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Paladin ArmorFollow

#1 Aug 10 2005 at 3:11 PM Rating: Decent
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I have a 63 paladin with some pretty pathetic armor. I am now getting regularily asked to tank in groups and, well, i die a lot. what armor would anyone reccomend i acquire. I have a bit of plat to buy the items, and i do not mind questing for a piece of armor, or items to make armor either. I just want reccomendations on what i should get.
#2 Aug 10 2005 at 3:13 PM Rating: Excellent
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At this point, the usual response is for you to post a Magelo or something so we know what we're working with.
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#3 Aug 10 2005 at 3:17 PM Rating: Decent
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Magnetic is good also you will need to do a bit of research but check out bazaar for Ornate molds. If all else fails do a search on Class, Slot, and AC once the list comes up check th stats for Hit Points and anything eles you need.
#4 Aug 10 2005 at 3:21 PM Rating: Decent
Here's what I do when I start trying to look for upgrades....
I hit www.eqrankings.comand I sort by Hit points (or mana depending on what toon) and I take a look at some of the top rated toons for that item and cross-reference what I find there with Alla's and see if there's anyway I can attain it.....
Rinse and repeat until you find an item u like that you think you can get.

Just my Smiley: twocents

Edited, Wed Aug 10 16:19:48 2005 by dbernor
#5 Aug 10 2005 at 3:27 PM Rating: Decent
Aye, probably your best bet is a combination of ornate/magnetic and some of the plate OOW drops. There are armguards and boots that drop like candy in WoS that are very decent and pretty cheap these days.

Once you gear up and lvl a bit you can start working on DoN armor as well as OOW ornate pieces. Faction is a pain in the *** though.



#6 Aug 10 2005 at 3:27 PM Rating: Decent
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magnetic is the best bang for buck now-a-days. An option might be to do the OOW quest armor, but you will have to get groups in NC and WOS to get the drops, it is nice but you will have to get your faction up first:

https://everquest.allakhazam.com/db/quest.html?quest=2988

#7 Aug 10 2005 at 4:41 PM Rating: Decent
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It's not just gear that will make you a better tank start looking into your AA's.

I've seen a 63 tank w/o aa's splat compared to an equally geared 62 tank w/ aa's.

Mainly your defense aa's

Combat Agility 3 (Arch type dmg avoidance)
Lightning Reflex 5 (PoP dmg avoidance)
Combat Stability 3 (Arch type dmg mitigation)
Innate Defense 5 (PoP dmg mitigation)
Natural Durability 3 (increases base hp)


Lightning reflex lvl 5 will make the biggest difference but I highly recomend these defense aa's. There might be others that a tank needs but I don't play a tank. (Unless you include when I tank on my chanter). I've seen a huge difference in the amount of dmg I can handle with these aa's and I'm not even melee. Imagine what they can do for you. Smiley: smile

Edited, Wed Aug 10 17:50:38 2005 by MentalFrog
#8 Aug 10 2005 at 5:40 PM Rating: Decent
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Here's my 67 pally: http://www.magelo.com/eq_view_profile.html?num=440525

But for 1 or 2 drops, I'm entirely bazaar geared. I've never really been in a raiding guild (though I have raided a bit). Also, I've never received any raid drops. Yet, with a decent bazaar strategy and some planning you can achieve some decent gear and DON crystals for augs to take you to the next level.
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#9 Aug 10 2005 at 7:41 PM Rating: Decent
As some of the others have said, look for magnetic and Jaylia's.

Magnetic Breastplate
Jaylia's search

You can buy Ornate molds now for fairly reasonable prices. LDoN has some decent upgrades as well, but requires alot of effort if you don't have the points saved up already. You can also look at DoN, more bang for less effort when it comes to gear and if your budget allows you can buy the crafted stuff in baz, though if your server is anything like mine you'll be hard pressed to find a DoN group that will take you below level 65.

For gear, look for pieces with high AC. Hps are imporatant too - but the AC will push you higher. Also, consider items with regen.

Shell Inlaid Collar
Tainted Cloak of Treachery
Mana-threaded Bone Bracer

Best advice is work on the AAs. Get into groups as a backup tank or anywhere you can get xp.

