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Topics - mammoth_hunter

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This is a presentation of a battlemage build made as a melee warrior with spells. It is strength based and uses physical damage in both spells and attacks. It is possible thanks to Nordic making spell physical damage grow with strength stat. Build uses Giant's Tooth mace (GM). People here seem to dislike it considering it overpowered and I don't quite like it myself, but for a physical caster this weapon is just in place. It might be the strongest physical weapon in the game, however, the only thing it has is damage, lots of it. It does not have life steal, offensive ability or attack speed. Warfare build can use that, but for others it is not automatically BiS, not without extra effort to compensate its drawbacks at least.


TitanCalc


Build stat distribution is str : dex 1 : 1. So much dex for defensive ability, it isn't strictly necessary, but with my gear choices its more convenient to do it that way. It could be 3 : 2 with more DA items.

Battlemages rule late normal and epic, volcanic orb and eruption are extremely effective there. Making them still effective in late legendary requires investing a lot in both %str and %physical damage on gear however. Some physical eruption damage testing with various weapons is here.



Battlemage's (obvious) strength is physical resistance, class gets 35% without even trying, and it can be capped with appropriate gear choices, mine is 1% off maximum. Though it looks blatantly OP, it does not make you feel immortal in a way like haruspex projectile evasion and DA did in IT. Biggest reason of this are archers, piercing damage, which are in every corner of every map in this game. They make you still need damage converted to health like any normal melee, which is why I am using just one GT mace (though I honestly have only one too), and a rare weapon with anubis wrath relic. Same rare weapon also helps with attack speed which would be very poor with two GTs. Thanks to physical resistance, very high DA is not necessary - most melee mobs won't even scratch you anyway, dactyls aren't dangerous. Notable exeptions are those with significant non-physical damage on melee attacks, like undead at Zealand shore or Wusao lancers.

Spoiler for Hiden:

Another practical application is Secret Passage farming. So much physical res makes you highly resistant to your own damage reflected and very well prepared for Toxeus. Eruption can also kill three stinky figures in inaccessible cage without forcing you to swap positions and portaling out.



Gear screens and explanation

Spoiler for Hiden:
Spoiler for Hiden:
Spoiler for Hiden:


Chest - Master Forge Cuirass with stew of Eldhrimnir relic - this is a Prowler's cuirass for str builds since it comes with 25% base elemental resist, thats 75% base resists (fire + cold + lightning). Worse than prowlers actually in that regard but much better armor. Relic is for mana regen that build needs to cast expensive spells.

Head - Helmet of Valhalla - used for +1 all skills and +20% total speed aura, a very valuable stat for any caster wannabes and hybrids since it improves both attack and cast speed.

Hands - Gautlets of the Necrolord - +1 all skills and lots of resistances, minor life steal, some attack speed

Feet - Hervor's Fine Steel - +1 warfare, physical resistance, DA, resist

Necklace - Torc of the Ancestors - +1 all skills, physical resistance and other resist

Ring 1 - common rare hale of supremacy with ankh of Isis relic - %str and %hp, DA, relic for more hp and resist

Ring 2 - Ring of the Three - +1 earth, some recharge, used here to get +4 earth and get ultimate level of eruption and volcanic orb

Weapon 1 - Giant's Tooth mace - something like +180% physical damage counting together %str, %physical damage and Durinn's work. I was hoping for life steal there but he made more %physycal instead like I'm lacking it

Weapon 2 - common rare axe, murderous of annihilation with Anubis wrath relic - Some %physical and Anubis wrath for life steal and attack speed.

Weapon swap - double Chackrum of the Sun - was there to have something more to throw at phantoms in Mimer's maze from range

Relic - Star of Ishtar - physical resistance, elemental resistance, %str, %dex





Secret passage run


2
Rogue AE / Concept: Traps and Poison Assasin
« on: 13 August 2018, 22:20:14 »
I was trying to theorycraft some builds for rogue summoner that simultaneously uses some support attacks and came up with TitanCalc. This is supposed to be a character using 3 pet jewellery items and a throwing weapon, Gorgon's edge or winds of Asphodele (or both?). With Ismene's helm and/or Assasins set. Traps and poison for all mobs, battle standard as pet buff for harder challenges and ancestral horn angry mob for even harder ones.

