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Messages - mammoth_hunter

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181
Why not try physical eruption instead? And not think how to distribute your stat points.

level 30

the end

182
Runemaster AE / Re: Rune Weapon Dragon Hunter Build showcase
« on: 17 June 2018, 22:58:54 »
Focus is magic and is from 16 or 17% to 19%. Rumination is around 13%, and there is another one around 8% which I do not remember the name of in english, common in normal. Out of rare ones there is magi with 15%.

183
I think it happens when mobs are trying to surround a single pillar. Some might slip through to appear from behind, others pushed out because there is another pillar where they wanted to stand.

184
Runemaster AE / Rune Weapon Dragon Hunter Build showcase
« on: 17 June 2018, 17:29:46 »
Header means this is not really a guide, just a brief description of what the build ended like, and how, and why.

TitanCalc link

This is a strong build, perhaps not at the level of some broken builds of TQIT time, but not some elemental hybryd weirdo like they used to be in TQIT time either.

Hunting has some very useful things for an elemental attack build, first of all flush out which makes dealing with 60% all resist monsters have in legendary simpler. Then also volley WPS and wood lore passive. Overall, hunting does not have much for elemental build however, being focused on piercing, there is also herbal remedy, find cover and that's about it. Because of that, dragon hunter is almost all about rune mastery, and takes every skill there, except guardian stones.

This is essentially an elemental attack build with spells. It features capped run speed, almost capped attack speed and very high cast speed to be very nimble. It relies on using skills or just outrunning foes rather than facetanking.

Stats are 1 : 1 dex : int all the time, this is a dexterity/intelligence hybrid like nothing that used to be common in IT. 7 quest rewards, or 14 points, go into energy, mostly for energy armor sustain.

I started it as a developed character at level 40 to avoid dealing with gear and stat issues a hybrid may face at early levels. It should be bossible to level it from level 1, starting as rune and relying on flat elemental damage gear for damage and +strength gear for requirements. Items like storm eye epic ring and rares with "electrified of frost" or similar rolls. Flat elemental damage on throwing weapons, bows and spears, with Zeus thunderbolt for even more flat elemental. That should suffice until the end of normal when rune weapon gets enough points to matter.

Rune weapon skill except energy drain, runeword: feather and wood lore are maxed first together with masteries, everything else is at 1 pt. Then resistance skills, rune of life and herbal remedy, and flush out for debuff. Next rune mastery spells in any order, I started with seal of fate for nuke and runic mines for fun and utility, but it can be thunder strike instead. Energy drain and Menhir wall are left for the last. Energy armor is leveled cautiously, for its price to not exceed available mana pool. Build has leftower points when using blessing of the Moirae weapon, these can go in study prey, trail blazing and art of the hunt, however, these do not benefit the build itself and may only help other people in multiplayer.



DPS tooltip for rune weapon is of course deceiving without charges, it shows dps of non converted physical weapon when the build is intelligence and elemental damage based. Fully charged rune weapon is below



Gear screens are below

Spoiler for Hiden:
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Spoiler for Hiden:

Spoiler for Hiden:

Most of these legendaries are improved by Durinn and Dvalinn, some pretty impressively.


Armor - prowler's cuirass with dragon's blood - this is still a very solid chest for resists which can be enchanted with relics.

Dragon's blood relic in chest is debattable, 20% chance of 100% resistance is not the same as 20% resistance of course, but since hero mostly takes that damage in many hits it helps a glassy character with low DA anyway. Dragon hunter's ring has more of that, but for pierce. Dragon's blood competes with Golden fleece here which could have made energy armor much more sustainable.

Hands - Stonebinder's cuffs with primal magma - together with dragon hunter's ring grant +4 all skills so these aren't needed anywhere else on gear, freeing up some slots for other stats.

Helm - common item with impenetrable of focus with cunning of Odysseus - just something with recharge and a resist, and cunning of Odysseus relic for dps that can be replaced with some resist relic if needed.

Feet - Esus travelling boots - are mostly for resist, that extra movespeed proc isn't necessary, its already capped.

