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Kung-Fu Spider Girl Guide


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I guess I have a concern that without Voodoo Focus, you lose a lot from not having Black Curse at bosses. I do not think that Damage Lore and Combat Discipline can off-set the attribute and armour reducing the curse can offer.

Also, I feel that for melee-dryads, Animus is better than using Sinister Predator, but that is not as much concern as being able to kill the bosses faster with Black Curse.

 

I think that as long as you have GGT active all the time, then the life leech should not be needed as much in Niob as you think. Your build should have enough defence with GGT and Dust Devils to handle most groups of enemies, in my opinion. Of course, bosses are another story.... ;)

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  • 1 month later...

The Spider Girl NG (next generation) is currently played by my daughter while she is at hospital. The idea is quite simple: if there is a skill which helps to increase tangled vine damage it will be taken.

 

tactic lore -> to unlock damage lore, 5 points for several levels, mainly to get crits and hit chance for weapons.

concentration -> to need less sockets for hit chance by taking a second buff

shield lore -> for sockets when fighting unarmed ,well nearly unvulnerable to melee attacks is nice too :yay:

armour lore -> the chest is filled with stuff which has all channel damage mitigation scaling with armour lore

nature magic focus

nature magic lore

combat discipline

ancient magic

constitution -> a bit more hitpoints

damage lore

 

The uncommented skills are directly increasing tangled vine.

 

Ravaged impact is modified for poison to take advantage from damage lore, tangled vines for fire. The idea is do get close and recharge tangled vine with double-kicks.

 

Players not interested in asthetic movements and fighting could use a staff to boost tangled vine damage a bit.

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Nice, I got a real "kick" out of playing the kung-fu dryad a while back. and the really nice thing about the build is you can easily add a throwing star or a blow pipe and really increase kill speed and damage given.

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Is a Kungfu playable in niob?

 

YES- and its even easier in niob than in silver or gold. This may look strange, but a Kungfu is different to what you are used as a weapon fighter. The most important thing is obviously that she has no weapon. We are all used that we start with a weapon and get better and better ones the higher we level. But how is the kungfu? She has no weapon. Her base damage comes from damage x-x rings. These rings are 1-1 or 3-3 first and go 50-50 and higher in niob. So base damage from rings scales different to base damage from weapons: There are no weapons which start with 30 damage and are 1500 in niob. Of cause you can use damage x-x to add base damage to a weapon too.

But the Kungfu is a dual wield character in disguise. Her ravaged impact does double-kicks: So if we take death blow, there might be a chance that the second kick already triggers it. Deathblow jewelry starts with low per cent and gets better with levels. Again: we will need less sockets for deathblow in niob than in silver.

We have no weapon skill so we get our hit chance from sure hits and enemy can't evade items, again these items will be better in niob, so less sockets needed than in silver.

And what can we do with these sockets: damage x-x and x% damage.

Another fact is that damage lore will be really powerful only if it is mastered. It is probably the 5th skill to be mastered, around level 100, which is close to niob.

 

So we know now that Kungfu playing will get really funny in Niob. So why not do something else than Kungfu with the character in lower difficulties?

 

Interesting at a weaponless kungfu dryad is:

She can use every weapon she likes, because her hit chance is calculated for having no weapon

You save a weapon skill, so a hybrid playstyle is made easier

And the most important stuff: she kills bosses better in niob than in silver, because detheya has a higher x% lifeleech

 

So the idea of the Spidergirl NG is to play her as a hybrid mage in earlier levels. In late game, when we enjoy playing kungfu, we will have all the nature spells fully supported and at high levels.

 

There are probably a dozen different ways to play a Kungfu in niob....

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  • 3 weeks later...

