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chattius

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Everything posted by chattius

  1. You know that staff shooting is only for normal attacks? Not for magic coup ? If you have a staff with high natural fire or ice damage than certain buff modifiers will do some damage boosts. Damage lore for damage over time. But I think for just staff combat the dragon mage is better: Intelligence boosting buff
  2. So in your theory the clay golem with its energy shield should take no shield damage if I throw with the lowest life leech shuriken I have? I seem to remove the shield first with my life leech weapons. I always saw life leech as a 6th damage type which has no resists and mitigation, but works the same as the other 5 damage channels in energy shields. But if I would be sure I wouldn't ask. If it works on shields, then a 20% life leech attack (other damage types done to you are low because of mitigation) and the energy shield taking 80% of the damage : player 5000hp, 1000 damage, 200 to life 800 to shield, 4% of your total life, 25 hits to remove all your hp player 8000hp, 1600 damage, 320 to life 1280 to shield, 4% of your total life, 25 hits to remove all your hp So if the shield is up all the time, then in both cases your enemy needs 25 hits. But if the shield falls then it falls way quicker if you have more hitpoints. The other possible defense against life leech is healing faster than they can damage you. Again your healing from your own life leech, or hp-regen from spells is fixed. You are more quickly back to full health if you have less hitpoints obviously. So if these big life leech amounts are really x% life leech and if I can handle all the other dangers, then having less hitpoint, as funny it sounds, would be better.
  3. STILL UNDER CONSTRUCTION The Archangel I still need a name for this Characterbuild This will perhaps turn into a guide if someone or myself finds the time STILL UNDER CONSTRUCTION In germany we don't use the phrase 'Jack of all trades, master of none'. We have the saying eierlegende Wollmilchsau which would translate to egg laying wooly pig you can milk, the only animal a farmer needs. So we want all in a single character: shopping, perception, weapon combat, celestial magic, BFG, energy shield, Nova and undead burning aura, .... Too much of it can easily turn the character to the normal reason a farmer has a pig: to be slaughtered. And the goblins and orcs in the lands are happy of such a tasty meal like a seraphim. So we can't have all, but a lot of it. And perhaps we can turn the pig the orcs are preying on into a Daeodon. And now the orcs are the prey.... The beginning: It all started when my 2nd daughter had to spend afternoons at a youth club because her afternoon school class was closed because of cases of influenca. So she started to play sacred there. She was starting totally new: no smith, no shopper, ...... She had played only 2 characters before a shieldmaiden and a dragon mage: a sohei bargainer. Both characters shared the same playstyle: Go in melee range and recharge your combat arts with weapon hits using Regeneration per Hit. At an evening walk with our dogs she said she wanted to play a seraphim at the youthclub. My best seraphim was level 25 so it was hard to give some advive. But the good thing was: I was not at my computer. So I was not influenced by any guide. So we discussed how she wanted to play and she said, the first thing she wants would be a shopper who reaches Niob quickly to support her next then real character. Planning the character So we went creative, fast niob is something else than fast experience: It is dashing the campaigne and mainly boss fights. A good way to kill bosses is x% life leech on your weapon. If we would use archangel's wrath then we had a combat art which would use the lifeleech of the weapon, and even better we could modify it for double shots = 2 times the leech. We can do damage way quicker if we are close to our target, so close that we can't miss (well the shots, not the chance to hit ). So there was no need to modify the wrath for guided missiles. Explosion was chosen to have some Area of Effect damage against groups. The Forens god power lasts 15 seconds and double life leech and the normal damage from archangel's wrath should do quick boss fights at this low levels. The pillar and its hypnosis were used to gather groups and have the explosions of the wrath take full effect. So that was the character: 2 fully modified buffs: battle aura and energy shield 2 fully modified combat arts: archangel's wrath and radiant pillar Bargaining and technic lore (for attack speed) were kept at level and concentration was pushed as third, mainly to lower concentration times of all 3 aspects. And then the surprise. It was fun to play and quick in killing. Having a 0.5s Reg per Hit triggered by anything in the explosions recharges the combinations very quickly. The original Character as it was played 02 Divine Devotion -we need something to unlock bargaining and for a niob dasher we will get money from other characters we hope to do it like: finish all boss fights as long Forens is up 03 armour - unlock modifiers on non set armour 05 bargaining - get us some equipment 08 concentration - 2 buffs, we have all runes from other characters early on, BFG for archangel's wrath 12 exalted warrior focus- modify buff for better hit chance, we will play with regeneration per hit on archangel 18 revered technology lore - buff, archangel (reg per hit working?), nova 25 revered technology focus 35 celestial magic focus - pillars, restoration(breaks root effects and other useful stuff) , later buff Around level 15 she started party playing with a boy in a chairwheel she knows from her archery club and who plays a shadow warrior smith around her level. She decided to continue the character in party play and against niob dashing. So at 50 celestial magic lore will be taken for better restoration spell and damage with the pillars. 