At a minimum, max out:

Combat Agility
Combat Stability

and then start working on:

Natural Durability

With just these few you should be able to tank most zones with a good healer and slower. Stay away from WoS though.

Edited, Wed Aug 10 20:50:30 2005 by Netos
#10 Aug 11 2005 at 1:46 AM Rating: Excellent
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Don't count out LDoN gear either. There are some very nice pieces for plate classes that would only take a 63 group a few adventures to get the points for. Also, some of the OoW gear is decent, and drops in good exp zones like Draniks, NC, etc. It won't be the best gear, but it will tide you over until you can get some better drops.

EF BP 760 points, Nro BP 1492 points, Breastplate of the Slavetrader, from Harbingers' Spire.

Edited, Thu Aug 11 02:56:28 2005 by Demea
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#11 Aug 11 2005 at 3:59 AM Rating: Decent
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I am currently in the process of upgrading gear for my pallie too. I second the slavetraders option (boots, gauntlets, chestpiece). currently (at least on my server, Povar) they are quite cheap. boots start at 500 pp, the chestpiece starts at 4,5 k. plus - other than magnetic - you can resell later, as its not attunable, but lore only...

good luck Smiley: smile
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#12 Aug 12 2005 at 10:33 AM Rating: Decent
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I myself have this same problem. Since I have about 300pp in my bank. I've decided to get the Consecratedarmor form DoN since I'm on the good side. The bracer/legs/chest are 180 crystals each and helm/arms/boots/hands are 120 crystals. If you are an evil pally there is an equivalent set with the same stats and prices.

Though its difficult to get in a good don group, there are many mid 50's dying to do these, you can make you're own group and get cracking. Grounding the Drakes is pretty easy and with a group avg of around 58-60 you should be able to tank this with you're eyes closed.

Sometimes you may find groups who want to lower the group average in order to do several missions in a short amount of time. This is by far the best route. Was invited to a don with several 70's in group and got 41 crystals and 2.5 yellow at 61. Already have the helm and gloves since they represented the biggest upgrade and am slowly working on bracers/legs/chest in that order. While you're doing the don missions you can also work on your aa's.

Another more expensive/tedious upgrade path could be the don cultural armor. Expensive if you buy it and tedious if you hunt for the drops. The Grandmaster Armor is more or less the same for everyone. What makes them different is the aug for your deity. On povar I saw the chest piece for my race going for $150k.

If I had the plat, I'd probably upgrade to magnetic/don, get all my aa's and then just try to get into raids.

Just my 2cp.

Dartanicusx
63 Paladin
Povar
#13 Aug 12 2005 at 12:54 PM Rating: Decent
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One item that comes to mind you might look for is the conquers cape. I am pretty sure tanks can use it, I know my monk could. ITs a back itm with 105 hitpoints. It has a recommended level of 66, but it should still be pretty good for you.

We had a problem last night in a DON where the tank simply couldn't handle the mobs. About every other mob the tank died, and that was with the cleric and Shaman casting heals. After a few times we simply disbanded. The tank was a 67 warrior the rest of us was between 65 and 68. I forget what her title was, but she had plenty of AA's. She just wasn't in a high end raiding guild.

We can thank the gear from time and high end GOD zones for the difficult mobs that hit for 1000 damage I guess? SOE does not seem to understand that there are lvl 60+ people out there who doesn't have 100AC breastplates, epic 2.0's, and gear with 305 hitpoints on it. Even though there is now some really nice stuff in bazaar with DON, it is still outrageously priced and most people who are not in the high end raiding guilds probably don't have 1millionpp in the bank. However every expansion they make they gear the mobs towards the high end players, and as usual leave the casual players with bazaar bought gear pretty well screwed. I have actually been in groups and had them say NOT to invite such and such cause they don't have enough gear to tank.

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#14 Aug 12 2005 at 1:36 PM Rating: Decent
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Quote:
We can thank the gear from time and high end GOD zones for the difficult mobs that hit for 1000 damage I guess? SOE does not seem to understand that there are lvl 60+ people out there who doesn't have 100AC breastplates, epic 2.0's, and gear with 305 hitpoints on it. Even though there is now some really nice stuff in bazaar with DON, it is still outrageously priced and most people who are not in the high end raiding guilds probably don't have 1millionpp in the bank. However every expansion they make they gear the mobs towards the high end players, and as usual leave the casual players with bazaar bought gear pretty well screwed. I have actually been in groups and had them say NOT to invite such and such cause they don't have enough gear to tank.


