MasPan
2009-05-17, 01:30 AM
Just some thinking out loud, feel free to comment. Number 3 is my preferred build btw.
At 141, I'll have MW at 19 and max Berserk, with 1 point of Rush, 10 in Beholder, 1 in Hex, and 5 in Aura. Obviously a point of aura on 142, as it jumps quite a bit in healing amount. however, here is where I am indecisive. Note that I will NOT be putting points into Stance until at least Aura and Rush are maxed (I simply don't boss enough for it to be useful to me - I would never use in training, as I use enemy damage to launch myself forward).
Options I am considering -
1. 2 Aura, 1 Achilles until max Aura (11-12 Achilles), then 7-8 more points of Achilles (lv 19).
This would leave me at 155 or 156 with all my defensive skills maxed, Berserk maxed, and MW at 19. Good for taking very little damage and Zerking bosses with ease. Nothing special, but meh...
2. 2 Aura, 1 Rush until max Aura (lv 12-13 Rush), then finish Rush up through max. Benefit to this would be the extra damage while mobbing (Max rush while berserking would deal around 8-12k per hit, which isn't that bad and would greatly assist in taking less hits to kill high HP mobs. (My basic strategy when mobbing skeles is JumpForward+Fury, Rush when land (using Rush while the enemy is in KB animation does one of two things - either pushes them normally, or launches you through them, often taking no damage), rinse, repeat. When at wall, Rush mobs closest to me into mobs farther away, Fury like hell. In other words, mobs will sometimes take 2-3 Rush hits while I gather them for the slaughter. This could be up to 30,000 extra damage before I even begin Fury'ing (realistically 20,000 or so after Skele defUP and randomization take effect), which is more than enough to take me from 3-4hitting to 2-3 hitting by the time I max Rush. This would also make Rush a good finisher for any straggling Skeles while simultaneously moving me to the opposite direction of the now-dead mob.
3. The above, but leaving Aura at lv 6 (160 or so HP per 8 or 9 seconds, I forget which, but it's a pretty big step up from lv 5, which is 100 or so) and going straight for max Rush. See end of above paragraph for reasoning.
In other words, my choice is between defensive tanking build, a somewhat passive damage increase with some pot-saving, and a purely offensive build. I'm leaving Hex for later, as I really don't need any of the buffs it gives.
Also, does Rush give any benefit in levelup (it says something about Range in skill description, I am not sure if this is how far the enemy is launched or how far the attack reaches) beyond pure damage?
Ok, I went for option number 3. Rush is currently lv 6 (82% damage, 85% range). I can get extremely close to 5 digit damage (9996 was highest so far) on Drum Bunnies (this with a DPS PA), haven't tried on snails. Which means it's already progressing a bit faster than I expected. Anyways, I'll keep everyone posted on how it works out for me.
At 141, I'll have MW at 19 and max Berserk, with 1 point of Rush, 10 in Beholder, 1 in Hex, and 5 in Aura. Obviously a point of aura on 142, as it jumps quite a bit in healing amount. however, here is where I am indecisive. Note that I will NOT be putting points into Stance until at least Aura and Rush are maxed (I simply don't boss enough for it to be useful to me - I would never use in training, as I use enemy damage to launch myself forward).
Options I am considering -
1. 2 Aura, 1 Achilles until max Aura (11-12 Achilles), then 7-8 more points of Achilles (lv 19).
This would leave me at 155 or 156 with all my defensive skills maxed, Berserk maxed, and MW at 19. Good for taking very little damage and Zerking bosses with ease. Nothing special, but meh...
2. 2 Aura, 1 Rush until max Aura (lv 12-13 Rush), then finish Rush up through max. Benefit to this would be the extra damage while mobbing (Max rush while berserking would deal around 8-12k per hit, which isn't that bad and would greatly assist in taking less hits to kill high HP mobs. (My basic strategy when mobbing skeles is JumpForward+Fury, Rush when land (using Rush while the enemy is in KB animation does one of two things - either pushes them normally, or launches you through them, often taking no damage), rinse, repeat. When at wall, Rush mobs closest to me into mobs farther away, Fury like hell. In other words, mobs will sometimes take 2-3 Rush hits while I gather them for the slaughter. This could be up to 30,000 extra damage before I even begin Fury'ing (realistically 20,000 or so after Skele defUP and randomization take effect), which is more than enough to take me from 3-4hitting to 2-3 hitting by the time I max Rush. This would also make Rush a good finisher for any straggling Skeles while simultaneously moving me to the opposite direction of the now-dead mob.
3. The above, but leaving Aura at lv 6 (160 or so HP per 8 or 9 seconds, I forget which, but it's a pretty big step up from lv 5, which is 100 or so) and going straight for max Rush. See end of above paragraph for reasoning.
In other words, my choice is between defensive tanking build, a somewhat passive damage increase with some pot-saving, and a purely offensive build. I'm leaving Hex for later, as I really don't need any of the buffs it gives.
Also, does Rush give any benefit in levelup (it says something about Range in skill description, I am not sure if this is how far the enemy is launched or how far the attack reaches) beyond pure damage?
Ok, I went for option number 3. Rush is currently lv 6 (82% damage, 85% range). I can get extremely close to 5 digit damage (9996 was highest so far) on Drum Bunnies (this with a DPS PA), haven't tried on snails. Which means it's already progressing a bit faster than I expected. Anyways, I'll keep everyone posted on how it works out for me.