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The Shield Maiden -a Valkyrie From the Land of Fire and Ice


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#21 sigma20xx

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Posted 12 February 2010 - 09:34 PM

Can the hit point regenration of GI overshadow the Constitution skill? I'd really like to put something else in. The way I see it, you shouldn't need 2 things regenerating hitpoints if one works so well. I have constitution on a dryad right now and it's not mastered yet. But aincent barks level is so high, I dobut I'll need constitution.

#22 Spunky

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Posted 12 February 2010 - 10:03 PM

I wouldn't drop Constitution as it will give you a great amount of health you could need if some enemy gets in some nasty crits, the HP regen then wouldn't be of much use if you take 1 hit and die.



#23 locolagarto

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Posted 12 February 2010 - 11:53 PM

If you put every available Attribute point into Vitality- Maybe, and thats a big maybe. as your vitality points are better spent in intelligence imo. if your heart is set something else, I dropped the fire aspect and kept if to magic and ice only.

#24 sigma20xx

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Posted 21 February 2010 - 01:38 AM

If this build uses 2 flavors of pain, why did you add ancient magic as a skill?

#25 locolagarto

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Posted 21 February 2010 - 11:53 AM

If this build uses 2 flavors of pain, why did you add ancient magic as a skill?

Ancient_Magic adds an increase in spell damage and reduces the enemies ability to defend spell attacks with mastery. So more damage for fire,ice,magic attacks is a good thing right?

#26 SolomonGrundy

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Posted 05 April 2010 - 01:36 AM

chattius - a question. I have read a lot of guides that say target focus is an essential bronze mod for, yet your guide calls for heavy damage. can you explain why in some detail?

#27 chattius

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Posted 05 April 2010 - 02:59 AM

I just read the guide again, and I remembered right. I wrote hit chance as bronze modifier for magic coup. I do normally heavy damage for a melee elf and hit chance for a hybrid.
The reason is: CtH Socketing won't help the spells, while x% damage is useful for both: melee and spells.

For a melee elf: heavy damage seems to be more like a base damage multiplier to and not a x% raise. In my experience the multiplier is better, because it equals like 4-5 sockets late game while sure hit is like 2-3. Sure hit has an advantage early game for a melee elf.

Magic coup is a complex thing and even after a year I do not know the order in which damage is calculated:

Weapon damage + (damage x-x)Rings
multiplied by (magic coup + heavy damage modifier)
multiplied by x% boost from lore+x% damage stuff ...

Somewhere in between is damage type socket, damage type converting from glove and damage type converting from magic coup.

If you plan to play the shield maiden as melee mainly: heavy damage is no mistake.
For a hybrid styleplaying: target focus might be better.
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#28 SolomonGrundy

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Posted 05 April 2010 - 12:03 PM

I just read the guide again, and I remembered right. I wrote hit chance as bronze modifier for magic coup. I do normally heavy damage for a melee elf and hit chance for a hybrid.
The reason is: CtH Socketing won't help the spells, while x% damage is useful for both: melee and spells.

For a melee elf: heavy damage seems to be more like a base damage multiplier to and not a x% raise. In my experience the multiplier is better, because it equals like 4-5 sockets late game while sure hit is like 2-3. Sure hit has an advantage early game for a melee elf.

Magic coup is a complex thing and even after a year I do not know the order in which damage is calculated:

Weapon damage + (damage x-x)Rings
multiplied by (magic coup + heavy damage modifier)
multiplied by x% boost from lore+x% damage stuff ...

Somewhere in between is damage type socket, damage type converting from glove and damage type converting from magic coup.

If you plan to play the shield maiden as melee mainly: heavy damage is no mistake.
For a hybrid styleplaying: target focus might be better.


Perfect! Thank you!
My build will be mainly melee, with magic only for softening up the hordes
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