The basics of caster (Non-DC) gearing (for casuals thru r10's)

rabidfox

The People's Champion
I run into quite a few people that want better stats (or think their caster stats are currently setup well but actually have low stats) but don't know where to aim for and/or understand how to get there. If you're happy and having fun with however you're currently setup then yay & this might not be of any interest to you (it's just a game after all). I'm not going list out specific gear setups as different caster types will have different layouts and every update changes tetris around. This stuff also applies to healers that want to make their heals as strong as possible.

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The image above shows me (the 3 left stats) in mostly Ying's warlock build ( https://forums.ddo.com/index.php?threads/yings-reaper-warlock.261/ ) in whatever gear I had laying around (I'm actually a 19 warlock/1 tabaxi iconic so not even in the full warlock build there) . It's a one-off life for an AotS past life so no burning toolkits nor min/maxing anything. The right most image is a nicely setup Warlock (acid spec'd) of Ying's. You can see just how much the stats jump around and the difference between okay at 32 and nice on the right.

Spell crit stacking
Spell critical multipliers can be stacked off various stuff:
  • Epic spell power epic destiny feats provides a crit damage to one element but also a bonus to all other elements. So even taking off-elements will boost the crit damage on your primary type.
    https://ddowiki.com/page/Epic_Spell_Power
  • LGS crit multiplier/dino crafting can give 35% crit multiplier to an element. Dino offers some types that didn't exist with LGS crafting too and is really easy to make. Depending on tetris, you may use one type or both in your setup.
  • Some items offer spell critical damage on them and can be another option for a quick setup. https://ddowiki.com/page/Item:Staff_of_the_Summer_Solstice as an example (same type as LGS/dino crit but might be easier for some to get)
  • Legedary scion choice will give a bonus to one element and a bonus to all others too
  • Some set bonuses like Elder's knowlege provides spell crit damage.
Spell power
  • enhancement, insightful, quality spell power gear
  • set bonuses with spell power
  • heroic, racial, ED, reaper trees
  • filigrees
  • spellcraft (or whatever skill relates to the spell power types you want)
  • so many things. if you look at the link above to Ying's warlock, he breaks down the individual stuff for that build.
  • TL;DR There's so many tetris options that cover the various spell power types that are different for every build type, so it's better to ask for gearing for a specific build rather than try to list them all out. New content updates would also change things, so best to not dip deeply into specific gear.
Stats and DCs:
Try to get your caster stat and CON pumped up. And DCs good enough for your spells to land. I don't plan to deep dive into DCs in this post; will likely just keep it more on the spell power/damage side of the equation for info here.

Debuffs:
LGS (or dino crafted) Ash, Ooze, and vacuum will increase the damage mobs take. Static raids will make sure someone in the group has any given debuff type so they're all covered (including other stuff like dust, filigrees, class based debuffs, etc.) thus increasing the entire raids effective damage. It's pretty easy to craft an ash mainhand and ooze off-hand to ensure you're carrying around debuff sticks to cover these when needed.
 
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rabidfox

The People's Champion
Dino horn effects (LGS name):
  • Brighthorn (Affirmation) Your attacks and offensive spells have a chance to grant you 1,000 Temporary HP. (Grants Legendary Affirmation)

  • Flamehorn (Ash) Your attacks and offensive spells have a chance to reduce enemy Magical Resistance Rating and Universal Spell Power.
    Attacks and offensive spells have a 50% chance to reduce enemy MRR and Universal Spell Power.
    This penalty stacks 3 times, -7MRR and -20USP each time, 12 seconds duration. Will make MRR negative.

  • Icehorn (Ice) Your attacks and offensive spells have a chance to freeze your target in a block of ice.

  • Melthorn (Dust) Your attacks and offensive spells have a chance to reduce enemy Physical Resistance Rating and Positive Healing Amplification.
    Attacks and offensive spells have a 50% chance to reduce enemy PRR and Positive Healing Amplification. This penalty stacks. [-7 PRR and -20 hamp per stack, maximum stack 5, hence -35 PRR and -100 hamp at full stack. 11 seconds duration each stack]

  • Shadowhorn (Ooze debuff only) Your attacks and offensive spells have a chance to reduce enemy Physical and Magical Resistance Rating.
    Attacks and offensive spells reduce enemy PRR and MRR [100% proc, minus 10 of each]. Attacks and offensive spells have a [~5%] chance to summon some kind of Legendary Ooze

  • Tar (Ooze debuff with tar summons) from the optional chest in skele raid only.
    Same as shadowhorn but with a summons.

  • Sparkhorn (Vacuum) Your attacks and offensive spells have a chance to inflict multiple stacks of Vulnerability.
    Attacks and offensive spells have a [30%?] chance to inflict multiple [2-4] stacks of Vulnerable.
 
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rabidfox

The People's Champion
Added info on the various dino horn effects with their LGS names and what the effects do. (fixed them, some were copy/pasted wrong)
Added info on essence of pomura's momento
 
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