Shield - Hera's shield is there for hp, resist, and its minor debuff, though it also has str/dex/int that can help with stat requirements.

Necklace - Polydegmon - is one of the main DPS boosting items. Build puts lots of points in dex to use stonebinders, then gets missing intelligence from items like this one. Build also needs good energy regen and luckily Polydegmon has just enough, together with 80 int (+40 from legendary craftsmanship quest).

1st ring - Dragon Hunter's ring

2nd ring - Rare ring with occult prefix and demon's blood - is a way to get decent cast speed.

Main weapon - Blessing of the Moirae might be a BiS weapon or one of the best available.

Spear is just something with flat damage picked along the way, used only against shadow lurkers, nixie and some mobs at Iggdrasil.


Out of scrolls, scroll of the sun blessing adds 150 flat fire damage and by that increases displayed DPS by 1,5. Primordial chaos also has flat elemental, but also % total and 40% damage absorption which is the same as "all damage taken reduced by 40%". Legendary frost nova can be used for utility. Normally this build does not need these extras, but in late legendary act 5 something like sun's blessing can speed up the process.











185
I'm even more convinced now though, that this is a genuine bug, that theoretically should get fixed in a patch.
These hero/monster/NPC models not overlapping and pushing each other to the sides instead had been there since the start. I have nothing to do with programming but I'm afraid it might turn out not being fixable at all, its some basic model physics.

And really, one mob getting through while others 15 are blocked is not a serious issue.

186
But what about the mobs glitching through? Am I really the only one that has that issue?
And what is the problem there? If one or two glitches, you kill them first. They aren't glitching, they can actually pass through, like pets moving NPCs while you talk to them. They just attack it when its on their way, and some end up attacking from the other side.

187
Finally, something essentially unrelated to the survivability issue: I am somewhat disappointed in Thunder Strike. Sure, it looks good with a bow, and five piercing arrows may seem great. the reality is though, that at range you'll never hit a mob with all five arrows, and when shooting at multiple mobs, you'll be lucky if two or three out of five hit their mark. The spread pattern is random too, so you might in fact not hit anything at all. At close range you will hit with all five arrows, but the base casting time is just too long. You'd be better off firing three or so arrows using Rune Weapon and Runeword: Explode, in the same amount of time, with a triple possibility to proc Runeword: Burn for more damage, and have Energy Drain guaranteed to proc as well. I wonder whether Thunder Strike will be worth it when maxed out, because of the sheer amount of +% total damage.
I had a similar impression about thunder strike when playing dragon hunter (with throwing weapons) in epic, but it passed in legendary, or more specifically late legendary. Rune weapon explode seems enough for everything, just until you stumble on lvl 80+ mobs absurd hp with legendary resist on top. Then you have to use all your skills loadout, thunder strike too. Yes, it gets better with point investment, and yes its still much better at shotgunning than even average range.

Quote
Then there's the point that I had hoped to rely quite a bit on Menhir Wall for survivability, but just can't get it to work
It is much like briar ward in that it recieves more hp in epic and legendary while you will also get more cooldown reduction gear. It gets a lot of hp from point investment too so definetely invest in it if you can.

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The question rises what I should equip in my off-hand. A shield would be ideal, but even with Runeword: Feather, I'd have nowhere near enough Str.
Many legendary items have stats on them, my dragon hunter has Hera's shield with + str/dex/int, just... don't unequip it  :)
Are you using or going to use stonebinders for all skills? Then you might be free to chose whatever necklace you want, and look at Crimson gem of Cytorus. For example.

188
General Discussion / Re: HELP, can't beat Epic Typhon
« on: 07 June 2018, 01:05:14 »

What the fuck how is that possible that a mid-tier rumination even rolls with this level 68 prefix. Allfather's and wraithlord's are considered rare for whatever reason, unlike ritualist's and below, that are magical. It makes them a little rarer than they should be. I have 300 something hours in Anniversary and this is the first time I am seing one with any recharge at all, it might be another 300 before I see another one but with of focus instead of rumination.

