Jean-Luc (Hightown): +fire apparel, +fire accessories.
Hubert (Hightown): +fire apparel, +fire accessories.
Trinkets (Lowtown): +fire accessories.
Apparel (Lowtown): +fire apparel.
Shady Merchant (Docks): +cold apparel.
Bonny Lem (Disused Passage): +cold accessories.
Formari Herbalist (Gallows): +spirit accessories.
Mage Goods (Gallows): +spirit apparel, +spirit accessories.
Craftmaster (Sundermount): +fire apparel, +fire accessories, +nature accessories.
Magnus' Wares (Wounded Coast): +fire accessories.
Nexus Golem (Recently Discovered Passage): +fire accessories.
Bodahn (Hightown/Deep Roads, Act I): +electricity accessories.
2. Generic elemental gear scaling:
The breakpoints I've chosen are the typical Act start/end levels attained on a fairly optimized playthrough. The method used for testing was artificially evolving the items using pyGFF.
Level 5: helm +5; gloves +3; robe +11; boots +4; belt +3; amulet +5; ring +3.
Level 13: helm +5; gloves +3; robe +13; boots +5; belt +4; amulet +5; ring +4.
Level 20: helm +6; gloves +4; robe +15; boots +5; belt +5; amulet +6; ring +5.
Level 26: helm +7; gloves +4; robe +17; boots +6; belt +5; amulet +7; ring +5.
3. Conclusions and implications:
The basic weakness of my elemental builds was they weren't very viable until Act III (the obvious exceptions being the oddball Allure Templar in Act II, and Desdemona S&S build when used vs Qunari in Acts I & II). The main reason was I have been relying on the unique gear, that is both overpriced and usually available very late into the game, way too much. Generic +elemental gear, on the other hand, is both available as soon as you start Act I, and, as a rule, very cheap compared to unique items.
Being available at the very start has greater implications than it may appear at first glance. Level 5 gear (and you should be level 5 after Special Deliveries Chest in Gamlen's House) has requirements of 14 Mag/14 Wil. Which means you won't need to invest anything into Wil, and Mag will only require a point or two (after you acquire more +attribute gear and respec -- no points into Mag, too).
The trick is to buy, at least, full +fire apparel (accessories can be acquired later, as they have no req's, plus you will use Dura and Magister's anyway) while you are still level 5. This way, you will reach +48% fire damage by level 7 (Reaver spec).
Also note it's a very long-term investment (for the entire length of Acts I & II, no less): the difference between level 5 and level 20 apparel is only +7% fire damage, but level 20 apparel has req's of 26 Mag/26 Wil. Is +7% fire damage really worth 24 attribute points at expense of Str? I highly doubt it.
After your Str reaches 93-94 (it should happen roughly by level 20-21, the beginning of Act III), you may start to invest into Mag and Wil to be able to equip the optimized +elemental gear setup of your choice by end-game.
4. End-game maximized +elemental damage warrior setups:
Fire (112%): Reaver +5%; Sataareth [Devastation] +10%; Volcanic Shield +12%; Dura +10%; Ferryman +24%; Robes of Cleanliness +24%; generic apparel and accessories +27%.
Cold (97%): Reaver +5%; Bloom [Devastation] +26%; Dura +10%; Robes of Cleanliness +24%; generic apparel and accessories 32%.
Electricity (79%): Reaver +5%; Glandivalis [Devastation] +10%; Robes of Cleanliness +24%; Ferryman +24%; Gauntlets of the Magister +3%; Dirtahamen's +4%; Primevals +4%, generic accessories +5%.
Spirit (66%): Reaver +5%; Celebrant [Devastation] +10%; generic apparel and accessories +51%.
Of course, one should take this data with a grain of salt. Base weapon damage/properties/rune slots and specific elemental damage type mechanics (most notably, spirit) should be accounted for, as should enemy immunities (or lack thereof). Possible talent synergies, like Templar's Holy Smite becoming 66% stronger with full spirit setup, are not to be ignored, either.
Modifié par IN1, 30 avril 2011 - 08:33 .





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