Seems I wrote the skills of the Spidergirl my daughter played at hospital in a wrong way. She did them in following order:

 

02 nature weaver lore

03 shield lore

05 combat discipline

08 capricious hunter focus

12 armor lore

18 nature weaver focus

25 ancient magic

35 constitution

50 tactics lore

65 damage lore

 

All stat points went into vitality. She started using all 3 aspects, even voodoo was not supported/modified. The totem damage was boosted by combat discipline, as was darting assault and tangled vines. Her first modified hunter combat art was dustdevil modified for damage. She had to play while bound to bed so she went defense first and used long lasting combat arts, like dustdevil, totem, tangled vines. Most silver difficulty she used totems to aggravate mobs so they were running into the dustdevil. The weapon was a staff, damage was a lifeleech shuriken, so no need to leave the dustdevil.

She said that boosting combat discipline to support all aspects was working quite nice and she could take tactics and damage lore as her last 2 skills. This looks very strange for a Kungfu Character, but she wanted to play Kungfu not before platinum or niob. The main argument being that Kungfu-playstyle was not possible the first days while she was at hospital.

 

So the Spidergirl NG holds several possibilities:

Nature magic caster

Nature/Staff combat boosted by acute mind (but not bug abusing staff lore)

Nature/Shuriken

Nature/Kungfu

 

Modifying of the combat arts was done in this order:

 

Modifying starts with modifying our defense combat arts first.

 

Ancient Bark

Rugged- Armour works on spells, ranged and melee. And spell attack is what we fear the most

Repel- We won't reflect much because of our scalable block chance melee shield and shield lore mastery. So we choose evasion, which works not just on melee but also on ranged, where our shield block fails.

Invigorate- Better healing, with Regeneration per Hit there will be no use in shortening the regeneration malus from our only buff.

 

Dust Devil

Recondition- Reducing the cooldown. We want overlapping Dustdevils later

Spell Shield- The only combat art block we can get from our combat arts

Sanding- The heavy fights will be done stationary with the dustdevil close to the rooted enemy, mages will be targeted from inside the dustdevil with tangled vines. So we can use it to add damage to our character.

 

Summary:

This character is a nice way to test out Kungfu Characters late game: high healing rate, high armour, high block chance allows testing in a quite save environment

Edited by chattius
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  • 3 weeks later...

Heya,

 

what I have been wondering about lately is.... why DW in disguise? Why not actually take DW? Wouldn't mastery increase chance of double hits? Or would it do nothing for unarmed combat?

 

Attack speed?

 

Greetz

 

EDIT: Trying with a seraphim.... Dashing Alacricity increases attack speed and casting speed. Attack speed works on left click attacks.... so guess DW's improvements should have affect, even wielding a shield, no ? Or is that really weapon only?

Edited by Barristan
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Heya,

 

what I have been wondering about lately is.... why DW in disguise? Why not actually take DW? Wouldn't mastery increase chance of double hits? Or would it do nothing for unarmed combat?

 

Attack speed?

 

Greetz

 

EDIT: Trying with a seraphim.... Dashing Alacricity increases attack speed and casting speed. Attack speed works on left click attacks.... so guess DW's improvements should have affect, even wielding a shield, no ? Or is that really weapon only?

 

I believe we tested this, and DW lore only gives mods/bonus when you have 2 weapons equipped.

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Heya,

 

it would seem so indeed...

 

Too bad... tho seraphim still has some nice tricks up her sleeve as kung-fu girl :chef:

 

Dashing Alacricity makes attacks really fast.. and Assailing Sommersault does a nice sault+spin kick weaponless..

 

Gonna see if this girl goes anywhere... whithout DW it seems.

 

Ty, Greetz

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The dryad has the advantage that she has doublekicks when she has a shield: so 2-3 sockets to fill with damage x-x in the shield and able to get the benefit from shield lore.

Weaponless and fist weapons are not the same. The dryad seems to be never planed for fist weapons. The original not unlocked fist weapon code wasn't allowing the dryad.

I noticed that weaponless gets better playable with higher level. The reason is that you get better and better damage x-x rings. And the damage in these rings seems to climb faster than that of weapons.

