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TOPIC: Legendary Tokens by Class

Legendary Tokens by Class 2 years 10 months ago #13

These are my lists. Most classes don't really NEED 3, if you are allowing relics for any slot you don't get a legendary. The needed legendaries to me are either iconic, unique (even compared to relic version), or pull double duty (ie. Damage and healing, or two weapon).

Barbarian:
Averons +5 death cleaver
Bogs medallion
? Pharcus greater cloak

Bard:
Widseths legendary lute
? Sills mail
? Thor's hammer

Cleric:
Druegars sacred necklace
Drues +5 baton of focus
? Thor's hammer

Druid:
Drues +5 baton of focus
Iktomi shaper necklace
Relsas ring

Fighter:
Vivs amulet
Welfors +5 slayer sword
? Pharcus greater cloak

Monk:
Benrows elder drake necklace
Asher's +5 viper strike fang
Muks greater ring of havoc

Paladin:
Avas +5 holy avenger
?? 2 of the redoubt set

Ranger:
Ios +4 keen slayer how
Ralsons pendant of the elder yew
Muks greater ring of havoc

OR Ranger (melee):
Asher's +5 viper strike fang
Asher's +5 viper strike fang
Muks greater ring of havoc

Rogue:
Raphael's sneaky necklace
? Muks ring
? Pharcus cloak

Wizard:
Muks ring
Aron's robes
? Drake's staff
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Last edit: by kurtreznor.

Legendary Tokens by Class 2 years 10 months ago #14

kurtreznor wrote: These are my lists. Most classes don't really NEED 3, if you are allowing relics for any slot you don't get a legendary. The needed legendaries to me are either iconic, unique (even compared to relic version), or pull double duty (ie. Damage and healing, or two weapon).


Paladin:
Avas +5 holy avenger
?? 2 of the redoubt set


My thoughts are along this line, though I hope to have all 3 legendary redoubt pieces. I made the Ava’s last year. The armor pieces are a long term goal, unless my luck improves tremendously with pulls. Or I win the lotto...
Tenth level achieved! Now for the long journey to 11th level!

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Last edit: by David Autzen.

Legendary Tokens by Class 2 years 10 months ago #15

kurtreznor wrote: These are my lists. Most classes don't really NEED 3, if you are allowing relics for any slot you don't get a legendary. The needed legendaries to me are either iconic, unique (even compared to relic version), or pull double duty (ie. Damage and healing, or two weapon).

Barbarian:
Averons +5 death cleaver
Bogs medallion
? Pharcus greater cloak

Bard:
Widseths legendary lute
? Sills mail
? Thor's hammer

Cleric:
Druegars sacred necklace
Drues +5 baton of focus
? Thor's hammer

Druid:
Drues +5 baton of focus
Iktomi shaper necklace
Relsas ring

Fighter:
Vivs amulet
Welfors +5 slayer sword
? Pharcus greater cloak

Monk:
Benrows elder drake necklace
Asher's +5 viper strike fang
Muks greater ring of havoc

Paladin:
Avas +5 holy avenger
?? 2 of the redoubt set

Ranger:
Ios +4 keen slayer how
Ralsons pendant of the elder yew
Muks greater ring of havoc

OR Ranger (melee):
Asher's +5 viper strike fang
Asher's +5 viper strike fang
Muks greater ring of havoc

Rogue:
Raphael's sneaky necklace
? Muks ring
? Pharcus cloak

Wizard:
Muks ring
Aron's robes
? Drake's staff


I would disagree on the monk, I’d prefer Aron’s to Muks frankly. I’m loving this thread though.
--
macXdmg
Monk of the Painda Order
Bard of the College of Sick Beats

Trade thread truedungeon.com/forum?view=topic&catid=61&id=253064#406060

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Last edit: by macxdmg.

Legendary Tokens by Class 2 years 10 months ago #16

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SageSTL wrote:

NightGod wrote: Agreed that Legendaries are in NO way needed for Nightmare. I wouldn't want newer players reading this to think otherwise.


Absolutely. In most cases you can be playing Nightmare successfully with a really good Red/Purple build.

If any newer players are reading this, I would encourage you to remember this as you progress. I waited FAR too long to move up to HC/NM level. By the time I did, I was tagging along in the occasional Epic group and holding my own.

If you have a token in (nearly) every slot and ~50% or so are Rare, you're ready for Hardcore. Once you get to about 25% UR after that, you're likely ready for Nightmare.

