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Narjnaar

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  1. Hi Yes, I will be able to work on the original post instead of posting the rest of the build afterwards. Thank you. Merci.
  2. Hi I have found a few unique energy weapons and would like to do a build that allows them to be used. I'm aware that the BFG build performs better in ranged combat, but I'm not interested in it. The goal is to get a versatile character that will serve me in niobium difficulty in order to do some farming on bosses or normal monsters. For each build, I try to find a balance between performance and the things that appeal to me. So, some things will not be chosen with the aim of absolutely seeking the optimum. (Hello riding skill! ) I have the Ice and Blood expansion and the game is modded with the CM patch. I have already tried this build at low level in silver difficulty to see if I like the gameplay. I divide the stat points this way for each level up : First 49 level : +1 pts in dexterity 50-149 level : same and +1 pts in vitality 150-200 level : same and +1 in willpower Dexterity seems essential to me in order to take advantage of the damage, attack and defense rating bonuses. Vitality allows for better survivability. The willpower allows a better resistance to the spell. I divided it all into three because I know that the increase in attributes decreases very quickly with the addition of point. Here is the list of skills that I think are used for this character : Exalted Warrior Focus Tactics Lore Ranged Weapons ? Armor Lore Constitution Toughness Spell Resistance Enhanced Perception Riding For the moment, I have definitely not yet chosen the skills that will occupy the empty spaces. I have a few question marks about some skills that I think I might or might not include in the build. The research I have done provides some answers, but some elements remain unclear or undocumented. I will ask my questions below with a brief explanation. 1) Is the Damage Lore skill an interesting choice with the use of energy weapons? They have many damage types and in large amounts. I don't know if it's interesting to capitalize on the effect of DoTs to get rid of boss-type monsters. Energy weapons have many damage types and in large amounts. Especially since I know there aren't many common monsters that survive the first round of Pelting Strike. 2) Is the Speed Lore skill really useful for this type of build? On the movement speed side, I will use the CA Dashing Alacrity as much as possible in addition to the Riding skill to take advantage of the full potential of the unique mount. (% defense,% health..) For the defensive and offensive bonus aspect, the CA Battle Stance (Premonition) does almost all the work. I'm also going to add a good portion of the dexterity stat points. I don't think I'm lacking in attack value unless I go to see bosses often. 3) Is the Combat Discipline skill worth it? There is a relevant combo to do with the CA Soul Hammer + Pelting Strike but, I have no idea if it is that effective. From my first try, Pelting Strike does the job very well on its own and for Soul Hammer. For the increased damage side, the skill will not really give me more since it only affects the Thrust mod of Pelting strike. For the reduction of the waiting time, I will use the RPH so, it is not really a problem. 4) Is the Combat Reflexes skill a viable option? No. The CA Battle Stance (Flexibility) provides an evade percentage that is almost half that of the mastery of this skill. The advantage of the skill is lost in the case of the chance vs critical which further decreases the chance of getting a critical hit. If a hit passes there is more chance that it is a regular hit than a critical hit. The evade allows to divide by at least half the chance of hit of monsters following the calculation of the initial attack rating. It is possible to increase it otherwise by items. In the event of a critical hit, the Toughness skill reduces the damage. The build will undoubtedly have enough defense rating (Battle Stance, the mount, stats in dexterity. . .) to avoid taking the blows that a mobile gameplay does not allow to be avoided. 5) Is the Toughness skill really a must? Yes. Even though I try to avoid blows at all costs, I am not totally immune to damage. Toughness reduces total damage and increases all types of armor. Since bosses in niobium difficulties happen to have a high attack rating, it's best to prevent damage of all types. This skill is complementary with Armor Lore which also increases damage resistance. The two skills thus offer better cover at the magical and physical level. It also works in conjunction with the Spell Resistance skill in order to manage the importance of DoTs. I'll see if this skill doesn't make the build too overpowering on Niobium difficulty. The changes to the CA are as follows : 1) Battle Stance : Premonition - Flexibility - Retaliation Premonition for increased Attack Rating, Flexibility for Escape Chance, and Retaliation to reflect damage. 2) Pelting Strikes : Thrust - Focus - Precision For Pelting Strike, the Thrust modification increases damage. Focus decreases CA regeneration and Precision increases the chance to land critical hits. 3) Dashing Alacrity : Bloodlust - Delay - Impatience The bloodlust modification increases the attack speed of energy weapons that have a slow average. The next two allow you to launch the CA almost continuously. The planned equipment is here. The last point does not concern a skill but an element that allows you to survive a little better and do more damage. I don't intend to run behind the % LL in order to give myself a little more flexibility with the equipment. I think rather opting for it via flat LL. I know the trick is workable against common monsters and champions, but I don't know if this is the case with bosses. I await your advice to ask the continuation. Usefuls guides : The queen of blades, by Antitrust A comprehensive guide to the ranged bosskiller Seraphim, by Dobri Usefuls topics : http://darkmatters.org/forums/index.php?/topic/16012-toughness-vs-combat-reflexes-vs-spell-resistance/ http://darkmatters.org/forums/index.php?/topic/19457-which-defense-skill-to-choose/
  3. Hello and sorry for my late response. I want to clarify that I don't just want to graphically hide the buff but, think of a build that doesn't use it altogether. I think the dryad can survive without it if it is properly constructed and played. The game has several mechanics that are worth trying to replace. We just have to think about it in order to find an alternative. Yes, a ranged dryad is one of my top choices. I totally agree with you. (If I understood correctly I use google translate and it is sometimes misleading) .A single buff does not justify the use of concentration. In addition, the alchemy skill adds a little roleplay side. . . If we pick up shrunken heads, why not use something else. I'll try to do something when I get back on a dryad.
