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Topics - Torcer

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General Discussion / Juggernaut - True Hybrid?
« on: 02 March 2019, 13:09:12 »
I've been thinking about running a Juggernaut class for years now, but it has been difficult for me to start one as how I want to do it requires a lot of planning to not mess up. Instead of doing it as a physical melee toon with fire damage, I wanted to run it as a melee base fire mage. Let me explain.

I plan to use Mage Armor in this build; it will provide excellent elemental defenses and the Int requirements along with the +Int and +Fire/Elemental bonuses will also increase my fire damage output.

For defense, I aim to have Battle Awareness, Stone Skin, Armor Handling, and Quick Recovery, providing a hefty sum of defensive bonuses. "+Fire Resist, +Armor, + Block Chance, + Armor Absorption, -Shield Recovery Time"

For panic button saves, I have Collossus Form, Stone Skin, and Rally.

Nearly any item with bonuses towards fire damage will also give an absurd amount of fire resistance, combined with Heat Shield, I should be practically immune to fire damage.


The build will look something like this.


Flame Surge was more to focus on the 'I am a melee mage' aspect, but Volcanic Orb is perfectly acceptable as an ability to toss into a mob just before you engage them.


I plan to go 2:1 Int:Str dumping in Dex as needed.

Every 5th level I'll put 1 point in Energy.

All free attribute points gotten through quests will go into hp.

My 'starter artifact' was going to be a Molten Orb for extra damage, but I decided that I will not have any issues with damage through all of normal. As such I settled on Touch of the Fool.

*By 'Starter Artifact' I mean - at least in my experience - I'll usually end up going through all of normal with one core artifact before I start worrying about itemization too much.



With all of this in mind, my questions are thus:

Is there any particularly noteworthy items I should look out for? I already have a few in mind, but there is always a chance I've missed something.
I'm aware of Archmage's Clasp, Black Steel Executioner, Captain's Signet, Eye of Flame, Laevateinn, Might of Hephaestus Set, Phoenix, Plouton's Vestments, Pyrophoric Loop, Serenity, Vestments of the Battle Mage Set

Have I missed anything that might be of note? For the most part I plan to swap shields in and out as necessary as I am going to be a bit weak to Vitality and Piercing damage.

Any particularly grueling areas I should be careful of or outright avoid with this build?

What bosses would likely give me the most trouble?

Can fire damage on a melee attack benefit from a critical hit or will only the physical damage be modified by the critical hit multiplier?

Any other tips and whatnots that I might need to know.


I have read a few things in the past about people playing Juggernaut characters and all of them had a few things in common. They mentioned that the Juggernaut doesn't have a lot going for it as the armor stacking potential isn't as good when you consider just how much armor you already have, that it was a rather boring playthrough as it had all the heft of a class like a Conqueror/Warden, but not of the flair of playing a mage, and that simply playing it as a 'melee toon with fire damage' was too generic and seemingly defeated the purpose of going hybrid. Along with the fact that it has no way to reduce enemy fire defense.


I am to change these notions. While I cannot do anything about reducing enemy fire defense, I can focus on buffing the fire damage I can do to a rather absurd amount without neglecting my defenses too much The armor will be beneficial if not life saving, you might not be as tanky as a dedicated 'str toon' but you will at least be respectable, and while you will be attacking with your weapons and shield a lot, you will also be casting abilities making it have the same flashy allure that a mage does.

Edit: Forgot to mention this is supposed to be a Hardcore toon. I don't mind spending extra time farming for gear as necessary.


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Anniversary Edition - General discussion / Ragnarok Question
« on: 25 January 2019, 10:13:18 »
I bought Ragnarok when it first came out, but never played it as I have it disabled. I used the excuse of buying the DLC to send some money to THQ Nordic as appreciation for the upkeep of the game. While I still do not want to play Ragnarok, the fact that Ragnarok content is forced upon you even though you cannot use it bothers me. So my questions are as follows.

How has everyone been finding Ragnarok?
Is there any notable new equipment for masteries aside from Rune that were added?
Are throwing weapons one or two handed?
How is the Rune mastery itself? It looks intuitive.
How long is the new content, and does it fit with the story well enough?
For anyone having played through Ragnarok, given the option, would you play without it?

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