189
General Discussion / Re: HELP, can't beat Epic Typhon
« on: 28 May 2018, 17:18:08 »
Yep, I was right about black elves, its trash and nightmare lol. I'd hold off any more summoners for now. At least until some better gear shows up? There was no such problem in IT when ritualist's was the highest tier an no mobs lvl 80+.

190
General Discussion / Re: HELP, can't beat Epic Typhon
« on: 27 May 2018, 20:45:12 »
You see, using 2 tier 5 ritualist's items with 60 damage instead of allfather's 111 together with 2 allfather's is the same as using just three allfather's. And had we not agreed above this is not a very good strategy. For a physical summoner, late legendary is more like two options: either you have ideal gear, OR you have battle standard to compensate some of it. Better to have both, but if you have neither, you clear slower, which is uncomfortable. Because mobs do all sorts of nasty shit they can twice and thrice in every fight. Imagine what both sorts of elves will do with you if you fight them for too long.

191
General Discussion / Re: HELP, can't beat Epic Typhon
« on: 27 May 2018, 19:33:52 »
Steamrolling, but expect to slow down in acts IV-V.
Yep, its all not really enough for act V legendary, had it all been Allfather's tier 7 it might. I can get to the end of it of course, but its a little below the comfort threshhold. I don't know what you are thinking to achieve with unbuffed pets,  :D now I am going to think any successful summoner with physical pets needs battle standard spam in late legendary to keep being successful. In addition to jewellery and staff of course

192
General Discussion / Re: Which Mastery is your favourite?
« on: 27 May 2018, 19:11:38 »
You mean I have to chose one? Dream, nature, hunting, storm

193
Paladin is a terrible mastery lacking notable synergies. You want it to be physical? Enjoy not using storm much at all. Elemental? You'll have to make lots of compromises, put little in str and either use light armor and weapons or items reducing requirements (alke and timaios, thoth glory, with armor handling skill of course). Defense does not give you much for DPS and you're going to lack some either way. People were doing this as ice shard caster but I guess its with Persephone's caress and similar items, gear dependant.

Of elemental attack builds, dragon hunter is surprisingly strong with throwing weapons and ok with a spear, and sage has always been fine. I know its not sword and board or whatever you wanted there to achieve with defense. Thane is much better than defense hybrids due to dual wielding fast attack rate. And the strongest hybrid melee I've tried before AE was melee diviner with vitality damage. Rare weapon with vit damage and furies blood, vile ichor, deathchill, maxed distrort reality. That one could compete with average physical melees.


I don't think you should throw everything out and go elemental, its much harder to do right than physical and you will need good gear. Your elemental damage is nonexistant so you can get rid of storm nimbus and wisp. Get spell breaker, squall and energy shield. Use energy shield for cold and lightning mobs (like Barmanu), you can max it eventually - 85% absorb will make you almost immune to it. Maybe get thunderball and throw it into ranged packs or something. Not very convenient but that was yours mastery choice  :)

titan calc

194
Thanks for sharing. My own experience actually reflects that. A templar in epic with maxed DR TR and +3 or 4 all skills, ~180% physical damage collected on gear and 700 strength. DR stops being efficient - and by being efficient I mean oneshotting mobs, why would I need an expensive skill on long cooldown that doesn't. Like it oneshots tigermen but not draconians, so I'd expect it won't oneshot anyone in legendary at all. Not using any debuffs - templars have no aoe debuff skills. And using weapon debuff defeats the whole purpose - I wanted DR to kill packs with one hotkey instead of Lclicking each mob.

Maybe it can work with some mad gears setup like a harbinger dual wielding Giant's tooth mace, not something I want to level though.

320 physical damage is like a single autoattack, its not low but not really enough too. Compared to ~300 vitality and 700 electric burn in TR you can get if investing in int instead of str.

195
How really viable this and distortion wave are in legendary for a generic melee build? When you are stacking strength, %strength and physical damage but perhaps not going over the top with that and want to use them as direct damage AOE spells. What about eruption used by juggernauts and battlemages?

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