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Post by CdrPlatypus on Aug 2, 2015 13:30:51 GMT -5
En1gma Ah grasshopper-san you have finally discovered the power of switch-hitter-fu. My heavy-Metal \M/ build Selen is working her way towards 16/16 bows/blades at 14/14 atm. You're RP write up is awesome by the way. My only thoughts on this group are I would have waited for banishment instead of retribution. Personal taste.
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Post by En1gma on Aug 2, 2015 14:05:58 GMT -5
I can always respec- and I was thinking the same thing. I may just keep with Retribution until I get it way up there so I don't see a drop in effectiveness when I go from 2 attacks per round to only 1.
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Post by CdrPlatypus on Aug 2, 2015 14:11:17 GMT -5
Aoe becomes more effective than multiple single target.
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Post by anrdaemon on Aug 3, 2015 7:52:27 GMT -5
I would still recommend picking Natural Mastery 1 early. You may not want to go past it for a long time, as each next point past first one provide progressively less benefit.
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Post by En1gma on Aug 3, 2015 19:29:07 GMT -5
I'm mixed on NM. For the Reaver build, I am working on developing a blistering offense for Vraes. For him, NM will be mainly a defensive talent, and he will be at Blades 16 by early E2. By that time, NM becomes a way to boost his melee (defensive) prowess past his normal limitations.
Ash and PS are working perfectly, so NM for melee accuracy is a non issue.
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Post by CdrPlatypus on Aug 4, 2015 0:53:18 GMT -5
NM 1 is really useful on higher difficulties because of the lvling curve. Further investment isn't needed until late game
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Post by En1gma on Aug 4, 2015 7:15:21 GMT -5
Omigod, CdrPlatypus... Strickening/Sundering build... We have a new most powerful combination. Seriously...
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Post by anrdaemon on Aug 4, 2015 7:15:58 GMT -5
To clarify, NM1 provide +2 melee skills, which could easily amount for ~20% accuracy boost at the time. NM2-5 provide +1 melees skills boost, providing approx. 9%-6%-5%-4% increase in absolute accuracy value, if I'm not mistaken. That assuming you increase melee skills and attributes by some amount as well in the meantime.
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Post by En1gma on Aug 4, 2015 7:22:58 GMT -5
Is that equation for standard attack dice or strong?
For any group that isn't rocking both Ash and PS, then yes, NM is an amazing choice. I'm also playing on normal, so I don't fret too much over accuracy.
I'm fully aware of the awesomeness of Mastery, I'm just using it as a defensive buff in the late game this go around. If it also helps him continue to smack things silly, this is just an added bonus.
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Post by anrdaemon on Aug 4, 2015 7:50:27 GMT -5
Oh, well, right. This isn't much of an issue on normal since mobs are just a level over you.
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Post by CdrPlatypus on Aug 4, 2015 9:47:46 GMT -5
En1gma I don't know about most powerful, But I see a major increase in viability of an all melee team. With this plus reckonings upgrade there are 3 characters capable of melee AOE.
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Post by fallen on Aug 4, 2015 10:12:13 GMT -5
En1gma I don't know about most powerful, But I see a major increase in viability of an all melee team. With this plus reckonings upgrade there are 3 characters capable of melee AOE. If you move fast, you could be the first one to try it!
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Post by CdrPlatypus on Aug 7, 2015 21:20:26 GMT -5
Working on a new almost all Melee group the one exception is Kincaid is using Throwing Knives.
Group is all the IAP characters. It's overall focus is going to be damage reduction and tanky-ness.
Kincaid the Tanky curse bot. Starting with Cunning Footwork 3, Lbtb 1, DS 2, then probably start on crippling strikes, maybe more CF will have to play by feel. Eventually will get to CS 6
Vincent the ultimate CC bot with eventual melee AOE and off tank. Going the route of FF 2, FA 3, CS 1, then increase those 3 until 18 pick up elemental sundering. In prep for it I am lvling both Conjuring and blades 1:1 and investing in dex.
Fyona the...everything? Group Buff, AOE Healer, Tank B, and wrath of the Holy Hammer. Starting with SOC 1, BA 2, CD 1, then back to SOC/CD. Conflicted about raising healing any higher. we'll see. at 18 She will grab Reckoning which deal aoe holy dmg, -1ap, and -dmg. Taking CON straight to 10. Heaviest Armor possible at all times and a dual set of gear hammer and sheild and 2-handed hammer for those extra smashy occasions.
Selen my favorite death machine: Starting PB 2, FB 2, then DOS 1, then will work on PB as neccesary bring FB to 3, and focus on QSD and DOS to 3 at some point. Skills Blades and a dash of stealth. All Dex to start.
I got the idea to run this much dmg reduction after taking my current group through end content on nightmare. Seeing things hit for almost -500 a swing and avoidance buffs and gear not keeping up. So my thought is to curse everything in sight with as much -dmg as possible. With the exception of -ap It is hard to over curse on nightmare. especially NMI.
Initially I see this group as being slower on kills then others, but I hope it will be very safe. Vincent's end goals are FF 6 FA 10, CS 2, and the rest into Elemental Sundering That alone will give -72 dmg, but wait there's more: Everyone in this group will be packing a curse or cursing attack that reduces enemy dmg.
I appreciate any thoughts Ill report back later with experience.
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Post by anrdaemon on Aug 7, 2015 21:24:53 GMT -5
-500 a swing? Ouch. Never seen that. Some -300 I saw. Though, Tamilin do a good job of damage prevention.
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Post by CdrPlatypus on Aug 8, 2015 10:32:35 GMT -5
lvl 41 ratkin veteran warrior think it was 460 a swing up to 3 swings a turn.
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