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Go check out Prime!: Anyone interested in DAoC may want to check out Prime: Battle for Dominus. It's kinda like DAoC, but with scifi, and jetpacks, and Sanya.
Guide Home Artifacts
Reavers get the proverbial short end of the stick when it
comes to Artifacts. Only one "offensive buff" effect may be on a character at a
time; the Reaver Lifetap proc buff counts as one, and as a result many Artifact
abilities do not stack with it. Since the LT proc buff (in conjunction with the
LT shout) has been used in the past as a reason for the Reaver not to have
other abilities or spells to help with defense, it could be argued that a
Reaver without the LT buff available is underpowered.
Despite these shortcomings, Artifacts are from useless. Artifacts can add abilities you're not likely to get elsewhere, albeit at a high cost in time. Here are the Artifacts which are probably the best for each slot: Chest Guard of Valor Level 0: 40 Hits, 18 Strength Level 1: +4 to Strength bonus cap Level 2: 15 Dexterity Level 4: +4 to Dexterity bonus cap Level 5: Magical Ability - Shield Debuff proc. Lowers the target's Armor Factor (AF), resulting in worse protection against some forms of attack.Level 6: 4% bonus to melee damage, 4% bonus to magic damage Level 8: 4% bonus to style damage, 4% bonus to spell range Level 10: Magical Ability - Damage-over-time Inflicts damage repeatedly to the target over a given time period.A 4% bonus to four different bonuses make the Guard of Valor one of the best Artifacts, period (at least for a Reaver; other classes don't all get the same bonuses). The abilities, both reactives, allow you to use the armor without having to worry about /use-ing it. The actual stats on the hauberk are rather pathetic, but the bonuses more than make up for that. Legs Wings Dive Level 0: 6% Cold/Heat Level 2: 6% Spirit Level 4: +40 to hit points bonus cap Level 5: Magical Ability - Cushion of Air. Reduces falling damage. Five minute duration. Level 6: 12 AF Level 8: 6 Fatigue Level 10: Magical Ability - Aura of Life. Heal over timeThe stats are only decent, as are the special abilities. However, it's fairly easy to get (can be done with 3-4 people or any class + a Necromancer) and to level (Inishail Island is never camped and has several large camps of yellows/oranges). Unless you've got some extremely good jewelry items, however, you'll probably be better off using some player-crafted leggings. Arms Arms of the Winds Level 0: 18 Dexterity, 12 AF Level 1: Fatigue 6 Level 2: Magical Ability: Disoriented Target is disoriented. They have less chance of landing melee attacks, and spells have a greater chance of affecting them.Level 4: 7% crush resist Level 6: 7% slash Level 8: 7% Thrust Level 10: Secondary Magical Ability: Damage over time / disorient Inflicts damage to the target repeatedly over a given time period. Also disorients the target, making it more difficult for them to strike at melee targets.The stats are only marginal - the physical resists are handy, and Fatigue is always good, but there aren't a whole lot of bonuses. The special abilities are useful for those with multiple Artifacts or charged items, because they're always on and don't face the usual problems with the 'use item' timer. There's a lot to be said for passive abilities, and these should proc fairly often, since the arms are an oft-hit piece of armor. The sleeves are relatively easy to get, assuming you can find a Necromancer to help, since there's only one mob to be fought. The Arms of the Winds are the best available for the Reaver primarily because they're the ONLY Artifact sleeves available. Helm Crown of Zahur Level 0: 18 Constitution Level 1: 8 fatigue Level 3: 5% crush Level 4: 5% slash Level 5: Magical Ability - Efficient Endurance A portion of all heals cast on the target restore endurance instead.Level 7: 5% Thrust Level 9: +5 to Constitution bonus cap Level 10: Magical Ability - Makes heals cast on you 10% more effective. Unknown duration. Low on utility as most Artifacts are, but the magical abilities are very nice. Consider the level 5 ability - 10% of a normal heal is from 20-40. Aside from Fatigue bonuses, players have 100 endurance - so that's a 20%-40% endurance heal in addition to the 90% of the heal going to health. Apparently it does not work on the heals from lifetaps. Gauntlets Maddening Scalars Level 0: 40 Hits Level 2: 15 Constitution Level 4: 15 Quickness Level 5: Magical Ability: Shield/damage return. Blocks a portion of melee damage dealt to target and damages the attacker instead.Level 6: 3% bonus to melee combat speed Level 7: 3% bonus to melee damage Level 8: +5 to Constitution bonus cap Level 9: +5 to Quickness bonus cap Level 10: Magical Ability - Offensive proc. Also has a shapechange effect which turns the user into a wolf. Frothing Wound A 3% bonus to combat speed and damage are
the best part of this Artifact. The level 10 ability does not stack with the
Reaver LT proc, so won't see much use. The level 5 ability, though, being
reactive, could be extremely useful, even if it is very short-lived and on
gloves. Constitution and quickness bonuses and cap increases seem almost
tailored for a Flexible Reaver - attacking faster does more than anything else
