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A dryad shopper


bbrocker

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So here is a new build for you guys been thinking about it for sometime now and the reason for this interesting build is because my old ps3 died and now I have nothing. I was getting really bored with trying to make my shoppers over again. So im making a new and interesting shopper. hope ya like my first build on here after reading your guys builds for 2 years and of course making my own.

 

1. Nature Weaver lore

2. Nature Weaver focus

3. Shield lore

4. Armor lore

5. Enhanced Precision

6. Barganing

7. Constitution

8. Ancient magic

9. Tactics lore

10. Damage lore

 

The purpose of this build is intelligence, and elemental dmg.

 

Yes this is a one buff character and ill explain this and hopefully ill make sense of why this should work.

 

attributes: put all points in to intelligence.

 

Nature Weaver

CAs: acute mind. insight, insight, and Easiness. to raise intelligence to extreme levels.

tangled vine. tendrils, singe, and Encroach,. for dmg, elemental dmg and good for mobs and some bosses.

ancient bark. rugged, repel, Invigorate. raises armor, chance not to get hit: reason for taking repel is the fact that ancient bark is bad against fire enemies, and extra healing is always good.

Goldenglade Touch. flow, Persevere, and Diligence. faster hit point regeneration and long lasting duration makes this a powerful healing spell, and who couldn't use more willpower.

ediphic lances. density, Stings, and Singe. thorns closer together with more dmg and elemental dmg = perfect

 

Capricious Hunter

CAs: sinister predator. Eagle Eye, Marked Shot, and Hunting Focus. critical hit plus can't evade attack makes a powerful attack and since I dont have capricious hunter focus I added the hunting focus mod for faster cast.

ravage impact. Envenom, Breach, Blast. poison and fire elemental dmg will provide a powerful blow plus a chance that the armor will be ignored and a full affect will increase the attack.

dust devil. Recondition, Elongate, and Sanding. faster recharge and long lasting will provide great protection. and why sanding more dmg always helps.

 

 

Ok the reason for not taking two buffs is I don't think they are really needed. as lets say fighting against fire attacks we can turn on sinister buff and use ravage impact and dont forget to use your healing spell which should shield you quite well as well as using dust devil. the reason why I took tactics lore is well more dmg for ravage impact and the sinister predator mod marked shot will provide a good hit chance. so there for no need for attack value. tactics lore unlocks dmg lore which will help all elemental dmg I am throwing around.

 

please reply and add your input to my build :sigh:

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Hello, bbrocker! Your build looks fine enough, and it should be able to handle herself just fine the way you list... but I do have some misgivings with your build...

 

If kinda assume you will be using ranged weapons? I feel that at some point you will have a very hard time hitting opponents without devoting a lot of slots / equipment mods towards increasing your chance to hit. The biggest reason is the lack of an attack value multiplier... RI does offer some base attack value increase, but without the multiplier (ie Sinister Predator, Whets, etc) there will be lots of issues with CtH. You noted Marked Shot, which is good.. but you will need more in the higher difficulties than just this one source of anti-evasion. For that reason alone I wouldn't go without Concentration to add the Predator buff full-time. Damage Lore is the easiest skill to drop from your list, my main reason for dropping it is that the mastery effects are not working on the consoles. The "chance to proc secondary effects" works fine, and DL can still be used for that effect, but the true power of DL is with the mastery effects; without them your much better off with ranged weapon lore and looking for +"chance for secondary effects" that way.

The repel silver modification on Ancient Bark is wrong, IMO. It offers a + chance to evade, but at such low amounts it is quite useless. I forget the exact values, but the reflect close combat values from the divert mod are higher, and reflect is a much better defensive tactic than evasion to boot! There are not a lot of CA mods in this game that I feel are "must-haves", but this is one I am pretty confident that repel is <<<<<<< divert.

Your take on switching buffs around is interesting, though... it may have some merit, but IMO it would be very wrong to turn off your Ancient Bark buff, especially since you are "committed" to NW aspect with both Focus and Lore. Sure, you get 20% sensitivity to fire with it on, but with the rugged modification, Armour Lore (boosted by console Allskills) giving high armour multiplier... you just need to ensure you have 3 "best" fire relics equipped, and you should be fine. There is also the "flame" armour set for the dryad, if you have 3 of them, you get the set bonus of Fire Mitigation... which can also be found on a couple of unique items (d'oh.. I forget the name of the shield(flame wall?) and amulet(dragon somethingorother). Probably on something else, as well... anyway the point is that the sensitivity is nothing too big to worry about, as long as you remember not to forget about it, and get caught without your relics or mitigation equipped!

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Sorry for the probably to late response:

 

Our old dryad shopper is a very similiar build, just 2 differences:

 

Ours is a more or less full physical damage approach.

So no need of damage lore. We did combat discipline instead.

 

If the enemies are high physical immune there are 3 possibilities:


  1.  
  2. they have physical damage mitigation -> spells and ancient magic
  3. they have high physical resistance -> ancient magic won't help, nature spells are rather small damage ticks than one big bamm so are absorbed by high resistance if unlucky, so do weapon attacks
  4. they have both -> try out what works best, x% life leech or weapons with non physical damage

 

Dustdevil modified for combat art block is a must have I think.

 

Ancient Bark: With shield mastery you can do several approaches:


  •  
  • use a shield with scaling base defense and have this base defense boosted by ancient bark (even unmodified it has enough). The hit chance formula uses evasion to boost the defense effect. But dust devil will give evasion too if we fight stationary
  • use a shield with scaling block chance range combat, modify for reflect melee in this case.
  • use a shield with scaling block chance melee, modifying for evasion to counter ranged might be better
  • you use a non scaling shield, probably modifying for reflect is best
  • you have a Kira, evasion would be my guess at high levels
     

Low hit chance on weapons: we use alchemy to unlock bargaining and a 300 alchemy (with lot of +allSkills) and in niob you will have +1000% attack values for a minute. Trollteeth trophies are easy to get in the orc cave. Add that you can use anti-rooting trophies, have longer lasting mentors, better healing potions, ....

 

But if you play console, stay away from alchemy I was told.

Edited by chattius
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