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Imbuer to drop arms lore. Help needed please.

C

Coragin

Guest
Okay so I 120'd Imbuing on my crafter. I dropped tailoring to fit imbuing. Here is my current skill lineup off the top of my head since I cant get past login screen grrrr.

Smithing 120
Arms Lore 100
Carpentry 100
Fletching 100
Imbuing 120
Tinkering 100
Magery 60 (to go get things on my own lol)

I had tailoring and stoned it. But, since I dont do enhancing often and I am really liking imbuing to make weapons for PvM, I am thinking of dropping arms lore for the following.


1. From what I understand it adds a few extra points to resist to armor and dmg increase to weapons and thats all.
2. All my char who use weapons already have 100 dmg inc from items or close to it, so 40% from arms lore is not needed.
3. I can put tailoring back on my crafter :)

Now obviously my main reason is I dotn see the couple extra resists and the max dmg inc as a needed part of this crafter since I do all imbuing anyways. I dont do the whole vendor thing with stuff I make, its all for my char.

Can anyone give me some input on how this would or would not be a viable decision for me to do? Like I said, it is my understanding is it only effects dmg inc for weapons and a few extra points to resist for armor, both of which can be added by imbuing later anyways if needed.

Do you think this would be a good idea?
 

Barry Gibb

Of Saintly Patience
Stratics Veteran
Stratics Legend
Sounds like you have already thought this through (very well though out too I might add). You can always soulstone Arms Lore back on if you want it back.

You might need to make some more room if you Tailoring is 120 (that is if your cap is 700). If you need to, lower your magery and get a +Magery spellbook and/or some jewelry to boost it back up.

Stayin Alive,

BG
 
C

Coragin

Guest
Sounds like you have already thought this through (very well though out too I might add). You can always soulstone Arms Lore back on if you want it back.

You might need to make some more room if you Tailoring is 120 (that is if your cap is 700). If you need to, lower your magery and get a +Magery spellbook and/or some jewelry to boost it back up.

Stayin Alive,

BG
so, arms lore absolutely only adds to dmg inc and the few points to resist on armor, nothing else? I guess that is what I was asking if there was any other reason to keep arms lore lol.
 

Barry Gibb

Of Saintly Patience
Stratics Veteran
Stratics Legend
For every 20.0 points in Arms Lore, +1% DI is added to a crafted weapon and +1 random resist is added to a crafted armor. At GM Arms Lore, this equates to +5% DI and +5 random resists. This is in addition to the bonus exceptional bonuses for items.

There is a deviation for Siege, where the bonus is every 12.5 skill, not 20.0 Arms Lore.

If your intent is to primarily use Imbuing, then you can drop the Arms Lore. It sounds like you don't need the additional DI or resists anyway.

Stayin Alive,

BG
 

Barry Gibb

Of Saintly Patience
Stratics Veteran
Stratics Legend
Keep in mind, if your character is a human, you will always have 20 Arms Lore from the JOAT trait.

Stayin Alive,

BG
 
L

Luke Carjacker

Guest
I'd like to add one thought to this regarding imbuing armor. I was thinking about dropping arms lore as well, and for weapons that seems to be a very reasonable choice.

However, I decided to keep arms lore specifically because of how it affects armor. The random resist from exceptional & arms lore can be very nice indeed if they are on resists that you do not further imbue. For example, if you imbue 3 resists, LMC and MR, it would be very beneficial to have the resists that you don't imbue at 8 or 9 through these passive bonuses. It helps a lot when filling out the resists in a suit, and can save you an extra item or two that you can spend on other things when thinking about the suit as a whole.
 
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