Int Caster Thurg rewards

Mage_Epic1

Dalayan Beginner
I would like for the magician and necro reward for the slippers of the four and bonesingers collar to be closer in line with the other classes (not the rings, seeing as all the rings are basically the same besides for focus)

MAGIC ITEM LORE ITEM NO DROP
Slot: NECK
Effect: Recovery III (Worn)
Focus Effect: Companion Health IV
CHA: +15 INT: +15
SV DISEASE: +5 SV POISON: +5
Recommended level of 45.
WT: 3.5 Size: SMALL
Class: NEC
Race: ALL
Slot 1, Type 3

Slippers of the Four
MAGIC ITEM LORE ITEM NO DROP
Slot: FEET
Effect: Courageous Minion
Focus Effect: Healing Increment V
STA: +5 WIS: +10 INT: +10
SV FIRE: +10 SV COLD: +10 SV MAGIC: +10
WT: 0.2 Size: SMALL
Class: MAG
Race: ALL
Slot 1, Type 5

[MAGIC ITEM][LORE ITEM][NO DROP]
Slot: BACK
AC: 15
Effect: Disempower Minion (Casting Time: Instant)
CHA: +15 WIS: +10 INT: +10 HP: +20 MANA: +20
Spell Ward +2%
Recommended level of 45
WT: 1.0 Size: SMALL
Class: ENC
Race: ALL
Slot 1, Type 5

Manacle of Shielding
Slot: Wrist
AC: 14
Effect: Runeshield (casting time 0.0) (no recast time) (205 dmg shield)
Str +4 Dex +4 Sta +4 Cha +4 Wis +4 Int +4 Agi +4 HP +40 MANA +40
Recommended Lvl 45
WT: 1.0 Size: SMALL
Class: WIZ
Race: ALL
Slot 1, Type 3

for magicians and necro's, the two focuses rely heavily on the focuses, as opposed to the enchanter and wizard's who are mostly stat based. the necro collar is great with the 3regen, cha, and int, but lacks hp's and/or mana, and the focus is a minor bump to our already low hp pets. the magician boots however lack any real zing to them, with 5sta (which to a caster is very few hp's, below even regen 1), and 10 int, and heal inc 5 (15% iirc) which will add ~95hp's to our 52 pet heal spell which does ~650 base.

the collar, as purely a regen item, can be replaced by player crafter jewelry easily if you can find druid/shaman regen to keep lich up (which isn't hard at all) to yeild better hp/mana. the boots, unfortunatly, are in a key slot, as they can easily be replaced by other more powerful boots even before 65. the boots effect of curagous minion is only good when fighting boss fights like Traek, or other dragons who AE fear, which the magician can stand out of range. during normal xp'ing, i have noticed that if the mob cannot fear the pet, it will fear the caster, which pretty much negates the effectiveness of the boots. the healing incriment also isn't that great considering using the 52 spell, you only gain ~95 hp's every 20 seconds to your pet.

these two items have low staying power compared with the enchanter cloak of 15cha, 10int, 20hp/mana in a minor slot not generally upgraded until tier 2/3, and the wizard bracer of +4all and 40hp/mana coupled with a free rune, in a slot you have some working room with due to there being two slots of.

possibly adding some hp/mana to the two will help increase their lasting power, and changing the slippers effect to say something like a stackable pet resist buff, or a short duration pet overhaste with long recast, and changing the focus to either companion strength or range incriment.
 
Mage_Epic1 said:
I would like for the magician and necro reward for the slippers of the four and bonesingers collar to be closer in line with the other classes (not the rings, seeing as all the rings are basically the same besides for focus)

the collar, as purely a regen item, can be replaced by player crafter jewelry easily if you can find druid/shaman regen to keep lich up (which isn't hard at all) to yeild better hp/mana.

If your implication is that the Bonesinger Collar isn't powerful enough, I strongly disagree. First, Recovery III stacks with everything, and is far from worthless when 'replaced by' (read: added to) spell regen. Second, and most importantly, +15 INT/CHA is huge. Absolutely huge. I cannot stress enough how sexy +15 INT/CHA is. I think you're very strongly underestimating how nice these stats are and focusing only on the shiny effects that stand out.

Actually, let's see if I can stress it enough:
If I recall correctly, every point of INT below 200 is worth 12 mana. 15 INT, then, is worth 180 mana. Yes, 180. Above that, INT is worth half that, for 90 mana. The claim that a player-made necklace would easily replace this item is astonishing, and I cannot agree. Even the Shadow Silk Scarf, which would cost at least a thousand platinum, is only +4 INT, +75 Mana, and +10 CHA. The only time the scarf can even hope to compete is post-200, wherein you trade 5 CHA for 4 mana. I certainly wouldn't make that trade any time before CHA is capped by gear, and when you throw in Recovery III I'd never do it.

Bonesinger Collar is a damned nice item, and I would put it above the Enchanter item and far above the Manacle, whose +4 INT/CHA do little to inspire. Sure, it has a shiny rune proc, but necros and wizards are very, very good at not getting hit (ever), and I'd still take the mana any day.

I cannot comment overly much on the slippers, not having extensive Magician experience, but I think you might again be overlooking the sheer power of 10 INT on a non-raid item. The Collar, at the very least, is ridiculously good.
 
