Any advice on hero equipment?
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I see a lot of advice about builds on this forum but little about hero equipment.
I'm in the process of redesigning my hero builds so that they're more effective but I also want to make sure my heroes have the best equipment possible.
I'm working on runes (gonna try to have every one of my heroes with a sup vigor by some stage) but that's ongoing. Armor is irrelevant because level 20 heroes have max armor anyway, and prestige hero armor doesn't concern me.
What I do want advice about is weapons... what weapons best suit heroes (just the NF heroes to start) who have fairly simple builds? Are there any particularly good greens I can get that synergize well with particular builds? I'm not going to give my Koss a q9 Shadow Blade, but I'm sure there are some good greens that serve his purpose well.
So, any ideas? It would be good if there was a sticky about hero equipment below the sticky about hero builds!
I'm in the process of redesigning my hero builds so that they're more effective but I also want to make sure my heroes have the best equipment possible.
I'm working on runes (gonna try to have every one of my heroes with a sup vigor by some stage) but that's ongoing. Armor is irrelevant because level 20 heroes have max armor anyway, and prestige hero armor doesn't concern me.
What I do want advice about is weapons... what weapons best suit heroes (just the NF heroes to start) who have fairly simple builds? Are there any particularly good greens I can get that synergize well with particular builds? I'm not going to give my Koss a q9 Shadow Blade, but I'm sure there are some good greens that serve his purpose well.
So, any ideas? It would be good if there was a sticky about hero equipment below the sticky about hero builds!
zelgadissan
The reason there's not much about hero equipment is because for the most part it's no different than your own. A warrior is great with a 15^50, +30, all that. Dervishes generally benefit more than others with 20% enchant mods. Since there's really only one set for casters I usually aim for a 40/40 if they have skills based on one attribute or a staff if split roughly evenly.
I guess what I'm saying here is you should either play with the build yourself to see how it works and what equipment goes best - or if you don't have access to that just post some hero builds and maybe the mighty of Guru can help you.
I guess what I'm saying here is you should either play with the build yourself to see how it works and what equipment goes best - or if you don't have access to that just post some hero builds and maybe the mighty of Guru can help you.
Marty Silverblade
Just give them what you would run yourself. Stats wise, obviously, you're not going to give them rare skins or anything. For example, Wars would get Victo's Blade.
Btw, getting sup vigs for all of your heroes is a SERIOUS waste of money. Most times I don't even bother with a minor.
Btw, getting sup vigs for all of your heroes is a SERIOUS waste of money. Most times I don't even bother with a minor.
-Lotus-
all mine get /bonus crap. hourglass staff spike in 3... 2... 1... . and major runes are almost all 100g
upier
Cebe
Quote:
Originally Posted by avisotin
I would concur with everyone else so far on hero weapons.
It's not necessary to spend money on hero weapons, it can be done on a budget with half-decent chest drops, cheap green weapons, bonus weapons, and Bonus Mission Pack weapons modded up with cheap mods really, so long as they're max damage.
If you're wanting to try to make your heroes as effective as possible I'd probably advise generally trying to maximise the additional HP mods as much as possible, because we all know heroes like to stand in AoE, and aggro additional mobs (I'm looking at YOU, Koss).
Casters:
staves either
HCT (20%) Inscription / +30 HP Staff Head / +30 HP Staff Wrapping
or
HCT (20%) Inscription / HCT (20%) Staff Head / +30 HP Staff Wrapping
wands/offhands
HCT (20%) Inscription / HST (20%) Wand Wrapping + HSR (20%) Inscription / +30 HP Focus Core.
or replace the wand with a Spear: Any Spear Head other than Vampiric or Zealous, HCT (10%) or Energy +5 Inscription, +30 HP Spear Grip.
or replace the focus with a Shield: +30 HP Shield Handle, -2 (Enchanted) Inscription, or an Armor +10 Inscription.
Rangers:
+30 HP Bow Grip with a Silencing, Vampiric or Poisonous Bowstring. A 15^50 Inscription.
Dervishes
+30 HP Scythe Grip with a Sundering or Ebon/Icy Scythe Snathe. Either a 15^50 Inscription or a 15^Enchanted Inscription if you plan on your Dervish using Enchantments.
Enchanting may be useful in a few circumstances, but I always feel the +HP modifier is more useful overall.
Warriors
shields
+30 HP Shield Handle. Use an inscription which best suits your warrior's build. -2 (Enchanted) might work well for Conjure Warriors, -2(Stance) for Warriors with Flail, or an Armor +10 mod.
swords, hammers, axes
+30 HP Pommel or Grip. A 15^50 Inscription. Perhaps a Vampiric or Elemental prefix, Furious if you're lazy or scared of Vampiric. There's never really a need for a condition lengthening mod on a Warrior.
Paragons
shields
+30 HP Shield Handle. Armor +10 modifier probably best. I'd go for either Fire, Air or Piercing.
spears
+30 HP Spear Grip. Silencing or Vampiric Spear Head, perhaps Furious if you're lazy. A 15^50 inscription.
Assassins
daggers
+30 HP Dagger Handle. A 15^50 Inscription. Zealous or Silencing Dagger Tang.
Tyla
Quote:
staves either
HCT (20%) Inscription / +30 HP Staff Head / +30 HP Staff Wrapping
or
HCT (20%) Inscription / HCT (20%) Staff Head / +30 HP Staff Wrapping
wands/offhands
HCT (20%) Inscription / HST (20%) Wand Wrapping + HSR (20%) Inscription / +30 HP Focus Core.
