Endgame artifacts

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  • tummychow
    Apprentice
    • Sep 2009
    • 93

    Endgame artifacts

    My house is starting to fill up. Uhoh.
    In light of that fact, I want to know what artifacts are probably better off being sold, and which ones are worthy of being considered endgame-quality. I'm playing a rogue, so anything with aggravate is probably out of the question unless it's extremely awesome. Any suggestions?
  • Sirridan
    Knight
    • May 2009
    • 560

    #2
    Originally posted by tummychow
    My house is starting to fill up. Uhoh.
    In light of that fact, I want to know what artifacts are probably better off being sold, and which ones are worthy of being considered endgame-quality. I'm playing a rogue, so anything with aggravate is probably out of the question unless it's extremely awesome. Any suggestions?
    If it gives an elemental immunity, it is endgame, even if it aggravates (EX: Gothmog's Whip, fire immunity and *SLAY* Dragon, which makes it also extremely good for red dragon pits... )

    If it gives rNether, rDisenchant, rSound, rConfusion, rChaos, rPoison it may be endgame quality, it's good to save those for resistance holes. (this goes for elvenkind / aman armors too)

    Weapon Mastery, Trickery, Elfstone are all endgame necks, although the first two aren't artifacts.

    High speed is a good one too to save, like Cubragol which is a crap launcher end game except for the +10 speed on it, which frees up a ring of speed slot or boots of speed slot.

    Don't automatically count out Aggravate, aggravates make good swaps in some cases, and may be used for the final fight(s).

    Comment

    • Pete Mack
      Prophet
      • Apr 2007
      • 6883

      #3
      You can see this thread for some suggestions

      Comment

      • Zikke
        Veteran
        • Jun 2008
        • 1069

        #4
        Originally posted by tummychow
        My house is starting to fill up. Uhoh.
        In light of that fact, I want to know what artifacts are probably better off being sold, and which ones are worthy of being considered endgame-quality. I'm playing a rogue, so anything with aggravate is probably out of the question unless it's extremely awesome. Any suggestions?
        If you put your character on the ladder and post a link, we can make some specific recommendations.
        A(3.1.0b) CWS "Fyren_V" NEW L:50 DL:127 A++ R+++ Sp+ w:The Great Axe of Eonwe
        A/FA W H- D c-- !f PV+++ s? d P++ M+
        C- S+ I- !So B ac++ GHB? SQ? !RQ V F:

        Comment

        • tummychow
          Apprentice
          • Sep 2009
          • 93

          #5
          Alright, but what about drains? Drain exp/hp/mana? Should I consider equipping those?
          Devotion and Sustenace ". Would you consider those endgame?
          And how much +speed is high? +7? (That's my personal assumption)

          Btw, my current character's using unfair artifacts that I created in the edit files. Makes the game *way* more fun, I swear. I'll turn off the curses on those items, equip my current choice items and then maybe I can give you a char dump.

          Comment

          • fizzix
            Prophet
            • Aug 2009
            • 3025

            #6
            Originally posted by tummychow
            Alright, but what about drains? Drain exp/hp/mana? Should I consider equipping those?
            Devotion and Sustenace ". Would you consider those endgame?
            And how much +speed is high? +7? (That's my personal assumption)

            Btw, my current character's using unfair artifacts that I created in the edit files. Makes the game *way* more fun, I swear. I'll turn off the curses on those items, equip my current choice items and then maybe I can give you a char dump.
            monsters that move "quickly" have an average speed of +10. They will move twice as fast as someone moving at speed of 0

            monsters that move "very quickly" have an average speed of +20. They will move three times as fast as someone moving at speed 0

            monsters that move "extremely quickly" have an average speed of +30. They will move something like 3.7 times as fast as speed of 0.

            Morgoth moves extremely quickly. If you want to fight him you should probably have base speed of at least +20 with the ability to get to +30 for the length of the battle.

            Someone can correct me if my numbers are off.

            Comment

            • PowerDiver
              Prophet
              • Mar 2008
              • 2820

              #7
              Originally posted by tummychow
              Alright, but what about drains? Drain exp/hp/mana? Should I consider equipping those?
              Devotion and Sustenace ". Would you consider those endgame?
              And how much +speed is high? +7? (That's my personal assumption)

              Btw, my current character's using unfair artifacts that I created in the edit files. Makes the game *way* more fun, I swear. I'll turn off the curses on those items, equip my current choice items and then maybe I can give you a char dump.
              Devotion and sustenance are barely midgame, if that. Speed above +30 is wasted. Otherwise speed is useful. Drains are unimportant.

              Perhaps you don't have *any* endgame quality equipment. If you are worrying about the endgame before you reach DL 80, you are probably worrying about the wrong things. If often find my final kit changes appreciably on DL 98 and DL 99, so maybe you shouldn't even worry before DL 98.

              Comment

              • Pete Mack
                Prophet
                • Apr 2007
                • 6883

                #8
                Post your character dump to the ladder. There's no way to tell from current context what you can sell. In general, the only sustains that matter are a few stats, and then, only if you are planning ti melée Morgoth. Drain HP and SP are very bad, but they don't exist in V. Loss of EXP is a minor nuisance: either avoid EXP drainers or carry !rLife. Once you reach CL 50, EXP is meaningless. The things that matter most are speed, RBase, the top 3 higher resists, stat bonuses (like CON for HP), ESP, and damage. Everything else is either optional or pretty much guaranteed to be covered.

                Comment

                • fizzix
                  Prophet
                  • Aug 2009
                  • 3025

                  #9
                  Originally posted by Pete Mack
                  Post your character dump to the ladder. There's no way to tell from current context what you can sell. In general, the only sustains that matter are a few stats, and then, only if you are planning ti melée Morgoth. Drain HP and SP are very bad, but they don't exist in V. Loss of EXP is a minor nuisance: either avoid EXP drainers or carry !rLife. Once you reach CL 50, EXP is meaningless. The things that matter most are speed, RBase, the top 3 higher resists, stat bonuses (like CON for HP), ESP, and damage. Everything else is either optional or pretty much guaranteed to be covered.
                  The part about everything being covered is not actually true if you're playing with randarts. You wind up being a lot less likely to be covering rbase. I've had to fumble equipment deep several times because of something like rfire or rcold not being covered despite having a full equipment of high-level randarts.

                  Reminds me of the game where I had a randart ring with cold immunity and aggro. If I wasn't wearing it I had no rcold. Guess what happens when you forget to put it on and Huan shows up?

                  Comment

                  • tummychow
                    Apprentice
                    • Sep 2009
                    • 93

                    #10
                    Sorry, my question on speed wasn't quite clear. I meant to say, how much speed bonus minimum should I expect from a piece of equipment I am carrying? How low should it be before I choose not to carry it? Is that boundary affected by my current speed?

                    Comment

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