Treasure Map Itemization

Hasrett

Dalayan Beginner
Several people have commented on a heavy caster/healer emphasis when it comes to tmap items. I had the impression myself, but didn't want to make a topic on it until I had time to really flesh out the argument. I did not count drops from simple tmaps; I'll leave that for someone else to do, if they so desire. I've checked stuff out up through moderate tmaps so far. D coming soon, and VD will follow. So will Very Difficult :dance:. First I'll post sort of a summary of what slots are filled by class type. Below it I'll post a breakdown of the items. If people feel that certain items deserve more information (e.g. useless because of item X readily available from easy-to-kill mob Y), please feel free to post it. Give specific examples, please. Also, if I've left anything out, please post it.

The initial breakdown is only by archetypes, and does not include some class-specific items, or, in some cases, some chain or leather specific stuff.

VE + E tmaps:
Casters: 10 slots: 2x wrist, hands, neck, ring, feet, belt, shoulders, face, offhand
Healers: 9 slots: 2x wrist, hands, neck, ring, feet, belt, shoulders, face
Plate melee: 7 slots: hat, arms, feet, range, legs, face, ear
Leather melee: 6 slots: feet, arms, range, legs, face, ear
Chain melee: 6 slots: hat, shoulders, range, legs, face, ear

Adding in Moderate maps:
Casters: 15 slots: 2x wrist, hands, neck, ring, feet, belt, shoulders, face, secondary, 2x ear, back, range, primary
Healers: 15 slots: 2x wrist, hands, neck, ring, feet, belt, shoulders, face, secondary, 2x ear, back, range, primary
Plate melee: 11 slots: hat, arms, feet, range, legs, face, 2x ear, back, primary, wrist
Leather melee: 9 slots: feet, arms, range, legs, face, 2x ear, back, primary
Chain: 9 slots: hat, shoulders, range, legs, face, 2x ear, back, primary


The specifics:
VE Tmaps

Casters:
Fungus-Mesh Band (wrist)
Lecimka’s Mittens of the Lost (hands)
Lecimka’s Necklace of the Lost (neck)
Lecimka’s Ring of the Lost (ring)
Lecimka’s Wristband of the Lost (wrist)
Mhor’Valkur Dagnite Mittens (hands)
Mana-Bound Slippers (feet)

Healers:
Fungus-Mesh Band (wrist)
Lecimka’s Mittens of the Lost (hands)
Lecimka’s Necklace of the Lost (neck)
Lecimka’s Ring of the Lost (ring)
Lecimka’s Wristband of the Lost (wrist)
Mana-Bound Slippers (feet)

Leather Melee:
Keldath’s Imbued Leather Sleeves (arms)

Plate Melee:
Duroth’s Vambraces of Pugnacity (arms)
Boots of the Steadfast (feet)

Chain Generic:
Mantle of the Scorned (Shoulders)

Melee Generic:
Emblem of the Noble (Range; 1hs users)
Emblem of the 2-hand slash [or whatever] (range)
Perverted Kinsman Idol (Range)

Class-Specific:
Takorus’s Diamond Shatter (range; RNG-ish)
Emblem of the Eye (neck; RNG)
Emblem of Singing or whatever (range; BRD)

Anyone:
Ring of Everburning Essence (tbh, pretty much clicky only; stats are meh)

____________________________________________

Easy Tmaps

Casters:
Belt of Pearl Strands (Belt)
Shield of Forgotten Secrets (Offhand)
Stylish Gnomish Bifocals (Face)
Thoughtful Shawl (shoulders)
Lecimka’s Slippers of the Lost (feet)
Lecimka’s Mask of the Lost (face)


Healers:
Belt of Pearl Strands (belt)
Thoughtful Shawl (shoulders)
Lecimka’s Slippers of the Lost (feet)
Lecimka’s Mask of the Lost (face)

Leather:
Dusty Earthen Sandals (feet)

Chain:
Barak’s Chromatic Headband (hat)

Plate: Sisera’s Darkmesh Coif (hat)

Generic Melee:
Emblem of the Fighting Spirit (Range)
Styling Gnomish Codpiece (Legs; no monk)
Belt of Profound Thoughts (Belt; no AC, FT2, mediocre stats, so useless to all except maybe BST)
Eyes of the Beholder (Face)
Hoop of Dark Deception (ear)

Anyone:
Ring of Everburning Essence (tbh, pretty much clicky only; stats are meh)