65 is planed for energy shield lore. The character was not planed to take constitution because niob should be arrived before any mastery. So this seems to be the best compromise if the character is played not only into niob but in niob. Problems: At level 41 the nova was modified for radius. Will'o wisps at close distance are hard to hit, they can kinda hide between your 2 arms so one fireball misses left and the other right. Flying demons at close distance have your archangel wrath miss. Either try to get some distance again, use pillar and nova, or have a hard hitting weapon attack at its malus for this enemy. The optimized Character, as a non bargainer to be published, possibilities: BFG based archangel, take polearm skill: chance to hit more enemies (seems to work for archangel?), constitution, The trick is to take synergies: if we do archangel's wrath and not a normal weapon Combat Art then we don't need tactics lore. Technics lore will boost the damage and attack speed of archangel wrath. A weapon lore is not really needed, we just need 4-5 sockets for CtH gear at bosses. Only 2 weapon lores seem useful: ranged for BFG and shuriken based archangel, frees some sockets otherwise used for CtH. polearms: chance to hit more enemies, better Area of Effect damage A hardcore variant could be: constitution and reflexes instead gods and bargaining, getting rid of combat criticals and more hitpoints. I still have the hope of a final patch which fixes the chat, damage mitigation reaching %'s above 100, ....
  4. Sorry for the very late answer, but we didn't play a seraphim before. technic lore armour technic focus warrior focus concentration would be my try. Use archengel's wrath modified for 2 fireballs, explosion and criticals in melee range with a big two-handed sword or lance with x% life leech. Energy shield and evasion and melee reflect from buffs. With concentration 75 even a BFG used with archangel's wratch is possible. If you have so few skills you have to use synergies. The battle aura even boosts damage of archangel wrath, not only the hit chance. You have to shop for jewelry with -x% chance that an enemy can evade. Dopplehits, attack speed rfom a weapon skill are useless for archangel's wrath. At close range both of our fireballs will hit, so no need for fire and forget balls. These allows us to take explosion as modifier for Area of Effect damage. Boss enemies are hit with 2 balls with a x% lifeleech weapon in a single wrath: dopple life leech. Don't know which version you play and if Regeneration per Hit is working for you. For me in the AddOn wrath triggers it and every beasts in the explosion too. Don't know if this is still of use for you, but perhaps for others.
  5. My second daughter started to play at a youth club which has its own server. She had to do a new character without the support of our family characters. So we discussed a bit and she decided to play a seraphim, a class she didn't play before and I played only to level 25. She played her customized shield maiden and a dragon mage, sohei with bargaining, as her only characters so far. So we decided to do a melee range serafim which would be close to her older characters in playstyle: archangel's wrath modified to do 2 exploding fireballs with criticals and it is mainly used in melee combat, not ranged She gathers a group and fires the wrath into the group and hopes for 2 explosions. Each hit at a boss is a doublehit with 2 times life leech from a x% life leech weapon. It has equal Area of Effect damage to a nova Serafim but adds the x% life leech versus Bosses. I will do a thread about this character, which is currently level 46, started 2 days ago. The biggest danger to her build in my eyes are life leech attacks. She will have one skill at 65 to counter this. In brakets the skillpoints at level 35 02 god (5) 03 armour (1) 05 bargaining (35) 08 concentration (13) 12 warrior focus (9) 18 technic lore (35) 25 technic focus (1) 35 celestial focus (9 for pillar to bundle mobs and fire wrath into groups at close distance) 50 celestial lore (planed to have restoration counter DoT's) 65 constitution - more hitpoints 65 ancient magic - more damage, so being less time under fire. AM works not on archangel's wrath 65 energy shield lore- to have a bigger energy shield to eat the life leech damage We are very close to decide in favour of the better energy shield, but there is one question left: If the very big life leech from the enemies is fixed life leech than putting points into vitaliy to counter the missing constitution skill would be wise. BUT if it is x% life leech then more hitpoints are more life leech damage and as said: life leech is what we fear the most. It sounds stupid, but: Are less hitpoints better than high hitpoints if you have an energy shield?