 

Have fun with your seraphim, always nice to see someone playing away from mainstream,

 

Do you have combat discipline in your build? Weaponless fighters need many damage x-x rings and have them boosted by x% damage from tactic lore, combat discipline, whet'ing smith power. With combat discipline you need less whet'ing sockets and can fill them with damage x-x.

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Heya,

 

yeah, CD is definately in :D

 

Planning something like this:

 

2. Tactics Lore

3. Armor Lore

5. Shield Lore

8. Exalted Warrior Focus

12. Combat Discipline

18. Constitution

25. Tougness

35.

50.

65.

 

Not sure on last skills... might have a look at Damage Lore to better Sommersaults Area of Effect effect... Don't really like an energy shield on this build... but might end up having one..

 

Oh, and attacks for a seraphim seem to the same when using a normal (not energy) shield.

 

Greetz

Edited by Barristan
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  • 1 month later...

THIS IS JUST A COPY AND PASTE FROM OLD FORM TO ADAPT THE LAST POST TO NEW FORMAT

 

 

The Kungfu Dryad

 

 

This character may be different. You are used to see characters which optimize a playstyle as good as possible. This character was never thought to be the best possible character in a single aspect. It was planed to have fun! It allows to be played in many different ways. Most important for me was to play a Kungfu-Dryad. A Kungfu-Dryad plays weaponless. Normal fighters will find better and better weapons the higher they move in level. The Kungfu Dryad has to get her base damage from damage x-x rings. Exspect to invest 100+ levels into a Kungfu Dryad to start to have really fun.

 

So why I want to play a Kungfu Dryad at all?

Kungfu Dryads have unique flip and spinning kick animations. It was a challenge for me to make a weaponless Kungfu Dryad. When trying to design such a character I was working into formulas how hit chance is calculated, how armour works, discovered that a shield using dryad still does the kicks. I have to say that I learned most of Sacred2 by trying to make an impossible character playable. But it is very frustrating to play a Kungfu-Dryad on early levels. The reason is very simple: silver ring "damage 2-2", niob ring "damage 50-50+". You need 30 damage rings to reach a base weapon damage of 60 but only 8 to reach a base weapon damage of 400 in niob. Add that a Kungfu Dryad does doublehits like a dual wielding dryad but has the advantage of a shield. So the design goal was to play a Kungfu Dryad in Niob.

 

 

 

 

The Character

 

 

Attributes

 

Vitality : We will put all points into vitality. There is no need to use an attribute to boost a certain weapontype. We will get willpower and intelligence from our spells if needed. But we have to choose our skill points carefully. We won't need the constitution mastery if we can heal with spells. So we place just a single point into constitution and boost it with +all Skills items and use vitality to counter that.

 

Skills

 

 

Level 02 Skill = Capricious Hunter Focus :

Believe it or not, the main reason for this is to have a high as possible dustdevil combat art. We won't use the sinister predator buff. So bring it to mastery at level 75 and stop.

 

Level 03 Skill = Shield Lore :

At mastery it is a backup in case ancient bark gets debuffed.

 

Level 05 Skill = Tactics Lore :

It adds damage to our melee and ranged attacks and even to our dustdevil. But 75 points at level 75 are enough since we won't need points to modify sinister predator.

 

Level 08 Skill = Armor Lore :

It is another backup at debuffs. Mastery would be mainly needed to use rare high level armours for a non Kungfu style. If it is not needed it will be boosted by equipment.

 

Level 12 Skill = Nature Weaver Focus :

It's main usage is to boost the level of ancient bark. We will later be up to 124 points.

 

Level 18 Skill = Cabalistic Voodoo Focus :

Early on we put 5 points in to modify twisted torment for head hunting. We use voodoo to collect shrunken heads and to weaken bosses. Since we don't use the buff 126 points will be enough to modify all remaining 4 combat arts.

 

Level 25 Skill = Combat Discipline :

It is used to boost damage on all 3 aspects. We stop at mastery to kick the mastery formula damage in.

