before considering PK.

A "complete" suit would have 30wp, 25fort, 20reflex, 40mp, <4mr, and for melee each armor piece would have at least 4mp.


I would echo this though add that with a class that can enchant their own gear I tend to aim for 10+ enchantments per piece I am wearing with no MR.


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 Post subject: Re: Enchantments
PostPosted: Tue Nov 20, 2012 9:04 am 
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Mortal

Joined: Sat Mar 02, 2002 4:00 pm
Posts: 1444
Location: New York
Imperialistic_Babble wrote:
Baldric wrote:
The bare-minimum for me would be 20wp 20fort 25mp. Note that if I had a suit like this, I would not consider it complete, but if a situation came up in which I had to fight, I would show up.

As melee, I would require at least 2MP on each armor piece before considering PK.

A "complete" suit would have 30wp, 25fort, 20reflex, 40mp, <4mr, and for melee each armor piece would have at least 4mp.


I would echo this though add that with a class that can enchant their own gear I tend to aim for 10+ enchantments per piece I am wearing with no MR.


You people are crazy.

[Edit] Referring to the 10+ enchantments. That takes SOO much time it's ridiculous. But I agree with the complete set comment Baldric had above.


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 Post subject: Re: Enchantments
PostPosted: Tue Nov 20, 2012 10:18 am 
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Mortal

Joined: Mon Jan 02, 2006 7:47 pm
Posts: 3776
Location: Virginia
SK Character: Amorette
I'm apparently in the minority, but I think magical resistance is worthless on armor with the new barb MR changes.

I don't know any numbers or anything about enchanting, but I like willpower and protection the best.


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 Post subject: Re: Enchantments
PostPosted: Tue Nov 20, 2012 10:22 am 
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Mortal

Joined: Thu Aug 31, 2006 1:50 pm
Posts: 3502
Location: Canada
SK Character: Karsh
MR barbs that also enchant for MR are pretty hawt.


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 Post subject: Re: Enchantments
PostPosted: Tue Nov 20, 2012 10:52 am 
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Mortal

Joined: Mon Nov 14, 2005 7:21 pm
Posts: 2506
Location: The yellow brick road
SK Character: Bran
ObjectivistActivist wrote:
MR barbs that also enchant for MR are pretty hawt.


Agreed.

MR on armor is not useless, because from what I understand the more MR you have the more you get healed when you resist a spell.


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