  6. My daughter plays a technic seraphim-shopper with archangel's wrath. The wrath is modified for 2 exploding fireballs with criticals and is used at melee range. So no time lost at projectile flight in this Reg per Hit build. It is a very funny playstyle and to our surprise a hell of a lot better than being weak. It works well on the PC but I am not sure what the auto targetting of the consoles will do to this build. But gathering a group and firing 2 fireballs with a single wrath at close range and both can explode and all hit target get life leeched, awful. Even with .5 reg per hit and 2.5s reg-time in the wrath it is recharged right again in early game if the explosions are triggered.
  7. The character is great fun so far: Pillars with hypnosis to gather a group and fire archangel's wrath into the group: 2 explodings fireballs with critical chance and x% life leech. The battle buff adds to damage of the archangel wrath. Still the possibility to play an archangel based BFG build, but life leech from a big two handed sword is very nice. The character is level 39 so far. Bargaining and technic lore stay at level and concentration will be 3rd.
  8. I won't post something as a guide which is based from experience with other characters: similiar but not the same. The build can fully modify all 15 combat arts. But in which order to allow powerful and save playing from start to end is not tested yet. If you don't play hardcore: Constitution would be my candidate. But you need the damage mitigation stuff (set shoulders, the unique ice shield, ...) and have to reduce damage over time. You can get many hitpoints from the buff if you have the lore.
  9. Will be 3 buffs probably. And one of the buffs is for hitting and the other to slow down attacks of enemy. And I did a mistake: Testa can't be chosen.
  10. This character is for my daughter, she wants a seraphim shopper to make this character or her next seraphim good looking and deadly. No need for another seraphim if this one proofs to be good already. The goal is to reach niob as quickly as possible. Because the characters are on the server of the youth club she has no other shopper. A classmate starts a smith but is of cause not at niob yet. The planed skills: 02 Divine Devotion -we need something to unlock bargaining and for a niob dasher we will get money from other characters we hope to do it like: finish all boss fights as long our god power is active or severely damage it (Testa) 03 armour - unlock modifiers on non set armour 05 bargaining - get us some equipment 08 concentration - 2 buffs, we have all runes from other characters 12 exalted warrior focus- modify buff for better hit chance, we will play with regeneration per hit on archangel 18 revered technology lore - buff, archangel (reg per hit working?), nova 25 revered technology focus 35 celestial magic focus - pillars, restoration(breaks root effects and other useful stuff) , later buff 50 constitution 65 ancient magic bargaining, revered technology lore to mastery first. If the idea would be niob-capable and fun to play then concentration could be brought to mastery 3rd. Vitality only first. God: (Need help here) Forens: great protection versus bosses and hopefully they fall as long it is active Testa: nice damage, and early on you can collect big groups, fire Testa, collect the loot and sell it and bargain while Testa regenerates It is planed that this character will recharge a nova/archangel combination with the archangel and regeneration per hit. The weapon will have x% life leech. Pillars will be used to collect mobs for the novas. Archangel will be used in close combat, sounds weird I know.
  11. It was a step by step: First levels unmodified protector and companion are already useful. As soon runes of protection aer modified the protector is swapped for this. We can keep Protectors at its malus because we won't use it anymore after level 18 till we have concentratio nat mastery. You reach level 3 choose armour just to unlock modifiers on items. Level 5-11 we work to modify the companion and only it. Extra runes we don't need can be put into berzerkerform or dragonform to have some fun testing them. I would test them early, because there damage leaks late in came. But Kept up to their malus they can help in bossfights as long they do mainly physical damage. 12-17 is used to play with destroyers while the shifted forms regenerate. Level 18 we can modify runes of protection fully and use it as second buff for protectors. The following levels we just choose the skills. You can bring concentration to 75 as soon as possible for a 3rd buff and choose a full aspect you like to brings its focus and lore to mastery at level 75 too. Or you say you don't need a mastery at 75, you go equal in all school and reach masteries later than 75, all up to the player... My advice: For an elementalist I would just put 8 in lore and 1 in focus at dragon magic for the buff, and same for mentalism for the other buff. And push elementalism focus and lore to mastery together with concentration. Bring one skill after the other to its mastery and do the rest with + all skills. concentration, elementalism lore and focus ancient magic dragon magic focus (damage and hit point in buff) mentalism focus (stun and combat block in buff) dragon magic lore constitution mentalism lore armour Then you are at 750 of 921 points spend already. For the regeneration times: for a non Reg Per Hit build (*) I would keep them around Animation speed. My riding dragon mage did way better experience with a quick destroyer/gust of wind combination than with a one hitting one. The sheer numbers (42) of 7 waves of 6 destroyers will do a hell of damage in a big area if you can do them quick, If enemies come to close the destroyer between you and the enemy will explode and the following gust of wind will blow a perhaps still living enemy away. Hard to describe, you have to play it. (*): it's hard to hit an enemy with a weapon to recharge spells if it is blown away by gust of wind