  4. Hi, I am here to discuss about the possibility to create a dryad build without the nature weaver buff Ancien Bark. Why? Because I dont like the skin that cover the character and I like to think outside the box. All build I have read always use it and I starting to think that is impossible to play a Dryad that is viable (not optimal I know) in higher difficulty mode without it. My character are always single aspect so, I dont use concentration often. I want to mess around with two general skill to discover and use them for fun. I am thinking about the heavy use of the skill Combat Reflexes and the item/skill mod %evade to avoid the maximum of hit. The skill Alchemy become usefull here because one thophy give %evade bonus. When the character take one hit, the skill Armore Lore, Constitution, Shield Lore (magic build) and the défensive bonus of the skill Speed Lore (range or close combat build) work together to keep alive the Dryad. The skill Spell Resistance do the job with magic damage. I dont know if the potion effect +% of the skill Alchemy or the roast joint trophy will do the job for the heal regeneration over time or in case of hard hit. Tell me if you have tryed to build without Ancien Bark or what do you think about the alternative solution.
  5. My bad, I didn't read the guide to the end. I work with Viperish Disease to kill the monsters in a secondary way. The idea is to finish the monsters wounded by a full dex CAC (dual wielding) or ranged dryad. I'm at my third attempt to build a hit and run toon with Dot (not VD). I want to use capricious hunter and cabalistic voodoo, but not nature weaver because it is on use everywhere.
  6. Hi, I am looking for a up to date poison ivy guide with Ice and Blood and Community patch. The original guide is here : Poison Ivy - A Pure Caster Dryad I know that the community patch nerf Viperish Disease mechanics and add some poison damages who are affected by skills, items and attributes. Is the guide still compatible or have there been changes? Thank you for your future advice.
  7. Hi, I am new here and I have play some hours of this game. And I need advices for a exalted warrior seraphim who use pole arms. I play the latest version of the game with the CM patch. Stats : 50% vitality and 50% strength. Or 100% vitality. I don't know if strength are very useful here for the dmg boost. May be willpower or stamina at xx% for the spell resistance or the combat art regen time. Skills : Exalted warrior focus Tactic lore Pole arms Armor lore Constitution Spell resistance Combat reflex Bargaining Enhanced perception . . . Toughness or Speed lore. May be Riding. Charging pack of mobs, riding my mount with the pole arm in my hand like a badass . . . Combat arts : ​Pelting strike (multi mob killer) Succession or Thrust. I don't know if the double hit of succession (20%) are useful if I have the pole arms mastery. Focus. Precision. Soul hammer (boss killer) Aim or Wounding. Hard to pick one. Battering. Incision or Coup de grace. Idem Assailing somersault (funny) Spurt. Impetus. Bewilder. Battle stance (buff) Premonition or Aggression. The choice is hard between these two. Attac value or more dmg? If I don't put point in strength. Drill or Flexibility. Same dilemma here. I am going to play with expert touch but I don't know if the regen time will be low enough. The evasion mod (20%) is useful with combat reflex? Retaliation. Dashing Alacrity (weird buff) Bloodlust or Sprout. The attack speed mod are useful for Pelting strike? If not I will pick sprout. Delay. But Reprisal look funny. Ardor or Impatience. Look like a mathematical problem. I am going to spam it with pelting strike. A load of questions for a level 1 seraphim. Thank for yours futures advices and sorry for my bad writing skill. (french canadian)
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