
ottffsse
Members-
Posts
124 -
Joined
-
Last visited
Everything posted by ottffsse
-
Monk but with 10 int and high might and con. The other slot is flexible. Barbarian would work very well as aoe damage and sicken debuffer. Priest : dire blessing + painful interdiction as goto moves. Support and debuff. Monk : jaggernaut until you can go robes with iron wheel. Torments reach swift strike + enervating blows (combined with dire blessing allows monk to constantly weaken enemies for barb to always crit). You can just take zahua he is good btw. Damage dealer. Barbarian: carnage trash debuff and damage machine with disorienting weapon and unlabeled blade for damage. Brute force means constant crit to weakened enemies. Maneha is good. Damage dealer. Wizard : cc debuff will with arcamyrs miasma of dull mindedness so your ciphers powers always hit. Disabler primarily. Cipher: mental binding + mind wave and later amp wave time parasite and lol at reaping knives +of monk or barb. Disabler and secondary damage dealer. Paladin: yes! Take pallegina and build up her fod alpha strike abilities she is great that way. Take the accuracy aura and also aspirants mark to lower enemy deflection and reflexes so she gets lots of per encounter things to do (you can take aspirants mark on priest but arguably that is not as efficient as the priest has enough of his own abilities to use during fights a paladin on the other hand has enough time on her hands to use it). Solid alpha strike while buffing the party simultaneously and being a second line reviver / buffer should the priest be overwhelmed alone check. Alpha strike + buffer/ healer. It's a very solid group I played this and rolf stomped potd Ironman while being in fast mode most of the time.
-
The only items you really recommend are the sabre with the 3 fireballs and necklace of summer solstice. But even here you can use scrolls of fireball. The best is sort of interesting to get anywhere per encounter ability but it can be replaced by a might belt or something like that.
- 35 replies
-
Armour to consider (armour is good to durganized because it is more universal than specific weapons so you can swap your durgan armour between characters) cloth/light: - vengiatta rugia -monk robes (tidebringer) -gwisk Glas -plates: white crest, sanguine Hide: blaidh Golan, wayfarer Medium (rarely used): not really worth it but osrics, golden scales, pikes pride I guess if you have to Weapons Hunting bow: persistence War bow: rain of gadogh field or sabre marie Crossbow arbelest etc: wentgär (best), hold wall (optional) Firearms: lead spitter /nothing else not even fellstroke is worth it One handed/two handed: drawn in spring, any superb weapon with vicious or anahilating property that you use, speed is also good, or a good on crit effect like hours of St rembalt, tidebringer, blade of endless paths. Shield: little savior, outworn Buckler (if you have a paladin)
-
there is a great "monk" robe in WM2 but it is not buyable, will not say more. it is a monk robe but it can be worn by anyone, has -15% recovery, is exceptional and has some really great properties added. as for exceptional robes, there is only the guy in the dyrford skaen temple that has some and on later stages of the game act3 or craighold you can get some from enemy drops and loot. your best bet is to enchant a good found or bought robe, like rundels finery or vestments of waels eyes to exceptional. if you are in act three have not found the starlit garb in twin elms yet? Also, some mage enemies in act three in twin elms are drop exceptional robes.
-
Probably for most of the game. But I now stacked might up to 37 (with priest), got all damage talents like baby sneak attack and survival at 12 for another 20% flanking bonus and the lvl2 ability to cause flank on foes. I think I can do a lot of damage even with a hunting bow but this happens late in the game. Will see if I like it more than godagh field which I have been using so far. Of course I have pen shot and also a wizard for expose vulnerability.
-
The only concern is focus generation. Damage there is no question. I tested it again against someone in plate armor (11 shock Dr 25 Pierce dr) so I assumed that would level the playing field. Nope. Stormcaller 620 damage per minute average (not including soul shock which may trigger 1-2x in the time span I grant it that). Durganized superb (not yet legendary) persistence: 850 damage per minute. Those raw damage dots stack up. But if you use gun shots to generate focus at the beginning of the battle anyway it's not a problem. But it looks like a twig.
-
I think it is generally: -priest deity talent with +10 accuracy to 2 weapons (use those weapons!) -interdiction -painful interdiction -vulnerable attack or rarely penetrating shot on a gunner / rod priest -scion of flame -one of weapon and shield style, apprentice sneak (skaen) attack, gunner, dangerous implement (depending on priest type and weapons used) From here it's up to you, maybe weapon focus, aspirants mark, quickswitch+runners wounding shot (on island aumaua)
-
On monk I like durganized aatauk dagger (get from boss in skaen temple in dyrford) for 30% crits and enervating blows to weaken enemy on crit. Drawn in spring is awesome too but you can't really beat dps of fists. Maybe one dagger (with speed or durganized) in the off hand and just use fist as main hand weapon. With speed gauntlets you can approach 0 recovery that way and still "punch" with your right hand. Unlabeled blade is sick but even more sick on a barb. Twin sting is decent but not top of the line main weapon for a cipher as you can buff attack speed with top of the line weapons too. Those being your choice of stormcaller, persistence, or rain of godagh field. And if you do use a chanter and speed buffs an upgraded durganized lead spitter will beat out twin sting too.
