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I see items in the IFT that are only slightly better but similar to ones I Charsi because I dont see a use for them. AR Charms, Rare armor/weapons.. what makes something worth keeping?
If you can use it(for whatever purpose it may be) then keep it, if not then don't. Simple as that:laugh:
Well, it got to be useful.
Helms/Circlets
+skills
+FR/W
+FCR
+Resists
+Str/Dex
(A combination of ~3 of these make a good circlet most of the times, +skills most important I would say.) Ask youself if there are any unique/set that this couldn't beat.
Amulets
+skills
+FCR
+Str/Dex
+Life/Mana
Ask youself if there are any unique/set that this couldn't beat.
Rare Weapon/Orbs
+High ED%
+Attack Speed
+skills on Orbs
Can the item beat the best unique/set?
Armor
Rares can almost never beat the best runewords or uniques.
Shields
Magic shields of Deflecting.
Good rare necro-heads.
Most uniques/runewords outperform rares...
Gloves
+IAS
+Resists
+Crushing Blow
+Skills (Java/Spear most popular)
Belt
Some rare is better that uniques.
+FHR
+LIFE
+Str
+Resists
Rings
+FCR
+Resists
+Leech
+Str/Dex
+Life/mana
(A good combination of these.)
Boots
+Huge resists
+FR/W
+FHR
+MF
(Good combination of these.)
Charms
+MaxDmg as perfect as possible (GC max is 10+, SC max is 3) +life / FR/W / AR
+Skills
+Life as perfect as possible
+Resists
+Mana
Jewels
+IAS
+MaxDmg
+ED% 30+
+Resists
+7 FHR
+Str/Dex
(Good combination of these.)
With ATMA's stashes, we really don't have to be frugal with our muling space so nearly anything is worth keeping. Stuff that looks useless as end game gear might still be useful for early/mid-level twinking.
Rare weapons: most rare weapons can't compete with runewords and uniques but I'd be looking for the following mods: huge ED (290+), IAS, +max/min dmg, +max dmg per level, +ar per level, leech, big time elemental damage, -reqs
Rare shields: increased/fast blocking, resists, recovery, sockets, -reqs
Magic shields: Jeweler's of Deflecting (very valuable in a monarch)
Rare armor: Generally not worth keeping as runewords/uniques kick the carp out of rare armor, perhaps ethereal and self repair might be worth it.
Magic armor: Jeweler's of the Whale (fairly valuable in a light/medium armor)
Rare gloves: ias, +2 jav/bow skills, str/dex, resists
Magic gloves: Spearmaiden's/Bowyer's of Alacrity (popular in our trade forum)
Rare boots: fast run/walk, resists, mf
Rare belts: fast hit recovery, resists, life, str
Rare jewelry: I think everyone knows what makes a good ring/ammy...
Magic jewelry: Fortuitous Amulet of Luck (max of 50mf), Fortuitous Ring of Fortune (max of 40mf), +3 skill tab or +2 all skills Amulet of the Apprentice/Life Everlasting/Whale
Charms: I'd check out the Charms Guide in the stickies
This list is by no means complete as I'm sure I'm forgotten something.
What I do is, I mule off anything with good rolls and combinations of things like the aforementioned mods. Then every so often I go through my stashes and clean out redundant or lesser items, usually keeping the best couple of item types at a particular level range.
The "rejects" go into a NotNeeded stash, the better of which may get traded or put in a giveaway, and the bad stuff sold for gambling money.
also take notice of "ctc amp damage" mod in weapons. coupled with a cruel mod, it would make a very sexy weapon.
or ethereal weapons with self-repair mods, coupled with cruel mod.
One way to get some ideas for "valuables" is to follow the trade forum for a few weeks...you don't have to be a trader, just look at what people are trying to buy. Every few weeks I find myself thinking "that's a pretty neat idea!" about something someone wants, and I keep an eye out for that item(s).
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