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Putting aside practicality and whether it's actually worth it to do so, how ridiculous can we make the core monk ability? I'm curious. 9 + 1 Prestige + 3 Death's Usher gets us to a baseline of PL 13 with a death godlike monk while near death. We can get any of several boosts for elemental abilities via Lightning Strikes and Turning Wheel, but afaik those won't apply to Transcendent Strikes itself. What other PL increases are available?
Making a melee Wizard for hard + expert. I could really need some help not to make any terrible mistakes. The following post is my logical train of thought for making it maximum viable. Could you give me any advice or tell me if some of my decision making here is off? Race It seems that fire godlike and moon godlike are the only good choices here. Which one would you consider better? With moon godlike, you heal endurance 3 times per encounter at 75/50/25% hp. Seems to favor: Might (+Damage and benefit from the +Healing) With fire godlike, 4DR at 50% health and below. However: With low base health, might not actually be that good? Seems to favor: Con ... Endurance and constitution The difference between 3 - 10 - 20 constitution is for a lvl7 Wizard (choosing mid-range level here): -21% - 0% - +30% @30+10 endurance per level: 79HP or 100hp or 130hp. With vital essence our endurance will be (at its peak): 179 - 200 - 230 ... Spell durations for a Melee wizard Parasitic staff: 30 seconds Eldritch Aim (+15 ACC): 10 seconds Spirit shield: 60 seconds Bulwark against elements (elemental DT): 60 seconds Infuse with vital essence (100end bonus): 15 seconds Alacrity of motion (1.5 attack speed, minor endurance drain): 15 seconds Displaced image (+20 deflection +20 reflex): 15 seconds Iron skin (+8DT): Duration is 10 received attacks Martial power (+20 con, dex, deflection, +20 to hit roll): 20 seconds As we can see, the absolute highest peak we can reach in one fight is: +20 to hit +20 deflection +20 dex +20 con +20 reflex, will, fortitude +8DT 100 end bonus 1.5 attack speed In conclusion, int should definitely be your main boosted stat to improved durations, due to limited rest. Do you agree? ... Weapon of choice Spears for +acc /w light shield for deflection bonus. Light shield has no +acc penalty. Estoc for DR bypass, will be good /w the 1.5 attack speed buff. Quarterstaff for extended reach and parasitic staff spell. Hatchet for deflection bonus. These seems to be the best options, thoughts? ... Talents + chance to hit is VITAL for a melee wiz due to low starting value. Weapon focus: Peasant grants +6acc to hatchet, spear and quarterstaff. This would definitely be the best choice unless you go Estoc? Cautious attack: 0.8 speed modifier for +10 deflection. With alacrity (1.5 bonus) this becomes 1.3 bonus with +10 deflection. A good choice no? Lesser and greater spell heuristics: Increases the casting time for all our buff spells. Can't go wrong with these I think? Superior deflection: +5 deflection ... ATTRIBUTES Constitution: Leave at 10 imo, because Wizards get the LEAST from boosting health. A melee wizard should focus on DR and deflection. Alternatively - If you go fire godlike, max Con. Might: If moon godlike, max. If not, 10-14 Dexterity: 10-12 Perception: 10-12 Intelligence: 18+ Resolve: 10-12 ...