  12. You want to play your first dragon dragon mage? But you are unsure which aspect is the best or which is the playstyle you will like the most? I played a riding Elementalist and a polearm swinging mentalist and I can hopefully give some advice: The elementalist can do a lot of damage , single and multi target, but lacks a buff with a good defense. The dragon magic specialist has a very good buff which gives spell damage, spell resistance and hitpoints. But it has only 2 attack spells. The dragon strike is clumsy to use in caves and at obstacles but can do nice damage and it reduces hit chance of opponents. Eternal fire lacks the damage boost from the lore in the current patch. The transformations are fun and nice to play in the early game, but lack defense as soon as they run in mobs with non physical damage. The mentalist has a nice buff which gives physical protection, can stun and block spells. Its Maelstrom slow opponents. Mind strike modified to area effect is very quick and sometime enough to kill small groups except the champion. I will describe some possible builds. Dragon magic specialists Dragon magic specialist lack a single target damage spell later in game. So the easiest way to get this would be to add mentalism tree, because we well need mentalism focus for the buff anyway we offer just 1 skill to add mentalism lore for single target damage. We win better physical protection this way too. So Dragon magic specialists are either mentalists or elementalists. There is no pure dragon magic specialist. The mentalist: The companion from dragon magic tree gives a BIG boost to intelligence and therefor damage. It can give a nice boost to hitpoints too and a even BIGGER boost if we take dragon magic lore too. Since the hitpoints are protection and the intelligence will boost all our yet unmodifed spells we will take dragon magic aspect first and modify companion as our first combat art. So a mentalist or dragon magic specialist would look like this: 02 concentration (companion and protector if having the runes from a common chest) 03 armour (unlock modifiers on early no set-armour) 05 dragon magic focus - its fun in the beginning to fight as (unmodified) berzerker 08 dragon magic lore - not really necessary for a mentalist with enough defense 12 mentalism focus 18 mentalism lore 25 constitution 35 ancient magic 50 free , if bargaining take it way earlier 65 free The elementalist 02 concentration (companion and protector if having the runes from a common chest) 03 armour (unlock modifiers on early no set-armour) 05 dragon magic focus - its fun in the beginning to fight as (unmodified) berzerker 08 dragon magic lore - not really necessary for a mentalist with enough defense 12 elementalism focus- modify destroyer first 18 elementalism lore save 8 point to modify protection runes at 25 25 mentalism focus 35 mentalism lore 50 constitution 65 ancient magic I would consider the elementalist build as the best way to test a dragon mage: all aspects of it and you won't have to worry that you did anything wrong if you want to play the character into niob. For attributes, there are several ways: You will get hitpoints, willpower and intelligence from your companion.So stamina mixed with vitality would be a possibility. Or you decide to do some sockets with '-enemy chance to evade' and some sockets with 'regeneration per hit'. So each time you hit an enemy with a weapon your spells will be recharged a bit. You don't have a weapon lore or alchemy so hitting bosses will be a little difficult. But you can modify all 15 spells, so you can keep either gust of wind or mind strike at low regeneration times to be used without recharging from a weapon. For this regeneration per hit design stamina is not needed and we can put all in vitality. Final Words: The elementalist has not much possibilities to free a skill to insert bargaining. Removing constituion or dragon magic lore could be considered by non hardcore players. The mentalist allows the most flexibility in skills. The dragon magic specialist needs support aspects.
  13. Changes in the original Guide I would do now Seeing how rarely (very close to never) I run into loosing my buffs at higher levels, I would now take dragon mage lore instead constitution. Hardcore players who fear debuffs can stay with constitution. The companion gives a way bigger amount of hitpoints with the lore. And seeing the high hitchances we will leech enough life in most cases if aiming at the champion in a group with our weapon to recharge mindstrike. So a non hardcore Sohei would now look: 02 concentration -5 03 armour -1 05 polearms -75 08 mentalism focus -9 12 dragon magic focus -9 18 mentalism lore -75 25 dragon magic lore-1 35 alchemy -1 50 speed lore -75 65 ancient magic -75 This will add an impressive dragon strike to the build. At remember a dragon strike is also giving defense already.
