This week's discussion is about PVP Jewellery !
It's like ordering steaks at Sizzler, how would you like the suit to be done, rare, medium or well done, and what jewels that you want to go with it, barbeque or mushroom sauce.
What I reckon, a good pair of jewels can be explained by this table:
Mod 1: ssi5 hci dci
Mod 2: ep50 ep25 fc fcr
Mod 3: mr2 sdi di stats
Mod 4: lrc magery+15
Mod 1 is the most important mods, followed by Mod 2, Mod 3 and Mod 4. Red coloured mods are special mods from specially crafted jewels.
And the mother of all jewelleries starts from hci15 dci15 fc1 fcr3 (ring & bracelet)
For example:
Mage Rings:
hci15 dci15 fc1 fcr3
ssi5 hci15 dci15 fc1 fcr2
hci15 dci14 fc1 fcr2 sdi5
dci13 ep50 fc1 fcr2
hci15 dci6 fc1 fcr2 ep25
hci15 dci6 fc1 fcr2 sdi12
Mage Bracelets:
hci15 dci15 fc1 fcr3
dci13 ep25 fc1 fcr3 lrc20
hci15 dci1 fc1 fcr3 lrc20
dci5 fc1 fcr3 mr2 lrc20
fc1 fcr3 lrc20 mage+15
dci15 fc1 fcr3 sdi3 lrc20
Warrior Rings:
hci15 dci15 fc1 fcr3
ssi5 hci15 dci15 ep25 di25
hci15 dci15 ep50 di15
hci15 dci15 ep25 dex8 di12
Warrior Bracelets are to complement rings and for templates that relies a lot on chivalries, may need to fit fc1 and fcr2 into those rings and bracelets.
Any "ideal" templates of jewelleries that you can share? or if you don't agree with me, please share what you think if there is a better approach for PVP Jewelleries.
And no, I personally think jewels with resists bonus are crap, even with skill bonus, anything other than +15 magery (due to mage weapon -20 for necro mage), they are all "useless".. sorry Unless you are trying to fit a "gimped" template, that is normally higher than 720 skill limit, then it's another matter (the template may end up not having resisting spells, which means bringing a trap box is a must).
It's like ordering steaks at Sizzler, how would you like the suit to be done, rare, medium or well done, and what jewels that you want to go with it, barbeque or mushroom sauce.
What I reckon, a good pair of jewels can be explained by this table:
Mod 1: ssi5 hci dci
Mod 2: ep50 ep25 fc fcr
Mod 3: mr2 sdi di stats
Mod 4: lrc magery+15
Mod 1 is the most important mods, followed by Mod 2, Mod 3 and Mod 4. Red coloured mods are special mods from specially crafted jewels.
And the mother of all jewelleries starts from hci15 dci15 fc1 fcr3 (ring & bracelet)
For example:
Mage Rings:
hci15 dci15 fc1 fcr3
ssi5 hci15 dci15 fc1 fcr2
hci15 dci14 fc1 fcr2 sdi5
dci13 ep50 fc1 fcr2
hci15 dci6 fc1 fcr2 ep25
hci15 dci6 fc1 fcr2 sdi12
Mage Bracelets:
hci15 dci15 fc1 fcr3
dci13 ep25 fc1 fcr3 lrc20
hci15 dci1 fc1 fcr3 lrc20
dci5 fc1 fcr3 mr2 lrc20
fc1 fcr3 lrc20 mage+15
dci15 fc1 fcr3 sdi3 lrc20
Warrior Rings:
hci15 dci15 fc1 fcr3
ssi5 hci15 dci15 ep25 di25
hci15 dci15 ep50 di15
hci15 dci15 ep25 dex8 di12
Warrior Bracelets are to complement rings and for templates that relies a lot on chivalries, may need to fit fc1 and fcr2 into those rings and bracelets.
Any "ideal" templates of jewelleries that you can share? or if you don't agree with me, please share what you think if there is a better approach for PVP Jewelleries.
And no, I personally think jewels with resists bonus are crap, even with skill bonus, anything other than +15 magery (due to mage weapon -20 for necro mage), they are all "useless".. sorry Unless you are trying to fit a "gimped" template, that is normally higher than 720 skill limit, then it's another matter (the template may end up not having resisting spells, which means bringing a trap box is a must).