Ramgan said:
If your implication is that the Bonesinger Collar isn't powerful enough, I strongly disagree. First, Recovery III stacks with everything, and is far from worthless when 'replaced by' (read: added to) spell regen. Second, and most importantly, +15 INT/CHA is huge. Absolutely huge. I cannot stress enough how sexy +15 INT/CHA is. I think you're very strongly underestimating how nice these stats are and focusing only on the shiny effects that stand out.

Actually, let's see if I can stress it enough:
If I recall correctly, every point of INT below 200 is worth 12 mana. 15 INT, then, is worth 180 mana. Yes, 180. Above that, INT is worth half that, for 90 mana. The claim that a player-made necklace would easily replace this item is astonishing, and I cannot agree. Even the Shadow Silk Scarf, which would cost at least a thousand platinum, is only +4 INT, +75 Mana, and +10 CHA. The only time the scarf can even hope to compete is post-200, wherein you trade 5 CHA for 4 mana. I certainly wouldn't make that trade any time before CHA is capped by gear, and when you throw in Recovery III I'd never do it.

Bonesinger Collar is a damned nice item, and I would put it above the Enchanter item and far above the Manacle, whose +4 INT/CHA do little to inspire. Sure, it has a shiny rune proc, but necros and wizards are very, very good at not getting hit (ever), and I'd still take the mana any day.

I cannot comment overly much on the slippers, not having extensive Magician experience, but I think you might again be overlooking the sheer power of 10 INT on a non-raid item. The Collar, at the very least, is ridiculously good.

Well said Ramgan and pretty much my opinion. It's an item that will last far into the raidgame with 15 CHA alone.
 
i understand the collar is fairly nice, but once you start getting into the raid scene, and get your int capped which happens fairly fast, all it turns into is rec3 and 15cha. what i was thinking was knocking it down to +10cha/int and add in 25hp/mana so even after necros cap their int it has some staying power. as a necro, i will always replace a nice int item with a nice hp/mana combo, even if it has recovery on it, simply because i know having lots of hp's is gold at the end game, and that int caps.
 
I still disagree. Removing 5 INT (30 to 60 mana) in exchange for 25 HP/Mana is actually something of a nerf, and these sorts of things aren't really expected to last far into the raid game. I couldn't see justification for tweaking it (again, downward for many people, arguably the intended recipients) just so that it'll be worn slightly longer in the raid game. By the time you've capped your INT, you've very, very likely outgrown this item, even in its post-change form.
 
Mage_Epic1 said:
i understand the collar is fairly nice, but once you start getting into the raid scene, and get your int capped which happens fairly fast, all it turns into is rec3 and 15cha.

The quest items are designed for characters 50+ and not for players who are in the raid game, aren't they? Additionally, you probably won't have your AAed INT capped the instant you start raiding, I'm pretty geared out right now and my INT is not capped. (I'm only 12 away, but the point is there)
 
you are correct, however i can see many thurg items surviving well until the NDHK raid game, maybe a little past to torment. Shaman shoulders with the affliction IV and -3% aggression along with clicky swarm pet BP, SK's helm, Rogue gloves with the +1% crit mod, Druid Cape with +5 damage redux and Affliction IV, Bst +1crit mod and haste neck.

necro's i feel also got the shaft on their ring, as the focus doesnt work with dots =/ but i'll keep hoping one day it will =)
 
Mage_Epic1 said:
necro's i feel also got the shaft on their ring, as the focus doesnt work with dots =/ but i'll keep hoping one day it will =)


It "should" work on Dots, at least other Foci were fixed - unless my memory is stupid atm. I'm sure if it doesn't work yet it'll be fixed ASAP as all Foci are supposed to work on both, nukes and DoTs.
 
The wrist was a clicky item for whole 5 days or something. Now its a random spell that pops on you when you cast stuffs alot.
 
Latten said:
The wrist was a clicky item for whole 5 days or something. Now its a random spell that pops on you when you cast stuffs alot.

bracers proc when you cast spells, and cast their effect on your target. Detrimental spells proc when you cast a detrimental spell (ie a bracer with a nuke would proc when you nuked too) Too bad that for a wizard pretty much the only beneficial spell youre going to be casting is a rune anyways, so the effect isn't amazing.
 
robopirateninja said:
bracers proc when you cast spells, and cast their effect on your target. Detrimental spells proc when you cast a detrimental spell (ie a bracer with a nuke would proc when you nuked too) Too bad that for a wizard pretty much the only beneficial spell youre going to be casting is a rune anyways, so the effect isn't amazing.

Incorrect. Bracer procs go off on spells. They can go off on either benefical or detrimental spells or both if I'm not mistaken. This means that the type of proc does NOT determine when it procs - I am fairly sure while the proc is benefical it does proc on detrimental spells. Same goes for my bracer (benefical proc that goes off on detrimental spells).
 
Aye, I think the casters items are superb.
The only ones that would be a small bit under the others would be melee gear. But lets face it, the rewards range from very good to ridiculously good when you look at the difficulty.
I would have still worn my WAR face item, without the tweak from wiz. This tweak just makes it in adequation with the others melee gear pattern. But it was still way better than the mask that drops in CMAL 1... For an item you can get in your low 50ies with a bit of help or a full group, that's just huge.
 
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