  14. Yes, first look ugly, but then pigs can eat anything to survive, and the enteloton was not prey it was a predator at least till the bear dogs appeared. 5 kids so lot of discovery, national geographics, BBC and bayern alpha
  15. Are BFG-shots ranged damage? Rare shield with scaling block chance (ranged) and harpy feather trophies. Start combat while standing in your expulse magic circle and fire cobalt strikes and use a bow with magic coup.But you ask the wrong person. My daughter spent dozens of hours in duels in summer breaks. Spells fired from inside magic coup have an extra chance to block spells, what ever this does.
  16. shadow step to enemy,become invisible (2nd modifier), expulse magic for debuff and get combat art block, cobalt strike for weaken, meteor for stun, raging nimbus for slow, magic coup to recharge spells and do damage. combination 1: shadow step, expulse magic, cobalt strike and magic coup combination 2: meteors modified for stun, magic coup combination 3: raging nimbus, magic coup combination 4: depending on skin frostflare and coup or blaze and coup A high optimized magic coup elf can do 8000+ life leech damage a second and even she has only arcane lore she can add damage via the skin for the other aspects. But modifying meteors for example would be rather for keeping the enemies stunned and not for maximal damage.
  17. My oldest daughter does PvP duels at a 'local' youth club. They do some rules like: After each duel the savefiles are restored. Best of 5, so after each duel you have time to learn from mistakes, take different equipment and such No healing potions .... My daughter uses a melee elf with all 3 magical foci and alchemy. She says alchemy helps to block root effects, boosts hit chance, empties sockets you could use with diffrent stuff which is not in trophies, because a fight ends in the duration of trophies, you can heal with trophies, .... But this character was totally optimized for the above LAN-Duell rules Expulse magic to block spells and debuff, fire skin to reflect melee or the option to use crystal skin against against casters. High life leech damage from magic coup which totally avoids damage mitigation and heals you, no weapon skill, so you can use any weapon, shurikens against melee reflectors, .... For PvP in these rules you have to know the possibilities of your character and the ones of your opponent. About PvP outside thee rules I have no experience.
  18. I hope no Freud like psychiatrist analyses this: If the second part of JOAT as Jack of all trades, master of none keeps english speaking people away from allrounders while a boy from germany's country side sees the benefits of such a pig I normally do multi-aspect characters to play a character class into niob for the first tries of a class. I take alchemy for the damage against bosses and try to get defense by using all 3 aspects rather than skills. When I think I found a combination and playstyle I like I do a specialist. But some of my pigs seem to be entelodons....
  19. For a weaponless Kungfu style Character you have no weapon to give base damage which you can boost with +x% damage: these rings and strength are the only source for base damage. If you have a single damage combat art which is based on pure weapon damage these rings could boost the base damage too. If you have 15 sockets, and could socket either (40 damage) or (60% damage) and the weapon has 600 base damage. Then the very simplified damage formula is (600+40*x)(15-x)*(1+x*.6) would have to be maximized: 10 x-damage rings and 5 smith-arts would be best for 0 base damage 9 x-damage rings and 5 smith-arts would be best for 200 base damage 7 x-damage rings and 8 smith-arts would be best for 400 base damage 8 x-damage rings and 7 smith-arts would be best for 600 base damage 8 x-damage rings and 7 smith-arts would be best for 800 base damage I have to admit I liked my (x-x damage/+y all Skills) in 2.40. The ones in my chest were destroyed in 2.43 and I never saw them again.
  20. Our really old family smith (started in 2.34) was reactivated recently to gain some more levels. It had lots of unused modification points. So one possibility we considered in a mainly astral lord build, but with tactics and malevolent champion focus: Shadow veil was for not permanent use, but we could do shadow hand to recharge Combat Art's. Shadow hand and fortifications also said to feed the killing spree. So doing invisible melee combat with shadow hand and killing spree for the Area of Effect is a possibility we never considered with the character before the AddOn. The Character has ancient magic but alchemy instead of a weapon skill. It used alchemy boosted life leech shuriken for boss fights. So the big question is now: How to modify killing spree fot this JOAT character. I think in english it is jack of all Trades, Master of none. In german it would be 'eierlegende Wollmilchsau' = egg laying wooly pig you can milk, the only animal a farmer needs. The character can be played with weapons, as astral lord, ..... So attack speed would be good for the weapon part, while non physical damage looks good too....
