09-04-2003, 10:13 PM
(This post was last modified: 09-04-2003, 10:26 PM by Crystalion.)
Quote:The way to calculate the slvl, the number of charges, and the maximum number of charges is given (for 1.09)Empirically the Phrozen Keep info seems to match v1.10s, thanks.
Quote:Some affixes belong to specific classes and you'll see a different level requirement when holding it with that character. It seems that all charged affixes, have this feature and no other items do. To use a random item with sacrifice charges, for example, a Paladin needs clvl 1, but other classes need clvl 7. Firestorm needs clvl 1 for druids, but clvl 7 for other characters.Whoa! Excellent. Here are some comments in light of your new info...
Sadly, I've often thrown away gloves, circlets and amulets with charges, because I thought the level reqs were absurd (not realizing that for the proper class, these reqs are much much lower in some cases). This suggests that multishot bow/gloves you want for your high level character to occassionally "touch" a crowd with an effect (like PMH) is potentially useful to a level 6 Bowazon with lots of cash (provided the other level reqs on the base item and affixes don't bump it up).
A level 12 Sorc might like an emergency weapon switch staff with 50some level 7 spamable Novas (37-68 lightning damage).
But a number of level *1* twinks seem interesting (numbers approximate for ilvl 99, so "perfect" in some sense)...
Necro: Teeth (?!), 135 charges level 10: 11 teeth (max. one per target) doing 11-14 magic damage (autohit?!)
Paly: Sacrifice, 71 charges level 10: AR boost and +3x weapon damage (downside: -8% lifesteal) (Hellforge hammer might be more practical as a twink)
Druid: Firestorm, 71 charges level 10: ~40 fire damage x1/x2/x3 (streams) to multiple targets (and looks cool)
Off class, these would have level 7 req. I think the firestorm is still useful for a while but the teeth are going to lose out quickly (talk about a skill that needed boosting v1.10 and got nothing, geez). Sacrifice is of interest to high level odd build classes without huge +dam% attacks who are trying to melee, as you could have a cruel of sacrifice Caduceus, which would put out damage pretty well (with some plus AR%).
Shopping for twink (low base item desire makes it hard) items is tricky. I am wondering, from Hell weapon and armor racks, do you have a decent chance to get a high (80s+) ilvl magic weenie base item, like a scepter or rod? (these could be rerolled with the 3 perf gem formula whereas it looks like no shop would ever offer that base item at equivalently high ilvls). Ironically if you get +skill automods that can ruin the reqlvl and thus the whole twink concept.
Back to non-twink utility (to recap for those who haven't followed other charges threads)...
Freezing Arrow doesn't need high slvl to be of general use as you can use lots of cold charms etc. to bump the freeze duration. Exploding Arrow is excellent for splash damage if you're high level enchanted (the Sorc Build itself probably can benefit from this as you're leveling it up).
I don't know what the Stun rules are for bosses, champs, SUs and act bosses in v1.10, but Stun might have some utility for classes without a stunning attack in some special situations.
Grim Ward definitely has use for some classes (zap that corpse before the monsters use it; get some terror; too bad it doesn't work on skelies and ghosts).
Terror, Dim Vision, Lower Resist, Life Tap, Confuse and Attract are all very attractive, as they have very desirable persistant effects making the pain of limited #charges/high repair costs bearable. All non-Necros should take a moment to educate themselves on this opportunity to make your (play) life easier.
Everyone knows about Teleportation charges, right? I also think triggering shrines/seals/door with Telekinesis (ring with charges commonplace) is a good technique to keep handy (only "wastes" one slot in your inven/stash).
Charges of Inner Sight can help you spot monsters in dark dangerous areas (huge AE effect then monsters get sparklies animating on them).
Some of the other skills may be entertaining or of limited use, but the restriction on levels and weenie number of charges ruins the practicality of them, afaik (e.g. level *1* enchant = big deal, NOT). If I'm off base here, I'd love to hear about it.
"He's got demons? Cool!" -- Gonzo, Muppet Treasure Island
"Proto-matter... an unstable substance which every ethical scientist in the galaxy has denounced as dangerously unpredictable." -- Saavik, Star Trek III
"Mom! Dad! It's evil! Don't touch it!" -- Kevin, Time Bandits
"Proto-matter... an unstable substance which every ethical scientist in the galaxy has denounced as dangerously unpredictable." -- Saavik, Star Trek III
"Mom! Dad! It's evil! Don't touch it!" -- Kevin, Time Bandits