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View Full Version : Early Rush PADrK Build?



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.

Taiketo
2009-05-17, 08:40 AM
I think you're getting achilles mixed up with stance. Achilles is passive damage reduction, stance stops you from being KBed.

cris92x
2009-05-17, 08:41 AM
If your not going to boss and just purely train, then for all means go for rush. It will significantly boost your exp/hour because it will gather up mobs but it also rushing is like a quick burst of speed also. As for the Rush level up, it gets stronger and I think it means the range of how far the attack reaches. Also a level for rush is only a 2% increase of damage.

MasPan
2009-05-17, 09:42 AM
I think you're getting achilles mixed up with stance. Achilles is passive damage reduction, stance stops you from being KBed.

No, I'm not, which is specifically why I mentioned not getting stance. I DONT want stance (no kb). I DO want passive damage reduction. Also, lv 19 Achilles is the max I can have and still use a Ginseng as a 1/1 potion and remain in Zerk.

Taiketo
2009-05-19, 04:03 PM
You fixed it, so whatever.

I believe that the range increase in rush is how far you have to be from the monster to grab them.

I'm not sure why you wouldn't want stance though, from your description of how you train it seems like it would be extremely valuable...

shine of voice
2009-05-19, 04:22 PM
I'm not sure why you wouldn't want stance though, from your description of how you train it seems like it would be extremely valuable...

This. Could you go into more detail about how Stance wouldn't help you?

MasPan
2009-05-19, 04:35 PM
This. Could you go into more detail about how Stance wouldn't help you?

I turn around when blasted by skeles to get launched forward faster than I could walk. Jumping = even farther distance. When using fury, I jump into the mobs to get slightly kb'd backwards to keep my distance from them in the sweet spot either way. I'm spamming Rush when training so much to keep enemies stacked (Mobbers don't kill fast enough to stop some enemies in a large group from moving, and killing 2-3 at a time isn't efficient for a PA like it is for Heros or spearDrKs). In other words, it wouldn't matter because I have a work-around for it that doesn't slow me down (I can jump+fury without losing any attacking speed) and most of the time Rush prevents me from getting kb'd much if at all. On the other hand, I rush each mob at least 2-3 times, which means an extra 15-20k damage from maxing Rush and zerking. That's far more beneficial to me than not getting kb'd. Stance is useful for bossing, but I don't do enough of that for it to matter.

MasPan
2009-05-19, 11:40 PM
Went for option 3. So far I have no regrets, but 5 points isn't enough to show much increase in damage, so it'll take a few levelups to see if it really impacts my kill rate like I'm thinking it will. Basically, I'm banking on getting TT soon, where that small increase will be multiplied many times over through rushing the fire-themed mobs with 140k HP. The higher the health of the mob, the more having max Rush will help me - when you're rushing a monster 3-4 times to stack it and keep it stacked, the damage adds up. Rush also makes a great finisher, as it is faster than any other warrior move. It'll eventually do about half of Fury's zerked damage (260% vs 500%) to 15 monsters (description says 10) and will hopefully be really useful when combo'd with fury.

The idea is to create a style and skillset unique to polearms - spear DrKs kill individual mobs too quickly to benefit from Rush at an early level, at least until it can serve as a finisher from a crusher hit to lessen kill time.

Nintendo_Otaku
2009-05-20, 12:43 AM
really unique builds

going stanceless will hit u in the long run, but there is no perfect dk build.
when u can 2-3 hit skells stance helps u lot
and also for the obtaining of serk 30 stance is quite usefull.

i did a weird build. i have everything maxed or close to max. i have 15 heal tho. and 0 hex i think that is useless till i reach 200 if i ever get there.

MasPan
2009-05-20, 12:45 AM
really unique builds

going stanceless will hit u in the long run, but there is no perfect dk build.
when u can 2-3 hit skells stance helps u lot
and also for the obtaining of serk 30 stance is quite usefull.

i did a weird build. i have everything maxed or close to max. i have 15 heal tho. and 0 hex i think that is useless till i reach 200 if i ever get there.

Hex = a bunch of buffs that are nice but not needed. Aura seems useful, but not at my level, so I left it where it is to recover some HP loss from fury/dragon blood. Already have max zerk, and will have stance by the time I 2-3hit skeles (DPS weapon, not DPH). Still debating whether to do Achilles or Stance next...I really like Achilles, but Stance would be useful for Pap solos.

Nintendo_Otaku
2009-05-20, 01:14 AM
well, i dont really notice hp loss from skills. aura at lvl 15 heals that right up.

stance and achilies are both beneficial. i say do a mixed

2stance 1 achilies. that way you get the knockback protection and the protection against attacks. :chin:


i dont know what to work on next. after i max achilies and stance 27 and 26.