  21. It highly depends on the build: my bargaining melee elf is dressed up with rare gear to look like a gladiatrix and not like a model for victoria's secret or how ever the shops are named on the other side of the pond. The rare gear is even better suited for the melee elf than the sets because I put a lot of time to find nice looking stuff which has also good modifiers on it. Then there are builds who really need certain sets: A weaponless Kungfu Dryad needs x% life leech. Since she has no weapons it has to come from the armour. And the only chance to get it is to wear a full Dethaya. In the AddOn there are now unique armour which are also nice, like boosting intelligence by 20%. I never saw this modified on shopped gear. So all depends what you want to play. The only piece of armour I really use at least in one socket in all builds is the unique artamark amulet which adds armour to all damage types. If my armour formulas prove to be correct then getting hit with no armour against a damage triples the damage you get in niob. Several torso set armours offer all damage type armour for all classes, but sadly none for the dragon mage I played the last 2 month.
  22. Thanks for clearing the mists. Our whole family decided more than half a year ago to play a smith for everyone of us. So everyone did some wishes, because everyone played a bit different. The smith was started in june played to niob and then was only used for smithing but no longer playing. It was played with skeletons and fortifications and at bosses with alchemy enhanced shuriken throwing. I wanted alchemy, my oldest daughter some weapon combat, my second easy playing with the shooting towers and my evil wife a bunch of skeletons and undead minions. So the build wasn't based on a single playstyle and then optimize this foir power. It had to be versatile and offering a lot of possibilities in playing without doing the super experience rate. But a smith has to be played till niob, and boredom is a big brake. This character never become boring. As you see: after nearly half a year I recognized that the character can be played with temporarily invisibility, shadow hand and RpT to recharge fortifications and killing spree. But with RpT now fully working on the PC I wanted to test out its possibilities and perhaps play a few more levels and find perhaps some more tricks. The build: 02 Taktikkunde= tactics lore 03 Rüstung= armour 05 Astralkunde= astral lore lore 08 Konzentration= concentration 12 Astralfokus= astral lord focus 18 Schmieden= blacksmith 25 Fokus Taktischer Kampf= malevolent champion focus 35 Alchemie= alchemy 50 Konstitution= constitution 65 Alte magie= ancient magic So in theory this build could add killing spree, even it was never used. Enough modification points left. It has no combat discipline to boost power of shadow hand but perhaps killing spree can add at least some Area of Effect. This smith was never planed to be played alltime invisible, so shadow veil was only modified till silver since the character has already 3 buffs. Nice that you can use killing spree too, even it is not in this build but in your other.
  23. Was accidently. When I am tired I forget to set the hook at stay logged in and dependant on browser/forum sometimes it remembers the text I typed and and sometimes not. So sometimes cut and paste result in two times the same text. GRMBL Not much sleep at night. We were called out at 1am at volunteer firefighters when a car was hit by a branch of a tree at the storm we had. And now it is 5pm short before leaving payed work to do washing and ironing at home as long my wife has her arm in a cast. EDIT: I checked and it was a single post. If this is a double post again ... I will flame it to Klabautermänner, Kobolde, Wichtelmännchen..... EDIT2: I had a question about shadow warrior: spectral hand used to recharge combat arts with rph. I was thinking if spectral hands counts as a weapon attack for rph and life leech if it would count as a weapon attack for this Killing Spree thing. So the Shadow warrior could stay invisible, doing single target damage with spectral hand and area damage with Killing Spree.
  24. My wife has an infection in her arm, so when I arrive at home I am quite busy with washing, ironing and feeding our 22month old mixed twins, ..... and no time to play. So I want to put a question here: Killing Spree Is spectral hand as a weapon based combat art able to bring damage to this combat art? And if yes, stay you invisible if it activates?
  25. Well that kicks in the question which of the 2 is valid: Is casting speed first adding all boosts, then caps at 150% and then does the Malus because of too high level Is casting speed adding all boosts and the malus and then does the cap Possible solutions: My dragon mage sohei has the companion modified for higher casting speed. Staves with casting speed are very common and for some builds you only want the Reg per Hit, not necessarly the weapon damage. If you go for really high buffs and keep the Combat Art's low, which effect on casing speed will this have? -Example dragon mage who can boost intelligence=damage with a buff.
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