____________________________________________________________

Moderate Tmaps

Casters:
Hoop of Intertwined Fates (ear)
Crystallized Stud (ear)
Veil of hidden sorrows (face)
Lecimka’s Soul Shard (secondary)
Lecimka’s Cord of the Lost (belt)
Lecimka’s Cloak of the Lost (back)
Emblem of the Evoker (range)
Emblem of the Diviner (range)
Emblem of Altering (range)
Poorly Polished Ruby Scepter (primary)


Healers:
Hoop of Intertwined Fates (ear)
Crystallized Stud (ear)
Lecimka’s Soul Shard (secondary)
Lecimka’s Cord of the Lost (belt)
Lecimka’s Cloak of the Lost (back)
Emblem of the Evoker (range)
Emblem of the Diviner (range)
Emblem of Altering (range)
Poorly Polished Ruby Scepter (primary)

Melee:
Cape of Old Hopes (back; not tank feasible)
Rage (primary; 2hs classes only)
Sisera’s Darkmesh Wristguard (wrist; plate only)
Fossilized Bone Fragment (ear)
Mavios’s Crusher (primary; tanks only)
Azakiel’s Cadaverous Stud (ear; non-hybrids, realistically)

Leather:
Dusty Earthen headpiece (head)

Chain:
Boots of chilling Armor (feet)

Rng/Rog/Brd:
Gutbuster (secondary)
Cap of Singing Sorrows (hat; brd only)

Dru:
Testar’s Staff of White-fire
 
There's a few items missing.

Emblem of the Jester from VE maps, which is all/all but really only good for bards, and even then not very good at all. It drops way too often and is completely useless considering that the Melodic Gem has a useful modifier, while +singing just reduces fizzles (right?).

I think there are 1-3 other emblems that drop from VE/E maps which are all/all and are moderatly to slightly useful.

VE has a 1hs mod emblem (listed), a 2hs mod emblem (not); E has a offense skill mod emblem (listed) and a defense skill mod emblem (?)(not).

I think there are also Conj/Abj emblems hiding somewhere. Also Gutbuster is secondary only.
 
Llanoldar Lluindar said:
It drops way too often and is completely useless considering that the Melodic Gem has a useful modifier, while +singing just reduces fizzles (right?).

This is correct.
 
Thanks, Lando. I'll make some changes once I've got the D and VD done. Not going to do ED, because that's a whole different ball game.

Summary:

After Difficult:
Casters: 18 slots - 2x wrist, hands, neck, ring, feet, belt, shoulders, face, secondary, 2x ear, back, range, primary, hat, legs, chest
Healers: 18 slots - 2x wrist, hands, neck, ring, feet, belt, shoulders, face, secondary, 2x ear, back, range, primary, hat, legs, chest
Plate melee: 15 slots (13 for hybrid) - hat, arms, feet, range, legs, face, 2x ear, back, primary, wrist, hands (not hybrid), belt, secondary (no hybrid), ring
Leather melee: 12 slots - feet, arms, range, legs, face, 2x ear, back, primary, hands, belt, ring
Chain melee: 13 slots - hat, shoulders, range, legs, face, 2x ear, back, primary, hands, belt, secondary, chest


After Very difficult:
Casters: 18 slots - 2x wrist, hands, neck, ring, feet, belt, shoulders, face, secondary, 2x ear, back, range, primary, hat, legs, chest
Healers: 18 slots - 2x wrist, hands, neck, ring, feet, belt, shoulders, face, secondary, 2x ear, back, range, primary, hat, legs, chest
Plate melee: 16 slots (15 for hybrid) - hat, arms, feet, range, legs, face, 2x ear, back, primary, 2x wrist, hands, belt, secondary (no hybrid), ring
Leather melee: 14 slots - feet, arms, range, legs, face, 2x ear, back, primary, hands, belt, ring, wrist, chest
Chain melee: 14 slots - hat, shoulders, range, legs, face, 2x ear, back, primary, hands, belt, secondary, chest, feet


The breakdown:
Difficult Tmaps:

Casters:
Demagogue’s Sanguine Guile (chest)
Poorly Polished Ruby Scepter (primary)
Damaged Electrum Tiara (hat)
Well-worn Ivy Beads (wrist/neck)
Chipped Pink Diamond Ring (ring)
Lecimka’s Pants of the Lost (legs)


Healers:
Demagogue’s Sanguine Guile (chest)
Poorly Polished Ruby Scepter (primary)
Damaged Electrum Tiara (hat)
Well-worn Ivy Beads (wrist/neck)
Chipped Pink Diamond Ring (ring)
Lecimka’s Pants of the Lost (legs)

Generic melee:
Tarnished Metal Mesh Gloves (hands; no hybrid)
Pitted Parrying Blade (primary/secondary; no hybrid)
Ring of Warding (ring)
Krovexx’s Sparkling Belt (belt)
Emblazoned Threadbare cloak (back; not leather, maybe?)