I had a rather upsetting incident a few months back with a cleric in PoV. I think I was 60 or 61 and I was wearing Expert Armor because it was all I could afford. Long story short, he continually harassed me due to low hp/ac. He kept talking about his uberness and how all his alts were uber. Linking everything you can possibly think of to demonstrate his phat L33tz. Finally had to put him on my ignore list and leave. I completely agree with Fronglo that us casual players are screwd in the gear department. Though I didn't care much about the incident, it did open my eyes to the fact that I was severely under equipped. I have since gotten some upgrades on loan from my guild so fo rthe time being I'm ok. Now when people invite me to a group I have to first ask what role they expect me to take. If invited to a don I make sure to make them aware of my tanking ablilities.
#15 Aug 15 2005 at 8:07 PM Rating: Good
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Yeah. The separation between "uber geared" and "moderate geared" does grow larger over time. But that's not super new really. Also, it's mitigated somewhat by the trickle down effect in the bazaar.

You wont be able to tank really really well in the newest expansion(s) on a budget, but you will definately be able to tank in earlier expansions far better then you could have at your same relative raiding level when those expansions were new. As a tank, you somewhat have to expect that you're going to have a hard time tanking "new" content, unless you have relatively "new" gear.

Mostly really good advice in here. When searching the bazaar, make absolutely sure to check the relative costs on things. This can vary from server to server obviously, but I can tell you that on my server ornate plate is an absolute waste of time. The cost for the molds are completely out of whack with respect to the relative quality of the items. I'm sorry, but I'm not paying 15k+ for an item that's at best roughly equivalent to a magnetic piece I could purchase for about 3k. Ornate BP molds are still going in the 80-100k range, which is absolutely ridiculous...

Best bets are likely to be magnetic and slavetrader stuff. You can work on DoN gear, but the "really good" stuff is going to be required level of 70, and you'll have a hard time tanking if you don't have something a bit in between your current gear and that level (kind of a "you can't get there from here" thing).

I'm not sure if LDoN is really a viable option. That one is really really dependant on your playstyle. Let's face it, unless you have a regular group to do LDoNs with, it's going to take you a very very very long time to get enough LDoN points in the right camps to get the gear you want.


The advice for AAs is right on the money. If you don't have "uber" gear, you absolutely have to have those AAs if you want to tank. Ok. Really every tank should take those AAs, but how much you "need" them is going to depend on your gear. Tanks are probably the only classes that "need" to take AAs while leveling. You simply can't do you job without them.

Take CA3 and LR5 *first*. Avoidance is still going to give you more bang for the buck in the majority of situations. CS3 and ID5 are right behind in importance. Don't forget PE (physical Enhancement IIRC). It increases all three "tank AA" lines by a set percentage (you gain bonuses to avoidance, mitigation, and HP with one AA). For 5AA points, it's not worth taking if you only have a few of the other ones, but once you've run down one or two lines, it's very worthwhile (I'm sure someone has calculated exactly when it become cost effective, but that person wouldn't be me!). Obviously, you'll want to take the ND line at some point, but remember that at this stage, you'll gain more HPs from gear enhancement then AA points, so it falls a bit behind the other two.


Let me really reinforce that. Make getting CA3 and LR5 your first priority. You will notice a *huge* difference in your tanking ability just from that line of AAs. Past that, it's all gravy...
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#16 Aug 15 2005 at 8:25 PM Rating: Decent
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Hum. Not 100% certain I agree with gbaji on that one (which is rare in itself).

CA and LR give you the chance to avoid an attack or attacks. And CS and ID mitigate the damage each attack does. Over a long enough period of time the amount of damage prevented is the same.

However, tanks in exp groups generally die due to damage spikes, rather than sustained battering. And I always think of mitigation as preventing those spikes, whereas avoidance can be a bit more flukey. So avoidance MIGHT avoid that big swing that finishes you off.... but mitigation prevents the swings previously from putting you in position where you could be one rounded.