 

Level 35 Skill = Nature Weaver Lore :

It gives more life regeneration and better armour from ancient bark. Not tested yet if mastery will use better life regeneration or armour formulas. So we will stop at mastery.

 

Level 50 Skill = Ancient Magic :

By bringing this to mastery we will be able to a play witch style attacking with spells.

 

Level 65 Skill = Constitution :

It should be boosted via equipment. If there are points left bring this to mastery.

 

So with 702 points we have all combat arts except 2 buffs fully modified, 8 skills at mastery and armour lore and constitution just at 1. 921-702 = 219= 44*5 -1, so we will reach this at level 157. Armour lore would be at mastery at 172. So before the last step of the experience-penalty at 175 kicks in. Everything at mastery would be at 187. Remaining points should be placed into Capricious Hunter Focus.

 

 

 

Combat Arts

 

 

Dust Devil :

It may be strange to have this as first modified combat art. The reason is it gives early protection and damage for just 9 points. Collect a group and fire it up in the mid. Stand on place and do some throw attacks. Should be enough to level up early.

Recondition --- We want to be able to have overlapping dustdevils, old one still up when we do the next.

Spell Shield --- This is the only combat art which gives a chance to avoid being hit by spells, We shouldn't waste it.

Sanding --- In my experience bosses who run will leave the bigger radius too. If we fight stationary the extra damage is useful.

 

Ancient Bark :

9 quick points for a good start protection.

Rugged --- Defense value is already in the unmodified ancient bark. Defense gives only a chance to be not hit by weapons, while resistance lowers the damage from hits, even from spells.

Repel --- The character has shield lore. If we go with a rare shield with scalable block chance melee or a Kira, we will only very rarely get hit by melee attacks. So we use evasion to multiply the usefulness of the defense value ancient barks gives. [3]

Invigorate --- A kungfu dryad is designed to fully recharge her combat arts with successful weapon hits, faster regeneration is a waste.

 

Darting Assault :

It will do less damage than ravaged impact when playing Kungfu-Style. So we modify it in a way which allows more variations in playstyle and use it early in game. The main usage early on is to stand in a dust devil and throw at approaching enemies. If we have deathblow on items it may kick in because of dustdevil doing some damage already.

Reload --- We hope that deathblow does one hits on normal beasts, so more hits

Wounding --- We want the beats to stay in our damage doing dustdevil

Rotate --- It's more probably in this scenario that the enemies are all around us then lined up.

 

Twisted Torment :

If doing headhunting: stack a lot of them, the chance for a head will add up.

Headhunter --- This is needed to add the chance for shrunken heads

Sadist --- Allows to stack more. We don't want the kill speed, we want maximum number of torments active wzhen the enemy dies.

Ravage --- You can do either of it. But it has very very low priority. It will be the last modifier in the voodoon tree this character will do.

 

Ravaged Impact :

This is our main attack in Kungfu-Style. Holding just a shield and no weapon we will do double-kicks. We move the all physical road. Rings with x% physical damage will have higher numbers than x% damage. Armour piercing and the black curse to reduce physical armour will help.

Perforate --- We fight with physical attacks

Breach --- We do physical attacks against enemies which will have high physical protection. We need armour piercing.

Blast --- At higher levels every of the 2 kicks will do explosions.

 

Forest Flight :

It's main use is as a teleportation spell. Early and mid game it can be used to root high damage melee enemies. We just modify it because I hate this blinking that I have points to spread.

Roots

Expert

Escape

 

 

 

Equipment

 

 

 

We play weaponless. There is only one way for a Kungfu to do x% lifeleech damage on enemies: the full Detheya Set. So look at the image to the left, if you fight bosses as a Kungfu Dryad, this will how your dryad will look all the time. And sadly the set doesn't give us running speed, casting speed, evasion, block chances, reflects. So we have to find a good combination between defense and damage when doing the socketing.