Chain melee:
Battered lightweight chain cuirass (chest; based on stats, realistically only feasible for rog/rng, although it’s useable by plate-wearing melee also)

Ranger:
Weathered Rosewood Bow

__________________________________________________________

Very difficult Tmaps:

Casters:
Darkalloy Bracer of Enmity (wrist)
Ethereal Warding Symbol of the Infini (neck)
Shard of Morality (range)
Azakiel’s Focus (Primary 2h)
Lecimka’s Focus (primary)

Healers:
Darkalloy Bracer of Enmity (wrist)
Ethereal Warding Symbol of the Infini (neck)
Shard of Morality (range)
Azakiel’s Focus (Primary 2h)
Lecimka’s Focus (primary)

Plate Melee:
Discordant Boots of Mourning (feet)
Rengaw’s Mighty Fist (hands; plus rogue)

Generic Melee:
Shard of Stability (range)
Darkalloy Bracer of Rage (wrist; not rogue lol)


Leather melee:
Gi of Swiftness (chest)

Chain:
Boots of Emblazoned Souls (feet)
 
Hasrett said:
Ranger:
Weathered Rosewood Bow

If this is the bow I think it is, I must add that it is terrible for a D map drop. It's barely better than Takorus's with the main advantage being that it has undead bane. That is a pretty niche item for a tmap drop.
 
The end result:

By the time you've done a bunch of VD maps, you could theoretically have most slots filled, whatever your class. It's worth noting, however, that in VD in particular and at all tiers in general, there are more caster items (if I really get motivated, I might even go back to each tier and insert the tier of the most recent upgrade for each slot). This means that not only are more slots covered, but there are more upgrades to preexisting slots, as well. More than a few of the melee slots are totally obsolete by the time you're able to do Moderate maps, let alone D and VD. An obvious part of the explanation for this is melee's dependency on AC, hp, and stats, whereas a decent FT item can last a caster far longer. Foci and the like are a far bigger benefit for the caster types, and they're abundant on caster drops from tmaps, while useful effects are in short supply for melees.

What I would love to see is an improvement to the melee itemization. This includes both improvements to some of the less useful drops and simply more melee useable items, so as to be on par with the caster and healer gear.

Some changes have been made since I last spent much time doing tmaps; back when I played hasritt/hasrett, there were none of the decent melee drops on VE maps that we have now (Duroth's; steadfast; scorned). Those are a big step in the right direction, and they're actually balanced to be fairly useful. A bit more would be nice, though =)
 
There is also a 100 or 125 hp range item for tanks that drops off VD maps, it looks like an urn I forget the name. As far as caster vs melee loot goes I think the Lecimka's set kind of skews things a bit at the lower end seeing as there is no such set for melee characters. If you remove those pieces its much more even. Maybe a good idea would be to add a set similar to that for melees.
 
widan, i believe that "urn" is Ornate Porceilin Chalice (forgive my spelling), which is the the Tank Tmap Quest item. Then again, i've not done many VD tmaps so you may be right
 
Hasrett said:
Demagogue’s Sanguine Girdle (belt)

Unless thers a belt I dont know about.. that item is a Robe.

AC 15 +12-15 to just about every stat 50 hps 50 mana, Recovery IV and another focus effect, Defense skill +1

Useable by Bst,Mnk,Cleric, Druid, Necr, Enc, Mage, Wiz...

Race: all

Why oh why shms are not on this robe I have no idea why.

VE maps also have Perverted Kinsmen Idol ALL ALL range slot with stats and 50 hps (-25 cha)

Also off DIff tmap. Emblazoned Threadbare cloak, tanks and chain based classes. Stats are subpar, with a crapy clicky but good AC.
 
Well fuck a duck, thanks for catching that. It's Demagogue's Sanguine GUILE. Fixing.

Edited in the changes. Casters and healers now have 18 slots filled from difficult on, while the cloak and the range for melees didn't change anything =)

Some suggested changes:
Hybrids get shafted several times over because they can't or won't use the 1h weapons that drop or the stuff boosting dual wield. How about a shield or two? Maybe one at the Easy level in the 30ish AC range with some moderate stats, and one in the Difficult range with 45ish AC, better stats, and a decent focus (I'll toss Bane Enhancement IV or Mana Conservation III out there)? Also, how about some pally/sk useable gauntlets? The only tank type gloves improve DW and aren't hybrid equippable.

