Which Archlich Reward would be advisable to have a spare double of ?
It is my understanding that the Archlich Rewards, even though they are not tagged as Brittle, they still are, since Powder of Fortification cannot be applied to them to restore the lost durability when repairing them.
Of course, if one has plenty points to redeem for rewards, they can claim as many doubles and even triples as they please but, what about those players who, instead, need to make choices and can only get a double or two of the items that they are planning to use with their characters ?
Since not all item slots get worn out at the same speed (I understand that items in different slots get hit with different probabilities) and, also, considering how items worn by melee characters get worn out faster as compared to items worn by ranged characters, among these Reward items, which should be the "priorities" to consider as doubles to claim so as to replace those items wearing out their durability faster because of repetitive repairs needed ?
- Gargish Kilt of the Archlich
- Mantle of the Archlich
- Cingulum of Ju'onar
- Divinos Luminous
- Corrupted Paladin Vambraces
- Gargoyle Corrupted Paladin Vambraces
- Scabbard of Ju'onar
- Gloves of the Archlich
Thank you.
Comments
Different templates need different items. You need to be more specific. You want the vambraces for every dexxer you have.
I only took a tali and many arms. I don't need any of the others.
Most Treasure Hunters that I hear from, keep lamenting how junkie is the loot from treasure chests and this, even with Hoard chests digged and opened with plenty luck and +5 Cartography glasses.... you must be really lucky to get good loot where most players lament getting only junk...
Never be afraid to challenge the status quo
On my Sampire, which I am using for Deceit, when the Event started I put a pair of solaria's Secret Poisons for the +10 HCI which where at 255.... and they are already now down at 245...
And they are a pair of earrings which, supposedly, should have a much lower chance to get hit as compared to other slots....
I am not sure what gets them worn down so frequently.... yet, I wait till they are down to like 20 and then repair them and in doing so, 10 points of durability have already gone down the drains....
Yes, certainly antique jewels with any amount of mana regen wear out very quickly, even if not in combat. Curiously, this "passive" reduction in durability will stop when the item reaches say 0/255 durability (last I checked; I tend to avoid using antique jewels when possible).
I think the durability is checked whenever certain attributes are checked of the worn items. So for Yukio earrings, it's possible that anytime SDI or perhaps Luck is referenced, a durability check occurs. The durability reduction may be a probability % influenced by antique, brittle, etc.
The shield slot appears to be based on whether parry is checked/successful. That's why gargoyles and elfs with zero parry can avoid durability loss on shields. (humans have 20 parry via JOAT, ... ).
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but I don’t think it’s true.
Mana regen may not be checked when your mana is full, but lots of ways to have less than full mana while not being in combat.
Note that acid pools can damage the shield slot (regardless of parry).
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Running the invigorate or inspire bard masteries leads to durability loss on antique jewels with MR, even if not in combat. Likewise, running those masteries leads to durability loss on antique jewels with +4 mana (no MR) - though the rate of durability loss seemed slower than with MR.
My original post did not single out MR as the only stat where durability loss is noted on antique jewels, and it's speculative in nature as to other attributes like luck and SDI (indeed, perhaps this as broad as any antique items).
Your test of the cloak of corruption may not trigger whatever logic is leading to durability loss. It's quite possible the cloak does a direct delete/drain of mana, rather than triggering some sort of use/buff/combat check.
You're welcome to ask at the next meet & greet for a comprehensive explanation of what can lead to durability loss, and how the rate of durability loss may be influenced. I'm not losing any sleep over the details here, or whether there are bugs in this area, etc.
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