Thanksgiving

Thu Nov 26, 2009 11:28 am by Strype McClaine

Happy Thanksgiving.
Well, American Thanksgiving.
Canadian Thanksgiving was last month.

Thankful to have all of you as my extended guild family.
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Change at the Top

Wed Nov 18, 2009 9:48 am by Morrek

Hyrin has decided to step down as Guild Leader due to some time constraints placed on him by RL.

As his successor first let me say I am honored and will do my best to fill his shoes. ...

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around and about

Wed Nov 25, 2009 9:10 pm by xhume

sitting in sunny (ish) vietnam... in a hotel in Hoi An - at a 10 year old pc with a crapped out internet connection....

i am still alive - despite the earnest attempts of some of the d...

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More Green Steel - Ideas and templets (Caster Weapon Edition)

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More Green Steel - Ideas and templets (Caster Weapon Edition)

Post  Strype McClaine on Tue Mar 17, 2009 3:10 am

Just a few combinations I have been playing with, and the ideas that I have been thinking about....Note all Cleric weapons are also potential Druid Weapons (wisdom is the casting stat) so just replace cleric with druid if you like....

Sure Clerics stand around and heal, but lets face it, if a mob runs up to you....you swing at it, make sure it realized you arn't afk. You put a little smack in its face....so all the below weapons are multi-taskers. Some damage paired with a full casting weapon, so that you can keep doing it all baby.

Cleric Weapon 1 wrote:
Green Steel - Weapon of Choice

  1. Acid 1d6
  2. Earth - Exceptional Wisdom +1
  3. Earth - Exceptional Wisdom +2
Granted Abilities: 2/Rest CR 12 Earth Elementals, Earthgrab (On-Hit chance, Reflex DC 35 negates, target helpless while held.)


The mace I made for Holy, and quite satisfied with how it looks and works. Talking with many tank/dps Charicters, dual weilding tripple acid weapons seems to be a near broken combo riveling its highly saught after cuson the mineral II. After much random conversation with shootz/luciea another interesting option presented itself...

Cleric Weapon 2 wrote:
Green Steel - Weapon of Choice

  1. Cold 1d6 -or- Water - Strength +6
  2. Water - Exceptional Wisdom +1
  3. Water - Exceptional Wisdom +2

Granted Abilities: 3/Rest Panacea, Crushing Wave (On-Hit chance, 30-40 Cold + 30-40 Bludgeon Damage every 2
seconds for 6 seconds)


This is a very interesting toy. You have a few clickies of "solve target problem", along with a weapon that on chance, can do 90-120 dammage to a portal (bludgeoning still dammages)...as far as budget badass is concerned worse things could be done, to make a cold-cold-cold weapon and take it for a walk with a tank....just ideas here folks...

Anthing that wisdom (earth or water) is the dominate aspect in, in t3 can be used for awesome casting power to aid the cleric....But the above options are for budget badasses, and not dual sharding...but if one WAS to dualshard....


  • Negitive/Earth/Earth(dual) - would net you 2/ Rest Disentagration, and chance on hit disentagrate 500pt no save (take that portal) Best option on this list...
  • Fire/Water/ AirEarth (dual) - Would net you the below concentration bonus, and elemental mastery...kinda lame, but props.. I would single shard and just go fire water earth
  • Positive/Earth/Earth (dual) - Yes, you could make a Mineral II that gives you wisdom bonuses, but that also seems like a waste
  • Negitive/Water/Water (dual) - Horrid Wilting 2/Rest, and Carrosive Salt (4 ticks of 77 untyped dammage, aka 308 dammage..almost subpar compaired to the first option)

For my Caster brothers and sisters, I did not forget about you....

Wizarding Stick V. 1 wrote:
Green Steel - Weapon of Choice - Go for style points, since you wont be proff.


  1. Water - Strength +6
  2. Fire - Exceptional Intelegence +1
  3. Fire/Negitive - Exceptional Intelegence +2


Granted Abilities: Increased Hardness and Durability, +7 Intimidate and Repair, +10 Concentration


This is an intresting approach I decided to mention, it is what I am makeing/working on for Robo, by forgoing the bonus at t3 and just upgradeing it with SOMETHING you can enjoy the fruits of haveing a +10 concentration item in your hand, in addition to repair/intimidate... this is intresting and worth noteing. Specialy if you dont care about being able to do dammage by swinging it around

Wizard Stick V.2 wrote:
Green Steel - Weapon of Choice - Go for style points, since you wont be proff.

  1. Fire- +6 Dexterity -or- Fire Absorb 10%
  2. Fire- +1 Intelligence (Exceptional)
  3. Fire- +2 Dexterity (Exceptional)
Granted Abilities: Delayed Blast Fireball (3/day), Incineration (On hit, there is a chance of approx. 300 fire damage)


Off the top of my head, I can't think of many things other than the ocational flesh to stone'd creature you would care to smash your fists against. Fire/Negitive is just an inervation weapon...just use a dreamspitter (they are still easy to pull)....Tripple Negitve is no better, its just a chance of dc 30 slay living...

Some dual sharding options

  • Air/Fire/Fire (dual)- 3/Rest Displacement - Perminate Blur...Not bad
  • Positive/Negitive/Negitive (dual) - Just make this your goggles. Realy.
  • Positive/Fire/Fire(dual) - Don't do it...Radience in the hands of a wizard is just...silly.


Sorcs...Your choices are ALOT more limited....
Tripple Air - Haste Clickies and Air Gaurd
Tripple Positive - True Res and G. Disruption....
Earth/Air/Air or Positive - +3 AC (deflection), +3 saves (resistance), +10 balance....

I hate to be short here, but no combo with a dominate Air is realy worth even concidering here.
Air Positive - Lightning strike = Best Option?
Air Water - Freezeing Ice = (limited paralizer)
Air Negitive - Trap the soul
Nothing with massive untyped dammage...

Bards...
This is sortof a tough one.... for a casting weapon, well, look above. You essentaly have the exact same options.
For a combat weapon? Well...take your pick of any of the combat weapons...I would lean to a holy-Cha-Cha pure positive weapon to have a disruptor AND a casting weapon in one...makeing it pull double duity....

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Strype McClaine - Elf - Rogue 14 / Fighter 6
RoboStrype McClaine - Warforged - Wizard 17
Elans - Drow Elf - Bard 18
Shotguns McClaine - Warforged - Ranger 15 / Wizard 1
HolyStrype McClaine - Warforged - Cleric 17
Styxxx - Warforged Acrobat Rogue 17
Strypes - Elf - Favored Soul 10
Strypeforged Tatics Tank - Warforged Fighter 6
Gunner Longshot d'Jorasco - Halfling Kenasi/Medic 14
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Re: More Green Steel - Ideas and templets (Caster Weapon Edition)

Post  luciea on Fri Apr 10, 2009 3:57 pm

Strype McClaine wrote:
Cleric Weapon 2 wrote:
Green Steel - Weapon of Choice

  1. Cold 1d6 -or- Water - Strength +6
  2. Water - Exceptional Wisdom +1
  3. Water - Exceptional Wisdom +2


Granted Abilities: 3/Rest Panacea, Crushing Wave (On-Hit chance, 30-40 Cold + 30-40 Bludgeon Damage every 2
seconds for 6 seconds)




Can you help me build this? I think it looks pretty effing sweet.

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