-
Be careful and pull a few enemies at a time I guess. Use doors to block off your squeeshies with your tank. That one chime stronghold quest item that turns everyone invisible for a time is great on your casters as you can use it if you get unwanted aggro. It is an item with 12 charges and turns everyone invisible in a 2m radius I think. Otherwise cloak of the Master Mystic on your wizard. They are tough. I killed kaoto or what's his face at level 14 / 13 bit I lured the enemies to an isolated room I controlled where I could use the "block this door" strategy. A few monks still teleported to my wizard etc but I used the chime item to turn invisible and reposition and continue the attack.
- 1 reply
-
- 1
-
-
Oh sorry but I meant is you have to start the fight in position. Once you place your troops in an ideal way (tank etc on far left bottom edge others far right upper edge) have a bow user snipe a critter to initiate combat. Or carefully send your tank into the dragons sight range. As for flat out tanking the thing you'll have to have saves and deflection of at least 150 on everything through buffs. And still have priest support. The best tankers I had against this dragon where simply characters with high enough endurance (barbarians or people with 18 con + items, as dragon targets fortitude sometimes). That way they can take a few hits but keep drinking pots. Pain link and flame shield on them and watch the dragon kill itself off of those 200+ damage hits. But I did it with full lvl 11 party, and used confuse scrolls liberaly. If you have sub lvl 11 toons it makes it harder. At your level if you can petrify / confuse the dragon you can pull it out otherwise level up more for a more brute force approach.
-
yeah its true and but I am a prostitute for that might bonus though. btw update: not sure it's optimal but is certainly funny: I tried the following variation and it works as well: bound steadfast to her, gave her lvl 1 spellmastery arcadys dazling lights, lvl 2 miasma of dull mindedness, equipped executioner hood, main hand steadfast, offhand spelltongue. light/ zero recovery robes (durganized gwisk glas works well) + gauntlets of swift action is zero recovery under DAoM with vulnerable attack on. poor eyeless were dying, did not even bother to turn on arcane veil most of the time in fights. (steadfast on wizard means you target will instead of deflection on enemies).
-
With ie mod you can correct paladin faith it also works on npc like pallegina. Then with a few items like outworn buckler and cloak of comfort and rings of deflection and protection her defenses go all into the mid 120s or a bit higher throughout the board at level 14. Equip ring of thorns instead of protection and little savior instead of outworn buckler and get yourself knocked prone for deflection and defenses at 220+ on everything (concelhaut crushing doom from your wizard basically). Then have your cipher if at level 15 cast mindweb.
-
Level 11 full party is pretty doable though you have to disable the dragon either way before your dps engage it. I suggest bringing a priest instead of the chanter though you want to cast stuff immediately. Do all rest bonus and eat food. You are doing it right by making the adds block out the dragon to give you time. Best strategy is to split party in two groups group 1: tank + priest. And everyone else. Tank and priest chill on the left side of the cavern. Place tank that it can engage the adds there which will block the dragon from actually getting to your tank. Have the priest buff the tank and the tank should hold out on the left side as everyone else clears the adds and phantoms but ignore the dragon who is desperately but stupidly trying to get to your tank but is blocked by his own adds. Rest bonus: accuracy vs beast on everyone. Wizard should get cloak of the frozen hunt for more accuracy. After these preparations everything should be simpler. Control the adds while the dragon is doing nothing trying to get to your tank, buff the wizards accuracy through the roof, you can carefully move your guys forward to be in range of the priests buff spells but don't engage dragon yet (since the priest will be on the side with the tank have someone else use a prayer against fear scroll) through a petrify gaze spell at the dragon once it's debuffed a bit and than hack away at it. Other than priest have maybe the wizard have scrolls of revival handy they will be of use. Retaliation + flame shield + pain link works well against the dragon too. If you have a paladin sworn enemy the Alpine and spam confusion and other scrolls on it.
-
I agree that on Maneha dw battle axes are great. I personally have her built for vengeful defeat though as my priest or paladin can always res her in the tough battles. She is in wayfarers hide, has durganized superb strike hard main hand, unlabored blade off hand. Binding rope and glittering gauntlets. She is slowly but steadily catching up my main cipher in terms of damage done (ciphers stall after midgame unfortunately and are better off doing cc with damage mixed in while the way I set up Maneha the more enemies she hits with her weapons the more cc she does). Helmet is hermits hat or white crest helm for int boost on her. Swaddling sheet (cape) for the lols. With veteran's recovery and Savage defiance (I don't take it anymore I just max out athletics) and the items she doesn't go down unless something is wrong with the main tank or in one of those end game bounties. Talents scion of flame (for firebug on unlabored blade and flame lashes) + bloody slaughter + the usual mix of melee talents.