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Dragon Berserk shopper


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Hi all

 

I am actually on my way to building a shopper network. I plan on doing something that will look like this.

 

LV140: Devout Temple Guardian

LV100: Melee Inquisitor

LV75: Pyro Elf

 

Now for a Lv45 shopper I tought '' Since he probably wont be going pass Silver, might as well go with something that start strong'' At first I planned to go with a BFG seraphim, but BFG gets boring really fast.

 

Then I've set my eyes on the Dragon Mage. When I first got Ice & Blood I was eager to try the dragon transformation. But as I read everywhere that it lack power and armor and stuff, I changed my mind.

 

But as this build wont go pass Lv 45. I figured I might still have a blast in Dragon Berserk Form.

 

But I required the help of more experienced players.

 

I want to spend most of my time in Dragon berserk form. I have 8 skills to choose from. Bargaining and Dragon Focus should be at character lv. And when Berserk mode isnt available, I plan to rely on Dragon Strike and melee to fend off ennemy.

 

Bargaining

Dragon Lore

Concentration

Dragon Focus

Mentalist Focus (For RoP mod)

 

Now I still have 3 skills to choose. I want to Fully mod Berserk, Dragon Strike, familiar and Rune of Protection.

How many skill points do you have at Lv45?

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Welcome to the forum :)

 

If you are not playing CM-patch I would nearly say stay away from a dragon berzerk. Unmodified Ice and Blood the dragon forms have just physical protections. So they are fun early on as long monsters do mainly physical damage. If you want to play them: modify it first as long they are powerful and have fun with them. Starting with level 15 you should build up another attack. Remember: even unmodified spells can do nice damage. I would go for the classical mana regeneration and cast gust of wind, mind strike or dragon strike whenever one of the spells is loaded.

 

If the design is for a level 45 shopper: the skills I would add:

armour lore ->5, shield lore ->1, toughness ->1

 

You will have some +allSkills equipment so armour lore will be pushed allowing higher level equipment with better values. Same for shield lore: allowing higher level shields. If the attributes in shield/equipment are +allSkills taking this two skills has dual purpose: better protection and better bargaining.

 

A single point in toughness which is then boosted by +allSkills gives some basic resists. A single point in shield lore will unlock red block chance melee and turn it into 27-30% blockchance melee. A third of the melee damage removed with a single point.

Edited by chattius
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