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Thread: Doubles vs. fulls for post-cap wizard

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  1. #1

    Default Doubles vs. fulls for post-cap wizard

    I'm planning to start a mana-infused project armor this duskruin and trying to decide between fulls or doubles. This is going to take a long time and will cost way too much money, so I want to make the right decision. I know, I know, it's a matter of preference... but really, what's the better move for a post-cap wiz that blasts everything with 903/950? Although I've been in fulls for the last several years, my gut is to go for doubles, with the assumption that I'll want more protection in the new ascension hunting grounds. I also think there's a chance I could eventually train in an ascension skill that reduces armor spell hindrance.

    But I'm really torn here... any thoughts?

    Thanks in advance.

  2. #2
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    the new Elven Armor at full tier unlock reduces spell hinderance by 1% in that armor - not sure what kind of coin you are throwing around but thta may be worth it. It is is easier to enchant/ensorcell as its T1 ability.
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  3. #3

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    Quote Originally Posted by Orthin View Post
    the new Elven Armor at full tier unlock reduces spell hinderance by 1% in that armor - not sure what kind of coin you are throwing around but thta may be worth it. It is is easier to enchant/ensorcell as its T1 ability.
    The Elven Armor is only for Studded Leather (AsG 11) or above, i believe.

  4. #4

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    Quote Originally Posted by Orthin View Post
    the new Elven Armor at full tier unlock reduces spell hinderance by 1% in that armor - not sure what kind of coin you are throwing around but thta may be worth it. It is is easier to enchant/ensorcell as its T1 ability.
    Looks like ASG 11 and above only
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    Quote Originally Posted by Rinualdo View Post
    oh did not know that but works out because I am going to chainmail for my cleric
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  6. #6

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    Maybe not the most helpful response, but if you went fulls, at worst, you can just add enhancive armor accessories to give you the coverage of doubles, plus you get the benefits of the accessories.

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    Studded leathers, armored casting and fluidity looks pretty good.
    No, I am not Drauz in game.

  8. #8

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    robes + 1202 + 15 trans lore = AsG 8 with 0% hinderence

  9. #9

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    Quote Originally Posted by Red View Post
    robes + 1202 + 15 trans lore = AsG 8 with 0% hinderence
    I think this is mostly true, except you still have the CvA of robes. But I believe you have all the other benefits of double leather with the spell hindrance and AP of robes.

    IMO the big disadvantage to this approach is that 1202 can be dispelled, putting you back in robes at inopportune times. Or outright not allowed (as a non-native spell) in future hunting areas. But depending on what/where you hunt, this approach can be very effective. Far post cap, you could even get into brig/torso chain equivalent with 105/140 transformation lore.

  10. #10

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    im in the doubles camp. you will get knocked down, dispelled and hit. doubles can take a hit and give you enough scramble time to live

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