to increase damage, and our hit points are one of our great weaknesses. 16.5 DPS, 3.5 SPDThe dagger comes in two different varieties, and so can be used by those using slashing as well as those using thrusting. The level 10 ability is more or less useless, but bonuses to style damage, melee damage, and melee speed are very nice. The level 4 magical ability may not be especially useful for the buff part, but the debuff is another matter. Weapon Crush Bruiser Level 0: 40 Hits, 15 Strength, 15 Constitution Level 2: 6% Spirit Level 4: 6% Energy Level 5: Realm Lore. Displays name, guild, race, class, spec, stats, resists, buffs, and realm abilities of an enemy realm player. Level 6: 8 AF Level 8: 4% bonus to melee combat speed Level 10: 4 Fatigue. Magical Ability - Siege Lore. Target does more damage to keep doors and siege weapons. Bonus multiplier: 15. Duration 90 seconds. It has more bonuses to stats than your average Artifact, and the level 10 Ability makes you pretty much a ram every 15 minutes. Shield Cyclop's Eye Level 0: 40 Hits, 5% Heat Level 1: 5% Matter Level 2: 5% Body Level 3: 5% Spirit Level 4: 5% Energy Level 5: Stealth Lore Target has a greater chance of uncovering stealthed opponents. If the target has the stealth skill, their ability to use stealth is greater as well.Level 6: 8 AF Level 8: +15 to hit points cap Level 10: Realm Lore - Target an enemy and use, and a window will pop up telling you their name, guild, race, class, spec, stats, resists, buffs, and realm abilities. Well, Mythic did it again - they overnerfed an Artifact. Stacking of Stealth Lore bonuses was overpowered, making life as an assassin nearly impossible; but rather than eliminating stacking of SL, Mythic reduced the duration from 10 minutes to 1. While you still might get lucky and find a stealther during that 1 minute it is up, the ability is a shadow of what it once was. The Cyclop's Eye still has good stats, though, with a utility value of 60 in addition to 8 AF and a HP cap increase, so if you can't get one of the great shield drops from a ML encounter, it's worth having. Cloak Shades of Mist Level 0: Stealth 3 (stealth classes) or Parry 3 (melee classes) Level 1: 15 Strength Level 3: 15 Quickness Level 5: Magical Ability - Stealth Lore. Target has a greater chance of uncovering stealthed opponents. If the target has the stealth skill, their ability to use stealth is greater as well.Level 6: 10 AF Level 9: 5% bonus to melee combat speed Level 10: 4 Fatigue. Magical Ability - Defensive proc buff Shade SkinThe Harpy's Feathers Cloak used to occupy this spot, but 1.68 nerfed it in such a way that it lost an estimated 11.3 in utility value. Shades of Mist has the same haste bonus and more useful special abilities - unlike the proc buff of the Harpy's Feathers, which is offensive, that on the Shades of Mist is defensive and stacks with the Reaver LT buff; Stealth Lore, while hardly as useful as it used to be, is nice to have anyway. Necklace Goddess' Necklace Level 0: 3% Body/Matter/Spirit Level 1: 9 Strength Level 3: 9 Dexterity Level 5: 9 Constitution, Magical Ability - Heal. Self-targeted instant heal with 150 delve value. Level 7: +10 to AF bonus cap Level 10: Magical Ability - Stealth Lore. Target has a greater chance of uncovering stealthed opponents. If the target has the stealth skill, their ability to use stealth is greater as well.The Goddess' Necklace is the only Artifact necklace available to the Reaver. The stats are notably weaker than those of the most popular item in the game, the SI quest necklaces (Ancient Copper Necklace, for Albion)... and with the 1.68c nerf to Stealth Lore, it probably is not worth using. Gem Dream Sphere Level 0: 5 Fatigue, 15 AF Level 2: 40 Hits Level 4: +40 to hit point bonus cap Level 6: Illusion. Turns you into a black lion. There is a low-damage DoT associated with the form. The shapechange lasts for 10 minutes. Level 8: 5% Matter/Body/Spirit Level 10: Illusion. Changes user's group into a black lion. User gets a +10% chance to hit in melee and a low-damage DoT; group only gets the shapechange. Lasts 10 minutes, useable every 15. Breaks when you are attacked - negatively affected in any way. Despite the near-total nerfing of the level 10 ability (which makes it essentially useless for a Reaver; you'd have to remove your LT proc buff for a 10% increase to chance to hit, which will almost certainly disappear as soon as fighting starts), the Dream Sphere isn't bad. Fatigue is remarkably useful, resists are always good, more AF is nice. Leveling the Dream Sphere is easier than most Artifacts, unless Barrows is severely overcamped. Even so, a few dozen hours leveling an Artifact with useless special abilities and only average stats is probably a waste of time. Ring The Ring Artifacts available to the Reaver (Band of Stars, Ring of Dances, Scorpion's Tail Ring) are poor fits for the class. You should probably stick with a quest reward (Cenalon's and the Ring of the Seven Storms are prime candidates), or a good RoG from ToA. Bracer Snatcher Level 0: +40 to HP bonus cap, +5 to Constitution and Dexterity bonus caps Level 2: 4% Crush Level 4: 4% Slash Level 5: 7% bonus to all bounty points earned Level 6: 4% Thrust Level 8: 8 AF Level 10: 4 Fatigue, 6% bonus to all realm points earned The stats are decidedly anemic, but the special abilities are passive and unique. A 6% bonus to realm points earned is... well, uber comes to mind. Other ToA bracers have extremely high utility, so you may have to give something good up to get those extra RPs - but especially if you get them early in your RvR career, they're worth it. |
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Copyright © 2001-2009 Trevor Moore, Nathan Wilcox & Classes of Camelot |
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