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How would you imbue these weapons?

silent

Lore Master
Stratics Veteran
Stratics Legend
I have a couple decent elemental damage weapons I want to imbue. From a Sampire perspective what would you add to these? I have 15ssi, 182 stam, 55 DI, and mace and shield HLD on my harness.

Bladed Staff Armor ignore special
100% cold no other mods at all.

Radiant Scimmy Good for Irk, thinking of SSI and one of the area effects.
50 fire / 50 Cold
44 Stam Leech
47 Mana Leech
42 DI

This one is kind of obvious but figured I'd post it (add SSI, SL, ML)
Diamond Mace
Undead slayer
100% Fire damage
40% HLD
44 DI
 
S

Stupid Miner

Guest
I have a couple decent elemental damage weapons I want to imbue. From a Sampire perspective what would you add to these? I have 15ssi, 182 stam, 55 DI, and mace and shield HLD on my harness.

Bladed Staff Armor ignore special
100% cold no other mods at all.
... knee-jerk reaction says it'll make a nice demon slayer. Great for succubi: their weakest resist is cold, and they're one of the best Armor Ignore candidates.
Demons in general have low cold resist, except sometimes Energy is lower, but not by a lot.
 

Lorax_Pacific

Lore Master
Stratics Veteran
Stratics Legend
I have a couple decent elemental damage weapons I want to imbue. From a Sampire perspective what would you add to these? I have 15ssi, 182 stam, 55 DI, and mace and shield HLD on my harness.

Bladed Staff Armor ignore special
100% cold no other mods at all.

Radiant Scimmy Good for Irk, thinking of SSI and one of the area effects.
50 fire / 50 Cold
44 Stam Leech
47 Mana Leech
42 DI

This one is kind of obvious but figured I'd post it (add SSI, SL, ML)
Diamond Mace
Undead slayer
100% Fire damage
40% HLD
44 DI
Regarding SSI:
The radient scimitar only needs 20 SSI with your 15 on the suit. Can't improve that unless you get to 55 SSI and then you would get 1.25 at 30 stamina. That is assuming you would go down to 60 stamina worst case.

The diamond mace and bladed staff need 20 SSI as well so total is 35 SSI and you have a minimum 120 stamina otherwise you don't swing at 1.25 s.

Do you have a macer and a swordsman sampire? Are the weapons exceptional?

-Lorax
 

silent

Lore Master
Stratics Veteran
Stratics Legend
I have 120 mace, swords, fencing, stoned away so I can switch if needed. The weapons were all "looted". the mace came from a strongbox quest, the scimmy came from miasma, and I forget where the bladed staff came from.

So for the bladed staff SSI, SL, ML, Demon slayer, HLA I'm thinking. I read that elemental damage no longer counts as a mod so that should work. AND I think I can switch the slayer property out between other super slayers if needed.

On the scimmy if I'm primarily looking for whirlwind and dreadhorn keying should I just add an area effect like energy and maybe HLA?

After looking at the mace again I can only add 2 properties, I guess SSI and ML.
 
J

[JD]

Guest
Radiant Scimmy Good for Irk, thinking of SSI and one of the area effects.
50 fire / 50 Cold
44 Stam Leech
47 Mana Leech
42 DI
unless you intend to fight with almost no stamina, no refresh pots, no Divine Aura, i would not bother with SSI on this. the radiant scimmy is already fast enough with 182 sta and 15 ssi on your suit. that frees up 2 mods. you can go hit area and then either a slayer or HLA. also you can bump DI to 45, and mana leech to 55 with no special ingredients. ive found that even 450 weight non exceptional weapons have few issues with bumping up against maximum intensity so you should be fine here.

This one is kind of obvious but figured I'd post it (add SSI, SL, ML)
Diamond Mace
Undead slayer
100% Fire damage
40% HLD
44 DI
if the diamond mace is already undead slayer, fire dmg, 40 hld, and 44 di, then that is already 4 mods. you can only add one mod. although 100 fire is nice, lacking HSL and HML probably ruins the weapon for you. now, i do know from asking the question on the crafter boards that you can OVERWRITE any slayer with another (doesnt matter if its super slayer or not), so you could overwrite undead slayer with spider slayer for navery. but you have to choose between ssi, sl, ml.. which makes it only good for when you're whacking on it in a group. but navery is probably perma camped anyway...

also, yes, elemental damage does not count as a mod.
 

silent

Lore Master
Stratics Veteran
Stratics Legend
So on the diamond mace I could add SSI and ML then since it's one handed I could chug refresh pots as needed.
 
J

[JD]

Guest
oops yes! since you listed the 100% fire along in the list of other mods, my brain grouped it as a mod and I thought you had 4 mods. you are correct, you only have 3 mods so you can add SSI 30 and HML 55+

you will prolly chug or use Divine a lot tho, but its possibly workable
 
Y

Yalp

Guest
diamond mace you are gonna run into intensity cap issues. being looted it's only gonna have 450 instead of the exceptional crafted 500. You will find more cap room if you take the di down to 1. But you are gonna find you won't have enough intensity room to put 2 more mods on at full intensity.

I would skip SSI (3 second wep, Stam 183, existing SSI 15 will be 1.25 swing speed.. use pots/divine fury if you fall below say 120 stam).

if you wanna run specials all day with it, I'd go for as much mana leech as it will allow.

GL.
 
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