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Quite a few of my thoughts on crafting are in my addendum, but I've thought quite a bit more about it since then. However when/if I get around to updating it, the crafting section will be getting the biggest rewrite.
Here are my current thoughts on crafting. I like to craft things with the possibility of taking them forward to later patches, but its perfectly feasible to make things for use in 1.07. My preference of things to craft are in order below. I also like to craft things that have the possibility of being the best items in the game (ie beating all their unique/rare/set competitors).
Weapons for use in later patches: There are only 3 (possibly 4) weapons I'd actually craft: hydra bow, GMB, Colossis xbow and possibly mat bow (I'd need to check the qlvl to see if I'd work with a mat bow). The main reason why I'd only craft bows/xbows are that with the ability to make use of eth weapons in 1.10, even an uber craft would struggle to compete (ie you'd need 560%ed in a non-eth weapon to match a perfect eth Oath). Therefore bows/xbows ftw. (Jav's may also be good but I don't like them as they can't get sockets).
Weapons for use in 1.07: Whatever takes your fancy. I would advise high qlvls though - colossus blades/giant threshers/zerker axes etc.
Gloves: Now that it has been confirmed that you can get +3 skill tree and 20IAS on gloves the CB ones are my 2nd favorite thing to craft (after bows). Just the thought of a +3skill tree, 20IAS, 15%CB pair of gloves is enough to make me start to drool....
Ammys: At high levels you could get truely awesome ammys - charges of teleport/+3skill tree /of the whale etc. The only downer with these is that 20%FCR is impossible.
Boots: These can get 35%MF, 40FRW and resists making them highly desirable - less MF than War Travs, but more FRW and resists makes them a strong contender.
Belts/Armor: After a discussion earlier in this thread I've changed my mind about belts - the OW could make them killer with of the whale/resists etc. Saftey armor with amicae and 3 sox would be uber for a PDR build.
Rings: A bugged ring would be nice, but I struggle to see how a non-bugged ring would compete with some of the uber rares/uniques out there. The only way I can see these beating a rare ring is by getting 40%MF.
Hope this helps you decide what to craft.
@Wagnala: Things like +holy shield (+smite?) on scepters, +Pdagger on necro heads. I think (although I'm not sure about this) that certain barb skills very rarely appear on barb helms in later patches.
The Ilvl never gets to 1.09 levels, instead it's about 50-60 at best. This does drop the number of affixes, but only the minimum, it's still quite possible to get 4 additional affixes.
Jaedhann: Alvls are identical to 1.09+, so Ilvl requirements should be very similiar.
wangnala: Only real forbidden one is Poison Dagger, which was hardcoded to not spawn on wands until 1.10 was released.
yiuman: Do note that 35 MF takes two affixes, and 40% FR/W is another. Leaves you with only one affix for resists.
I was playing with the ATMA 1.07 Drop calculator. I was checking how much MF was optimal for searching for an item from a Boss. When I raised my MF from 80MF to 90MF, the item no longer appeared in the drop list. Does this mean the item is no longer dropped by the Boss or does it mean that the item now has 100% to drop?
Nightfind
Ummmmmmmm..... I hate to disagree with you (as I'm usually wrong when I do), but of Luck on boots gives up 35%MF and is 1 affix, so you could get 2 res affixes (along with 40FRW).
For the 40%MF on rings I mentioned, that indeed needs 2 affixes, another reason why I am not a huge fan of crafting rings.
@Nightfind: I'm guessing the items that disappeared were class specific sets? You'd probably hit the MF bp to make all of that specific item rare or unique, so the boss can't drop that set item anymore. There is an interesting discussion about this phenomena in this thread: http://forums.diabloii.net/showthrea...1&goto=newpost
I just found 2 ravenclaws in 1.07. Are they just as evil as their 1.09 counterparts?
Yes, Slvl 30 for the 1.07 version too.
yiuman: Doh. :duh:
Since I'm running straight-up 1.07, I'll try here...
Trouble crafting.
I'm trying to make Caster Gloves. I found a recipe using magic Leather Gloves + Jewel + Ort +Perf Amy, but it did nothing. Found a recipe specifically for 1.07 where the rune was Tir and not Ort and the gloves were any kind of heavy. So I used magic Heavy Gloves + Jewel + Tir + chipped Amy and later tried Perf Amy. Still nothing.
I've always had problems crafting, for some reason. I only recall one successful item, but that was years ago, under a different patch.
What am I doing wrong?
Hmm... While I'm on the subject of 1.07... If I've managed to save the old games from previous D2s, even if they were other patches, can the items be brought into 1.07? I figure some of the really nifty things might be a no-go, but basics like gems and runes?
Thanks!
I'm slightly confused as to why you'd want to craft caster gloves as oppesed to blood gloves, but each to their own. The 1.07 recipes I have for gloves are:
Caster gloves: Bracers(M) + Jewel + Tir + ame
Greater caster gloves: Vambraces + Jewel + Shael + ame
Blood gloves: Heavy Gloves + Jewel + Tir + rub
Greater blood gloves: Vampirebone Gloves + Jewel + Shael + rub
About bringing things into 1.07, I think that the general consensus is that its ok to bring things from earlier patches (ie Classic 1.00 - 1.06) but definitely not ok to bring items back from later patches (1.08+). One of the reasons some people play 1.07 is to get items to make 1.10 runewords in so.....
"Bracers" means "Chain Gloves", just so there's no confusion.
All the boot recipes have eld, all the gloves have tir, etc so it's easy to remember once one gets the hang of it.
EDIT: But I can find no use for the runes not craftable, Ral, Tal, Amn, Thul..... Should I just bring those forward to 1.09 or maybe just all the way to 1.11 where I can craft them or make spirits?
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