The argument is kind of academic anyway, as you're going to do them close together (I guess).

I'd also suggest going for the OoW quest armour and filling in spots with DoN augs, rather than going for DoN armour plus DoN augs - you can probably get all the bits you need via WoS rots / WoS groups if you stay sharp

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#17 Aug 15 2005 at 9:09 PM Rating: Good
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Etuy wrote:
Hum. Not 100% certain I agree with gbaji on that one (which is rare in itself).

CA and LR give you the chance to avoid an attack or attacks. And CS and ID mitigate the damage each attack does. Over a long enough period of time the amount of damage prevented is the same.


Yeah. And if they were treated the same in the actual damage calculations, you'd be right. However, unless they've changed the way the forumlas are done (which I haven't heard of, but admittedly haven't been actively been keeping up on), avoidance counts for roughly twice the "real" damage reduction over time as mitigation.

The reason is the way the combat formulas work. Actually, let me preface this by stating that the reason we believe the formulas work this way is the result of parsing the relative effectiveness of avoidance and mitigation. When parsed, against *most* mobs, avoidance is about twice as effective. The conclusion is that the damage formula first calculates a chance to hit, but then uses the result of that (how well you hit) as a factor when calculating the damage done. Thus, the benefit of avoidance comes into play in both parts of the equation, wheras mitigation only counts in the second part.

Let me explain a bit more clearly. First off, recognize that there are two components to AC. Avoidance and mitigation. There are *also* two components to ATK (part that goes against avoidance and part that goes against mitigation). Let's assume a situation where both parts of both ATK and AC are in balance with eachother. How this ends out working is that let's say a random roll from 1-100 is rolled to see if you get hit. A 1-50 is a miss (since we're equally balanced) and a 51-100 is a hit. The key part is that the result of that roll is then passed on as the base value for the damage roll. So if you rolled a 75, then 25 points of "hit value" are passed to the mitigation result. This one's done as a ratio though. The mitigation AC and ATK against mitigation are compared. The relative "goodness" of the result acts as a multiplier to the base value passed in by the initial to hit roll (the Avoidance roll). That's then applied to a table to determine the value of the hit.

What we find then is that if you increase your avoidance value, you get hit less often, but the resulting hits will *also* be of lower average value. There's some "odd" discrepancies in the hit tables though (for some reason max and min hits never seem to be affected), but all the in between values get shifted in probability. So the curve moves to the left and you get a lower average hit value over time.

This by itself isn't super significant, but is measurable. However, there's another factor. Damage from mobs is not a straight roll (it is when you hit them, but not the other way around). Mob damage has two components. A "base damage", and a "mitigation damage" part (those aren't the terms used, but I don't feel like digging through steelwarrior to remember what exactly they call them). Essentially, the Base damage is *always* done on a hit. The mitigation portion is split into 20 parts, each a set number above the last. This is the table I spoke of earlier. The probability curve is broken across these 20 possible results, a magic die is rolled, and that determine the additional damage done.

So a mob might have a base damage of 50, and a "+5" mitigation table. That means that each of the 20 results will increase the damage done by 5 points. The result is a damage range from 55 to 150, with damage *always* going in multiples of 5 damage (55, 60, 65, 70, 75, 80, etc... up to 150). Increased mitigation only affects the range on that table. So right off the bat, 1/3rd of the damage range *can't* be mitigated with the CS line of AAs. This, combined with the small shift effect caused by the avoidance pass-through to the mitigation roll, is why parsings almost always show avoidance to be better then mitigation.


Obviously, this changes based on the mob. Some mobs have higher base damage then range, or vice versa. Steel warrior has a table of common boss mobs with their relative values, and a resulting disc suggestion for warriors tanking them. Basically, a ratio below a certain point means you use defensive (increases mitigation). A ratio above a certain point means you use evasive (increases avoidance). However, for day to day exp mob tanking, every parsing post I've ever seen has shown conclusively that you are about twice as well off taking avoidance before mitigation.

