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Gizmo
09-26-2013, 06:17 PM
Is the following skill set feasible and typical for an enchanting type mage? I'll list his skills first, then his info.

Armor Use..........................| 5 1
Physical Fitness...................| 130 35
Arcane Symbols.....................| 188 88
Magic Item Use.....................| 187 88
Harness Power......................| 143 44
Elemental Mana Control.............| 175 88
Elemental Lore - Air...............| 102 24
Perception.........................| 105 25
Climbing...........................| 70 15
Swimming...........................| 50 10

Spell Lists
Major Elemental....................| 30

Spell Lists
Minor Elemental....................| 30

Spell Lists
Wizard.............................| 53

Strength (STR): 97 (8) ... 97 (8)
Constitution (CON): 83 (26) ... 79 (24)
Dexterity (DEX): 91 (35) ... 91 (35)
Agility (AGI): 83 (26) ... 83 (26)
Discipline (DIS): 87 (13) ... 87 (13)
Aura (AUR): 94 (17) ... 94 (17)
Logic (LOG): 89 (24) ... 89 (24)
Intuition (INT): 71 (20) ... 71 (20)
Wisdom (WIS): 74 (12) ... 74 (12)
Influence (INF): 51 (-5) ... 51 (-5)

kutter
09-26-2013, 07:30 PM
I am by no means an expert, I am sure they will chime in, but looking at it, and based upon my 30 train wizard, and all of the reading I have done by others about enchanting, I would think you could easily do a 6 and probably a 7. I doubt you would have much luck with sanctified or enhancive yet.

Gizmo
09-26-2013, 07:50 PM
Yeah, I seem to recall having a mage before who was 44 trains, and capable of doing 7x plain stuff. The above mage by no means, would ever attempt anything other than plain equipment knowing it's beyond his level

DaCapn
09-27-2013, 06:47 PM
Plain 7x should be no problem.

With respect to fusion/enhancives, you'd be hard pressed to even pass the pre-temper potion roll.

Whirlin
09-27-2013, 07:19 PM
As a seller of pre-temper potions... I say please feel free to try to enchant fusion though... I mean, 50% pour success rate is only silvers!

tallkris3
09-27-2013, 07:26 PM
I'd back down to singled wizard and throw the ranks in the other circles. Anything over singled in wizard spells gets diminished and the other circles play a big factor in success as well, I think you'd get more benefit there.

DaCapn
09-28-2013, 03:11 AM
I'd back down to singled wizard and throw the ranks in the other circles. Anything over singled in wizard spells gets diminished and the other circles play a big factor in success as well, I think you'd get more benefit there.

There was a GM post about the enchanting system (saved on KP) in which it was very explicitly stated that a rank in wizard base will always be the best way to improve your chances of enchanting something. The best possible spell arrangement for enchanting is 3x in wizard base.

tallkris3
09-28-2013, 12:59 PM
There was a GM post about the enchanting system (saved on KP) in which it was very explicitly stated that a rank in wizard base will always be the best way to improve your chances of enchanting something. The best possible spell arrangement for enchanting is 3x in wizard base.

Hmm okay... The way I read that seemed to imply to me that over trained in wizard lost benefit to the other two circles. I guess I missed the line where he compared over training in wizard to the other two circles, I'll have to go back and retread that post. Looks like I'll have to tweak my wizards training... He's 2.8x in spells but only singled in wizard.

DaCapn
09-28-2013, 03:16 PM
If I recall correctly, 1.5x wizard was the breaking point where the major diminishing returns set in.

But yeah, I had the exact same discussion with someone on LNet once about their capped 3x wizard base enchanter. I went on about diminishing returns and they set me straight with that post. I still wouldn't advocate that route since it basically makes the character otherwise totally useless (no spellups, no charging, no hunting, just enchanting). Nevertheless, I was surprised to find that out.

For my own enchanting experience, I was 1x wizard base when I started out enchanting and pretty much never had any trouble with enchants as long as my wizard base ranks were at least equal to the destination enchant (for example 35 ranks for 7x, which I succeeded at twice in that time frame).

When I started in on fusion gear, I had to be level 75ish to have 100% chances with the pretemper. I completed 5x fusion without trouble with 50 wizard base ranks but had like 4 minor failures (temper resets and roll-backs on enchant stage) on 6x fusion. I upped my wizard base ranks to like 65 and sailed through the rest of the stages and culminated in a 3% failure. This is only one item but it gave me the impression that 2*bonus in wizard base ranks was a pretty good rule of thumb for fusion.

This was all with the public guild workshops by the way.

Jeril
09-30-2013, 10:43 PM
Is the following skill set feasible and typical for an enchanting type mage? I'll list his skills first, then his info.

Typical yes, practical, I don't think so. With that training you could do 6x with ease and likely have at least 50/50 chances with 7x enchants. You really don't need to be 2x in MIU/EMC/AS. If you use wizard gate a lot I'd say to keep the EMC though. If you had 10 more ranks of wizard spells you'd likely be able to handle those 7x enchants without having to worry about failure at all. If you wanted to hunt them you could easily make room for spell aim, just cut back on some of the above skills and wizard spells and avoid doing a 7x enchant for a few levels or so. If you have the time to hunt them through their gift each week you'd make a level every 3-4 weeks, so if you started a 4-7x you'd be able to level enough to finish it without any complications baring the 3% failure.

Thondalar
10-01-2013, 12:32 AM
I am by no means an expert, I am sure they will chime in, but looking at it, and based upon my 30 train wizard, and all of the reading I have done by others about enchanting, I would think you could easily do a 6 and probably a 7. I doubt you would have much luck with sanctified or enhancive yet.

With these skills/stats they would have to roll about an 88 or higher to pull off a fusion/enhancive pretemper.

Whirlin
10-01-2013, 12:37 AM
MIU Skill: 187
LOG Bonus: 24
INT Bonus: 20
AUR Bonus: 17 WIS Bonus: 12 (Trunc to 14)
=245 positive modifiers
Potion Bonus: -200
Item Enchant Bonus: -20
=-220 negative mods

= +25 on avyneh pour rolls.