Melee weapon improvements: casters get a wide range of 1h and 2h primary and secondary toys; they're some of the best tmap drops from low to high tiers. Melees get... a couple of 2handers from mods, a fast offhander that's only useable by 3 classes, and a crappy ratio high AC 1hander. Very limited in use, and even more limited in the range (all from Moderate except the blade, from Diff.). None of them are that useful compared to most of the droppables available (RHLS, hoav, etc... hell, even warpmetal halberd has a better ratio than the 2handers). And there's no way a pally is going to touch that stuff, since any paladin doing mod maps should have his soulfire.

How about making one of the 2handers Easy, keeping approximately the same stats, and either leaving the other one moderate and giving it a slight boost, or bumping it up to Diff. and giving it a larger boost? The 1handers should be made somewhat useful; a group that can do a moderate tmap can easily get the HOAV on second floor of HK.

Just a few ideas. Time for me to wrap it up at work, I'll probably have more tomorrow.
 
Ops I reversed the name...

Threadbare Emblazoned Cape

Magic Lore Item No Drop
AC 20
Effect: Bravery (must wear clicky,7.0 )
Str: +9 Dex: +9 WIS: +5 HP: +55 MANA: +45
Weight: 0.5 Size: Small
Class: War,Shd,Pal,Rng,Rog,Mnk,Bst,Shm,Brd
Race: All

So its all melee classes not just plate and chain... how shms got throw in there I am not sure.
 
As for the 2handers, I would like to point out that the big thing about Rage is the 30% worn haste. Since most of the people actually doing M tmaps for drops will have the Ciadrian Crystal (also 30% but no stats) or less, Rage gives them a decent weapon AND lets them replace the Crystal with something worthwhile.
 
While I can accept the answer that some items diverge from the standard usage sets on occasion, the CLR/DRU and CLR/DRU/ENC/NEC/WIZ/MAG items do roast my goat. I have yet to hear a reasoning behind such items beyond the divergence theory.
 
Belt of Profound Thoughts (Belt; no AC, FT2, mediocre stats, so useless to all except maybe BST)

Just got this tonight it has 17 AC, definitely a bst, rng, pal, sk item however.. consider it gives +15 Wis and Int and FT 2... only benefit to pure melee is its +50 hps, AC, and +6 sta.
 
moghedancarns said:
While I can accept the answer that some items diverge from the standard usage sets on occasion, the CLR/DRU and CLR/DRU/ENC/NEC/WIZ/MAG items do roast my goat. I have yet to hear a reasoning behind such items beyond the divergence theory.

This really burns me as well.. .it seems shms were left off many of the caster items, but thrown on some of the melee items. Most of the melee items shamans would want nothing to do with.

Also single class items are just wrong on tmaps. Druid only staff, Ranger only bow come to mind right off the top of my head. Doing a Tmap, specialy the lower end ones means by default you will be missing some classes. This sets up the very nasty auto rot items. Did a tmap a few days ago and got the ranger only bow.... with no ranger. Just lame

In the D map the Druid only staff bothers me as well..since there is also the staff that all wis/int casters can use. Seem to me if should have been a Only int caster and a only wis caster staffs. Or just put everyone on both... at least on D maps your chances of having a single druid are better then the Easy maps and the ranger bow.
 
Just to swing into this thread, I'm gonna take a look at this when I get time to (IE probably not in the next week, maybe not even for two weeks), but the stats you're compiling in the first post aren't really very helpful because they don't take into account rarity, and since I can just pull all that shit right out of the DB you don't really have to go to the trouble.
 
Thinkmeats said:
Just to swing into this thread, I'm gonna take a look at this when I get time to (IE probably not in the next week, maybe not even for two weeks), but the stats you're compiling in the first post aren't really very helpful because they don't take into account rarity, and since I can just pull all that shit right out of the DB you don't really have to go to the trouble.

Speaking of Rarity...

Certain Tmap items are disgustingly.... Common

That bag of daggers and those Dusty boots come to mind as items that drop it seems 50% of the time.. and rot.

When you do get a chance to look at the DB, any chance to look at a few of the common drops drop rates. Some seem to drop a bit more then just common.. to almost the point of expecting them to drop and being surpised they didn't.
 
Back
Top Bottom