Quote:
However, tanks in exp groups generally die due to damage spikes, rather than sustained battering. And I always think of mitigation as preventing those spikes, whereas avoidance can be a bit more flukey. So avoidance MIGHT avoid that big swing that finishes you off.... but mitigation prevents the swings previously from putting you in position where you could be one rounded.


This really realy depends on the situation. You're right that damage is "bursty". However, the bursts are almost always the result of getting a large number of average hits in a short period of time rather then a couple really big hits. Most mobs don't have such a huge range of damage that the difference between a min hit and a max hit will kill you. You die far more often by a long stream of hits.

This is easily seen with simple parsing. Interestingly enough, damage done is far less "bursty" then rate of hits. The next time you do a long solo fight, stop and go back and look at your damage window (easy to do if you're like me and filter "my hits" and "hits against me" into a single window (yes, this isn't a true parse, but just something to illustrate the point). Count out any 5 hits by the mob against you (5 is just a random number, take any you want). Look at the spread of those 5 numbers. Take an average. Compare them to the average for the whole fight. Odds are, any 5 hits in a row wont be far off the average hit you took during the whole fight (again, not a great parse, but good enough for this).

Now look at the comparison of hits. A simple way to do this is when you're soloing since it's just you and the mob. Compare the white lines to the red lines (your hits and his). Notice that there are sections where you'll see 10 red lines in a row, and sections where you'll see 10 or more white lines in a row. This is not super conclusive, since we're not putting timestamps and such in there. I'm just suggesting a simple and dirty way to see that the relative hits for and against can vary wildly in ratio. If you want, you can certainly run a parser, or just open up a log and do some quick manual checking. You'll see that the rate at which you get hit over any 10 second period of time (picked that randomly, but relevant to the time of a CH for example), will vary wildly. By simply glancing at a log output, you can clearly see that the damage you take over a 10 second period of time can vary wildly, but the average "per hit" over that same 10 second period doesn't. Clearly, it's not the mitigation that causes the burst, but the avoidance, Higher avoidance helps you avoid getting those 8 hits in a row that'll kill you.

Feel free to check this yourself though. Don't just take my word on it. This is just my observations from looking at damage outputs from many many combats. I *always* see huge variation in rates of hits over time within any particular fight. I very rarely see a huge variation in average damage across any arbrary "small" set of hits. It does happen, just not as often as the bursty numbers of hits...


Neither is perfect, of course. And you should aim towards getting both as quickly as possible. However, for exp mob tanking you will see much more bang for the buck going down the avoidance line first.
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#18 Aug 15 2005 at 10:22 PM Rating: Decent
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How much of that is confirmed, and how much is theory?

Looking at some of the parses from Steelwarrior way back when the AA's in question were brought in, they got approx 9% decrease in damage from CA3 and 9% from CS3.

I've looked at some my logs just now and don't have anything over a long enough time to say isn't just streaky RNG. Will hunt for something at the 10 hour mark.

The other thing I would defitely say is get CA and CS before moving into ID and LR. CA3 and CS3 will decrease damage taken by 9% each approx, whereas ID5 and LR5 will only decrease damage taken by 4% approx.
#19 Aug 15 2005 at 10:35 PM Rating: Good
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Just one little piece of advice. Try and get a Loyalist Shield of Honor. Although you will loose some hitpoints and mana, the AC upgrade will last you forever.

More hitpoints will mean you can stay alive longer through AE's but when tanking, go for AC over HP.
#20 Aug 16 2005 at 12:17 AM Rating: Good
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Etuy wrote:
How much of that is confirmed, and how much is theory?

Looking at some of the parses from Steelwarrior way back when the AA's in question were brought in, they got approx 9% decrease in damage from CA3 and 9% from CS3.


Don't know where you got those numbers either.

I honestly don't feel like looking them up since I'm already super late getting out of work, and I'm tired (you wouldn't believe the bonehead thing one of my users just did!). I'm going off my recollection of multiple steel warrior parses and posts in multiple sources about those parses and what they mean.

Every single source I recall back when I was first looking into AAs said that avoidance counted for about twice the value of mitigation. Every top level warrior in my guild at the time said that. It wasn't a "gee it's up to you" thing. But "take avoidance first always!". No doubt. Every top end warrior I've seen post on it here back in the day agreed with the assessment. So unless something changed over time, or I just happened to only hear from the wrong 50 or so people, I'm going to assume they were correct.