You should really make that 40/20/20 staves and 40/40 caster sets to be honest. I know heroes can't weaponswitch, but in terms of weapon efficiency camping these sets for the HCT's and such should yield the best results.
distilledwill
Quote:
Originally Posted by Celestial Beaver
+30 HP Bow Grip with a Silencing, Vampiric or Poisonous Bowstring. A 15^50 Inscription.
swords, hammers, axes
+30 HP Pommel or Grip. A 15^50 Inscription. Perhaps a Vampiric or Elemental prefix, Furious if you're lazy or scared of Vampiric. There's never really a need for a condition lengthening mod on a Warrior.
spears
+30 HP Spear Grip. Silencing or Vampiric Spear Head, perhaps Furious if you're lazy. A 15^50 inscription. I would think it a little complicated to give a hero a vamp weapon and keep switching between fights? Id just stick with poisonous or silencing (usually playing as a BA or BHA ranger anyway, Furious with warriors and paras.
Cebe
Quote:
Originally Posted by distilledwill
Vampiric is also cheap.
Actually, few of my heroes use Vampiric Weapons. They could if I wanted them to, and I wouldn't have a problem with the health degen, but still I find other modifiers often more useful.
Quote:
Originally Posted by Tyla
You should really make that 40/20/20 staves and 40/40 caster sets to be honest. I know heroes can't weaponswitch, but in terms of weapon efficiency camping these sets for the HCT's and such should yield the best results.
I would always advise +HP mods over "efficient" mods for new players, or players with an unknown ability level. However, I've just added a section on this to the stickied guide and have made a mention to the more efficient sets you describe. To be honest, I personally go for a slight mix of the two. I don't really see much point in an Enchanting Modifier on a staff if your hero is only going to be using Earth Attunement, for instance, but for a more experienced player who knows what foes do, and can flag well, packing in as many health modifiers as possible is not necessarily required.
Monk heroes can benefit greatly from an enchanting modifier. I struggle to think of many other commonplace hero builds which would benefit more from an Enchanting modifier, than they would from a Fortitude or Defense modifier. Tyla
Well if you're only using Earth Attunement, why not just use a 40/40 set?
In terms of long lasting and upkeepable enchantments like that, and this is if they are the only enchantments like that on my bar, the weaponset that would be mainly used would be a 40/40 set for me. upier
Quote:
Originally Posted by Celestial Beaver
Just because of the insane popularity of Sabway which includes Barbs (and the occasional MoP). (The only reason why I am using it is because I am cheap and the Sunspear pre-order is a fiery one. ) Cebe
Quote:
Originally Posted by upier
Actually - I'd advise against the ele head.
Just because of the insane popularity of Sabway which includes Barbs (and the occasional MoP). (The only reason why I am using it is because I am cheap and the Sunspear pre-order is a fiery one. ) Fair point, I'd not considered that because I rarely play those sort of builds, I was thinkin Fiery Spearhead + Mark of Rodgort. Richardt
One thing I think bears mentioning is that some monsters will target foes based on weapon type.
Thus if they see a staff or wand, that person is obviously a caster and thus should get anti-caster stuff. On the other hand if they see a sword or spear (etc.) then that person is obviously a fighter and deserves some anti-fighter stuff. I'm in the process of switching over some of my heroes to use caster weapons+offhand. That way they have a lesser chance of some anticaster stuff and it gets the AI to slap some of thier anti-physical stuff on my casters where it has little to no impact. Just keep in mind that if you give them a melee weapon, that they're set to avoid, or else they'll join in. I Phoenix I
So wait wait wait...
Ele heroes: 40/40 or 40/20/30? Nainoa
What's a 40/20/30?
It's simple to figure out how to gear heroes if you have general game mechanics knowledge or experience with physical and caster classes. Your hero builds should be focused so all you really need to do is give them gear that compliments their skill set. I use 40% halves casting time/40% halves recharge wand and focus set on caster heroes that primarily just use skills tied to the item attribute. If the skills include several enchantments that are worth extending, then I give them a staff with 20% halves casting time staff head, 20% halves casting time inscription, and a 20% enchanting staff wrap. (40/20/20 I presume is the proper lingo). If you feel that the heroes don't need halves casting time or halves skill recharge buffs then just give them extra energy or health mods. zwei2stein
This is hard, everyone had their ideas, here is what i do:
I keep one hero "generalist" - that's, equipped and runed in generic way that allows him to run most builds without rerunning. Designed to be better than hench, then i make rest specialists. a) General casters Insightfull Staff (premary att req, 9) of Defence or Fortitude, 5e^50, 10HCT inscirption OR 10/10 (or 10/5^50) wand, focus of fortitude, HCT inscription, or armor ones, req primary att of course b) Specialist casters / physicals 20/20 or 20/5^50 wand or +5e or 10hct / +30hp or +5 armor spear (with prefix fitting build, ) , 20/20 or 20/+30hp of +1/20%/30HP focus. or +30hp shield. I tend to go to Spear/+1^20% focus. Less effective, but my heroes enjoy 60 higher total hp than the ones of 20/20-20/20 people, they enjoy physical buffs if they are present in team and dont get targeted by anti caster stuff. For physicals, i tend to go for whatever weapon, as long as it has +30hp/+5armor upgrades and 15^50; and does physical damage without drawback (no prefix, sundering, condition prefixes, furious). For shield, i am not picky, 30hp and pretty much any armor inscription, EOTN collector ones are good. (about that: i really scared some people when i showed off my collection of jora-ready axes. now, who the hell on earth would have 10 x furious 15^50 axe of defence, all exactly same skin. duuuuuupe.) |