 

Optimizing the defense:

 

If an opponent hits you depends on several factors:

Invisibility- dryad can't get it

defend/evade

parry/block

reflect

 

What you should know is: You can't block, parry or reflect 100%. A formula prevents hidding the 100. So 40% evade +40% evade are not 80% but more like 60%. The idea of the spidergirl's defense is multiplication. Rather than putting all in one defense she uses all three:

 

defend/evade :

dryad's dexterity gives some base defense

shield lore and ancient bark multiply the base defense by adding x% defense

dustdevil gives evasion

 

parry/block

A yellow shield with scalable block chance melee is around 50% block at 70 points.

Shield lore mastery gives even better blocking

 

reflect

We won't use this, except we find it as a second modifier on useful jewelry.

 

Summary why shield lore (mastery) is useful

Shield lore if used with a yellow shield with scalable block chance adds to 2 defense area's. There are different approaches which shield is the best. You can have scalable modifiers in either blockchance melee, blockchance ranged or base-defense. So in mixed areas (opponents with ranged and melee) and if having shield lore at mastery using scalable defense might be best. It will protect versus melee and ranged and the defense is boosted by 2 skills: shield lore and speed lore while shield mastery gives still a decent block chance.

The reason shield lore and not armour lore was pushed: The regeneration effect and item level from armour lore can be gotten from +all skills. Since full detheya set will be used armour mastery is not needed to unlock something. Shield lore will be needed for level 90+ yellow shield when block chance will scale with shield mastery.

My oldest likes shield lore from many PvP battles with class mates. Armour lore can't stop life leech. Not getting hit can. If you see it from the defensive side and not from the Combat Art regeneration side: shield lore allows to ignore reflexes, constitution and armour lore for a while.

 

Optimizing the armour

All the prior defenses fail and we get hit. There are now 3 possible defenses:

1) Healing faster than we take damage. Using the Detheya-Set we will have a lot of life leech. Another possibility would be Goldenglade Touch, but it won't be modified before way in niob, if at all.

2) Damage mitigation: Damage mitigation is currently bugged and it is possible to reach 100% mitigation. This character however uses the full detheya set and needs most of the sockets for damage. So damage mitigation won't be used.

3) Armour: Barkskin comes with some physical and poison armour and gives x% increase to all 5. The way damage is calculated [5] it can happen that being hit with high damage in a damage type you have no resists that the damage is mulitplied. This can be up to 1.5 times in bronze and is as big as 3+ times the damage the enemy normaly does in niob. So if possible all of our characters socket at least one Artamark's Star [6]. Its armour will be boosted by barkskin and this way we can at least avoid getting boosted damage because of no resists. For lazy people who always forget to swap the relics fitting to the current area: put one fire, one magic and one cold relic. Again the goal is to not be hit without any resistance to a damage type. Physical and poison is at barkskin already.

 

Shrunken heads

 

A shrunken head fitting to the enemy type will allow our voodoo combat arts to do more damage. It seems that even the level of the shrunken head might be important [7].

We will get shrunken heads by using a combination of twisted torment and ravaged impact. Twisted torment is at a level which allows to be recharged instantly by ravaged impact. A full detheya set will give x% life leech to kill bosses quickly. So we will have several high level twisted torments running silmultanously stacking their chance to produce a head.

 

Links

 

 

[1]Furians video: Kungfu fighting a Boss

[2]Kungfu-Dryads

[3]Hit chance formula

[4]How to become a demigod

[5]How armour works

[6]Why to use an Artamark's Star

[7]Thread about shrunken heads

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  • 4 months later...

My question is does this character get started at bronze or silver and do you need a shopper to get the items needed to make her worth while? any help on this would be great as I love the dryad and want to play one that doesn't require a lot of micro management.

 

Thanks Mistle

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A weaponless dryad needs a lot of 'damage x-x' rings with a good second modifier. It is definitive no easy starter character and my daughters played it with 2 kungfu dryads where one was the shopper and the other a more robust tank.

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