I also vaguely remember going through at one point and reading the parses and posts myself, but that was a long time ago.

Quote:
I've looked at some my logs just now and don't have anything over a long enough time to say isn't just streaky RNG. Will hunt for something at the 10 hour mark.


Like I said. Feel free. You have to do some statistical analysis if you're going to get detailed though. It's not about the ranges involved, but the frequency of each effect being "significant". How often relatively does a variation of "X" damage off the average damage occur in a 10 second period of time? How often does a variation of "Y" hit rate occur during a 10 second period of time? Those are the two questions you're looking for. I think you'll find that you get wide variations in hit rate far more often then you get wide variation in damage. We all know that EQ dice are "streaky", but they tend to streak in terms of hits and misses, not damage. Within that streak of hits, you'll see about the same average damage as you'll see during any other set of hits. You'll get a period of time where the mob will hit 8 out of 10 times quite often. You'll almost never see a mob do max damage for 8 out of 10 hits (or even statistically high damage across those 8 hits very often).

Again. That's just my observation. You feel free to check it out yourself.

Quote:
The other thing I would defitely say is get CA and CS before moving into ID and LR. CA3 and CS3 will decrease damage taken by 9% each approx, whereas ID5 and LR5 will only decrease damage taken by 4% approx.


Interesting. My "sureness" on this one isn't as high, but I could have sworn (again) that the argument was that you got more pound for pound getting LR5 then CS3 (ok, LR4 if you want to compare equal AA points). I was told repeatedly by every tank I ran into that the first thing to do was get CA3. Then get LR5. Then maybe sometime relatively soon worry about CS and ID, but they're not nearly as significant.

Hmmm... Are you sure about those numbers? I've always heard that the second teir stuff adds more then the first. And while this is hardly professional (I didn't parse it or anything), I recall noticing a heck of a lot more difference after getting LR5, then after getting CA3. And not just cumulative. The delta in terms of how well I could tank after going from no CA to CA3, and the delta between having CA3 and CA+LR5. I felt like I gained a lot more capability to tank after getting LR5, then after just getting CA3. Everyone I talked to said to take those two and then go back and get the mitigation AAs.
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#21 Aug 16 2005 at 12:41 PM Rating: Decent
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Wow, thanks for all the helpful info, as soon as i hit 65 will dump xp to AA's for those and am looking at all of the suggested armor and also what is available on my server.

Again thank you very much everyone for the help.
#22 Aug 18 2005 at 8:57 AM Rating: Decent
Do DoN's, sell the crystals, raise smithing, make DoN armor.

Honestly for the cost of a full set of 10 DoN armor pieces in crystals (Almost 200k in the bazaar, and thats not even the best DoN merchant stuff) you could get your smithing to the point of making master armor and be 80% of the way to making GM when you hit 65, and DoN cultural armor kicks the snot out of DoN merchant armor for the most part.

Best DoN Merchant chest (340 crystals):
AC: +72 Dex: +12 Sta: +12 Wis: +12 Int: +12 Agi: +12 Fire Resist: +13 Disease Resist: +13 Cold Resist: +13 Poison Resist: +13 HP: +125 Mana: +120 End: +120
Classes: Cleric Paladin Shadowknight Bard Warrior
Races: All Races
Slot 1: Type 7
Slot 2: Type 9

DoN GM Chest (with GM symbol):
AC: 99
STR: +17 STA: +16 WIS: +18 INT: +5 AGI: +15 DEX: +11 CHA: +11 HP: +145 MANA: +145 Endurance: +145
SV FIRE: +13 SV MAGIC: +10 SV POISON: +13 SV DISEASE: +6 SV COLD: +6
Mana regeneration: +2
Damage Shield: +2
Slot 1: Type 7
Slot 3: Type 12

340 crystlas would unload in the bazaar in minutes at 100 each, and 34k plat will get you quite a few smithing skillups :)

Edited, Thu Aug 18 10:10:28 2005 by Toasticle
#23 Aug 19 2005 at 7:58 AM Rating: Decent
These are pretty cheap on Tunare ...
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