User:Tennessee Ernie Ford/Shortcuts/Guide to Caster Weapons
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Casters have a number of choices when it comes to choosing weapons. Ideally, a human caster should switch between 2–3 weapon sets during battle. This article highlights the various possibilities and offers suggestions for optimizing the use of each.
[edit] Caster Weapon Sets
Any of the 5 combinations of weapons can be useful to casters, depending on the situation. Generally, human casters should make use of 3 weapon sets, switching between them during the heat of battle. Hero casters will be limited to a single choice.
[edit] Item Combinations
| Combination | Strengths | Limitations | Likely player usage | Likely hero usage |
|---|---|---|---|---|
| Wand and Focus | Max energy, allows 40/40 | Attribute dependent | Single-attribute builds | Static build heroes |
| Staff | Generic HSR 20% +20% Enchantment possible | 40/40 not possible | Multi-attribute builds | Heroes that switch builds frequently |
| Martial Weapon + Focus | Non-situational high energy, extra health +20% Enchantment with focus mods | 40/40 not possible | Low-spell builds; heat of battle | |
| Shield | Max health, condition reduction +20% Enchantment and health | Low HSR/HCT | Low-spell builds, 2+ superior runes, low health moments | |
[edit] Common Combinations
- 40/40: wand + focus each with HCT/HSR 20 for the same attribute.
- 2x 20/20: wand + focus with HCT/HSR 20 for different attributes
- High Energy Enchant: martial with E+5/+20% Enchant + focus
- High Health: martial + off-hand each with of fortitude bonuses or Hale Staff of Fortitude
- Super Max Energy: martial and focus, each with inscriptions adding +15e (at the loss of 2 pips of energy regeneration)
- Retreat! High health with +AR inscription on off-hand
- Hero Flexibility: Insightful staff of fortitude with 10% HCT.
[edit] Examples
Nuker (Skill bar has 4–6 fire spells):
- Begin battle with a 40/40 fire set.
- If low on energy, switch to high energy set.
- If low on health, switch to high health set.
Protector (Skill bar has 2–6 enchantments):
- Before battle, use a +20% enchantment set
- During battle, switch to 20/10 or 40/40 set (depending on build)
- Switch to high energy/health sets as needed.
Farmer (Multi-attribute skill bar with 1+ critical enchantments)
- Before battle: 20% enchantment + HSR + energy set, usually martial weapon + focus
- Switch to high health or higher energy sets as needed, being careful to switch back before casting enchantments.
Low Spell Builds (Multi-attribute skill bars)
- Begin battle with 20/10 set.
- Switch to high energy/health sets as needed.
Flag Bearer (Casters spending time carrying items, e.g. some ritualist builds)
- Use high health OR high energy set, allowing a return in health or energy when bundle is dropped.
- Avoid switching weapons (which forces you to drop bundle prematurely)
Situational (Known foes expected to apply particularly conditions)
- Bring 1 or more shields with health and mods that reduce length of condition durations.
- Be sure to have shield equipped before the condition is applied; the duration remains lowered even if you switch weapons.
PvP (Rapid weapon set changes are almost required to be successful)
- Situational set: Martial + Shield, to protect against known enemy (e.g. E+5 and 60 Health while Hexed), increase enchantment length, etc.
- Low health set: switch when Health is below 50%
- High energy martial: add back energy when low
- Super high energy wand/focus: wand with Seize the Day and focus with Live for Today
[edit] Basic Ideas
[edit] Standard Terminology
The article assumes basic familiarity with these terms: Wand, Staff, Focus, Shield, Inscription, Weapon Upgrade, Rune, Insignia, AR = Armor Rating
[edit] Caster-specific Terminology/Jargon
A number of other terms are used frequently when discussing caster choices. The table below highlights these terms and why they are important to casters.
| Abbrev | Term | Usage and Key points |
|---|---|---|
| HCT | Halves Casting Time of Spells | Applies only to Spells; can apply to the item's Attribute (max: 20%) or all spells (max: 10%, usually) |
| HSR | Halves Skill Recharge of Spells Halves Spell Recharge |
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| Max damage | Maximum damage of a weapon |
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| Max energy | Maximum amount of energy available | Usually: max energy for the item (Staves: 10, Foci: 12) Often, a set with high energy inscriptions. |
| High energy set | Focus with +12 energy, one-hand weapon with E+15 inscription. | Sometimes used combinations including a martial weapon with I Have the Power |
| 20/20 | HCT & HSR 20% | Typically refers to single item that has max HCT/HSR for the same attribute. |
| 20/10 | HSR (any) 20% & HCT (any) 10% | Most often refers to a staff that has attribute-independent HSR 20% and HCT 10%. |
| 40/40 | A 20/20 Wand + 20/20 Focus | Technically: 36% HCT and 36% HSR, but no one uses 36/36. |
| Single-attribute build Multi-attribute build | Builds that emphasize one attribute Builds dependent on 2+ attributes | In this article, any build that has 4 or more spells using the same attribute. In this article, any build has less than 4 spell's from the same attribute. |
| Martial Weapon | Weapon designed for non-casters | Allows for non-situational Energy +5 inscripton, I Have the Power. |
| +20% Enchantment | The ...of Enchantment weapon mod | Increases duration of enchantments by 20% |
| Spike | Rapid damage |
[edit] High Level Concepts
Veterans endlessly debate the best approaches to maximizing character abilities while minimizing risk and cost. Some of those ideas important to casters are summarized below.
| Concept/Comparison | Key point | Rationale, points of debate |
|---|---|---|
| HSR vs HCT | Typically, recharge times are far longer than casting times. |
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| Health vs Armor | Casters start with AR = 60 |
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| Spears are the best martial weapon for casters |
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| Spears vs. Wands | Spears offer 3 bonuses; wands only 2 |
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| Foci vs. Shields | Shields offer armor; foci energy |
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[edit] Appendix: Basic Caster Combinations
| High Energy: [notes] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Staff | Wand + Focus | Wand + Shield | Spear + Focus | Spear + Shield | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| not advised |
| not advised | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Max Energy: [notes] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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[edit] Appendix: Basic maximum properties
"Note: This section is currently a copy of wikicode for the existing article. While the table is mathematically exhaustive, I find it, well, exhausting to look at. I think this type of article calls for a usage-based presentation (e.g. based on garnering high energy, health, etc)."
The following lists the possible combination of stats that can be obtained by regular weapons. However, do note that there exist certain items whose bonuses don't fit in the table below.
Notes about the table:
- Bonuses available for shields is a strict subset of bonuses available for focus items. Shield have 16 armor instead of focus item's 12 energy.
- Bonuses available for axes, hammers, swords, bows, daggers, and scythes are a strict subset of bonuses available for spears. Their damage, range, attack rate, number of hands required, and vampiric/zealous numbers may differ.
| Type | Staff ("right") | Wand & Focus item | Martial weapons |
|---|---|---|---|
| Damage | 11~22 | 11~22 (wand) | Variable |
| Bonus 1 and Bonus 2 | Inscription for staff: | Inscription for wand: | Inscription for spear: |
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| + Energy | +10 | +12 (focus item) | +0 |
| Bonus 3 and Bonus 4 | Staff Head:
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| Inscription (focus): |
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The table shows that most of the trade-offs depends on bonus 3/4.