If you're consistently playing at Nightmare, you'll likely start getting into groups that occasionally want to run Epic. Take the chance, especially if you're on your second+ run of that particular adventure. Worst case you die, but you'll also learn where your build is weak (i.e.: I bought a Cloak of Shadowskin after I got knocked from full to 4 HP because I got double-hit one round. I had 2 DR, woulda been dead otherwise). Even if you die, you'll get to see a side of TD that you otherwise wouldn't, but there's also a really good chance you'll live and start to love the challenge.

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Legendary Tokens by Class 2 years 10 months ago #17

NightGod wrote:

SageSTL wrote:

NightGod wrote: Agreed that Legendaries are in NO way needed for Nightmare. I wouldn't want newer players reading this to think otherwise.


Absolutely. In most cases you can be playing Nightmare successfully with a really good Red/Purple build.

If any newer players are reading this, I would encourage you to remember this as you progress. I waited FAR too long to move up to HC/NM level. By the time I did, I was tagging along in the occasional Epic group and holding my own.

If you have a token in (nearly) every slot and ~50% or so are Rare, you're ready for Hardcore. Once you get to about 25% UR after that, you're likely ready for Nightmare.

If you're consistently playing at Nightmare, you'll likely start getting into groups that occasionally want to run Epic. Take the chance, especially if you're on your second+ run of that particular adventure. Worst case you die, but you'll also learn where your build is weak (i.e.: I bought a Cloak of Shadowskin after I got knocked from full to 4 HP because I got double-hit one round. I had 2 DR, woulda been dead otherwise). Even if you die, you'll get to see a side of TD that you otherwise wouldn't, but there's also a really good chance you'll live and start to love the challenge.


I think there was a “stats for success” at some point, if your saves are all +11, your ac is 23+ and your hit is +11 with your main option you’re ready for Hardcore. Even that is taking into consideration bardsong and bless and the like, though I may have the numbers off also.

That said, if you’re the wizard it isn’t vital to have the ac or the “to hit” as much as a Paladin. If you’re the monk or ranger that to hit might be more important than the AC. If you’re lucky enough to rock some potions a load of health might be more important than reflex saves, like 60+ might be enough.

All this to say there isn’t a “right way” to play a class in HC / NM, except for the kind way. If folks are uncomfortable dying and they haven’t tried NM, play down at their level!
--
macXdmg
Monk of the Painda Order
Bard of the College of Sick Beats

Trade thread truedungeon.com/forum?view=topic&catid=61&id=253064#406060

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Legendary Tokens by Class 2 years 10 months ago #18

macxdmg wrote:

NightGod wrote:

SageSTL wrote:

NightGod wrote: Agreed that Legendaries are in NO way needed for Nightmare. I wouldn't want newer players reading this to think otherwise.


Absolutely. In most cases you can be playing Nightmare successfully with a really good Red/Purple build.

If any newer players are reading this, I would encourage you to remember this as you progress. I waited FAR too long to move up to HC/NM level. By the time I did, I was tagging along in the occasional Epic group and holding my own.

If you have a token in (nearly) every slot and ~50% or so are Rare, you're ready for Hardcore. Once you get to about 25% UR after that, you're likely ready for Nightmare.

If you're consistently playing at Nightmare, you'll likely start getting into groups that occasionally want to run Epic. Take the chance, especially if you're on your second+ run of that particular adventure. Worst case you die, but you'll also learn where your build is weak (i.e.: I bought a Cloak of Shadowskin after I got knocked from full to 4 HP because I got double-hit one round. I had 2 DR, woulda been dead otherwise). Even if you die, you'll get to see a side of TD that you otherwise wouldn't, but there's also a really good chance you'll live and start to love the challenge.


I think there was a “stats for success” at some point, if your saves are all +11, your ac is 23+ and your hit is +11 with your main option you’re ready for Hardcore. Even that is taking into consideration bardsong and bless and the like, though I may have the numbers off also.

That said, if you’re the wizard it isn’t vital to have the ac or the “to hit” as much as a Paladin. If you’re the monk or ranger that to hit might be more important than the AC. If you’re lucky enough to rock some potions a load of health might be more important than reflex saves, like 60+ might be enough.

All this to say there isn’t a “right way” to play a class in HC / NM, except for the kind way. If folks are uncomfortable dying and they haven’t tried NM, play down at their level!


+11 to-hit just for hardcore? That's a bit much. For people looking to move up to hardcore from normal, +5 to +9 will be good.
Although, I guess it depends on how good you are at sliding.
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