It occured to me that rather than giving some attack to a summoner it offers something for a poison build to use on undead and constructs. Poison damage is not self-sufficient damage type and suffers high absorbtion on first ones and full on second ones. Physical damage on the other hand is almost universal, and only weak against ghosts.

I haven't played with poison seriously ever so not sure how much of its % boost is enough. 300% like on assasin set? With 700-1000 dexterity?

Next thing the build needs is reduced recharge for battle standard and ancestral horn. Jade Emperor should of course fit but what else can be used here? Golden shield of Pelaron? Odysseus armor? Both of these have zero resist, which combined with common rare rings won't make building a good resist pool easy.

3
Spirit AE / Liche King is dubious
« on: 01 August 2018, 00:08:25 »
I've been trying to make this body do something useful in a non-summoner build and couldn't.

Since life reduction is now useless against bosses, so is the liche king, and he lacks the damage to be of any help against both bosses or trash mobs. Arcane blast makes no difference, it is approx 1,5 times stronger than main attack which is still too low in legendary. Best I could make him do is 1,5K-2,5K (normal attack - arcane blast) with the help of deathchill, unearthly power and the circle of power. But then my character in same conditions does 7K per ternion projectile and 3-4-5 shots bosses before liche reacts to their presence.

Spoiler for Hiden:

None of his attacks convey pet damage from gear, thus the only way to make him stronger is % buffs like circle of power or nightmare's mastermind, which is still not much.

He can be used as decoy to distract bosses, but nightmare can do the same for 2 points.

This leaves him the role of the glorified debuff tool for 16 points which you can not control directly, slower than seal of fate.

4
Hunting AE / Spear and shuriken slayer build showcase
« on: 19 July 2018, 23:52:44 »
This is a slayer build using throwing weapons and a spear in equal proportion. It resembles older TQIT hunting piercing damage builds but uses some new weapon sets. I started this one long ago but was originally using bone darts not having most of the newer gear at the time.

Build goes approx 1 : 1 str : dex until ~level 65, then all dexterity. 2 stat points spent in health, 10 points in energy, thats all normal and epic stat point quest rewards.


TitanCalc




Fully buffed DPS (call of the hunt and battle standard)


Bone darts can do much better in numbers
Spoiler for Hiden:

thanks to double Valor of Achilles, however, what they do not have compared to Jagged Silk is volley WPS. Build already has it from the mastery, but two weapons add more and these stack with each other, making the chance of its proc go up. Since build is also dual wielding them, that makes for a good chance to throw 6 projectiles with one click. Jagged Silk also has adcth, though 5% is rather low and not enough for good sustain, but it still allows to not use adcth on any other items. For me it freed the necklace slot, allowing to put there an item with projectile evasion.


Switching weapons provides an opportunity to capitalize on evasion and projectile evasion accessible for the class from dodge attack and find cover skills.  These are around 30% with +skills. Zeno's paradox shield brings both to 50%. Then some other gear can bring that even higher, with my necklace I have 66% chance to avoid projectiles. Onslaught skill with ignore pain modifier also adds physical and pierce resistance when it has charges, making physical go up to 33% and pierce to 80% cap. Not only this makes a character into tank without super high defensive ability, its also the best (and only) defense from ranged mobs available to the class. Which is important for a throwing weapons build not using good crowd control skills, especially when going against undead archers whom you can't leech life from.



Gear screens and explanation
Spoiler for Hiden:




Chest - Prowlers cuirass - nothing new or special here, high resist item with stew of Eldhrimnir for mana regen

Head - Tracker's hood - very popular item from the set with high %pierce damage modifier and - recharge

Legs - Tracker's leg guard - used together with the helm for its own resists and set bonus

Arms - Stonebinder's cuffs with rage of Ares- easy +3 skills for a dexterity build, rage of Ares is a potent damage booster for physical and pierce builds

Necklace - common item with honor guard's of guile and demon's blood - valuable pierce resistance and chance to avoid projectiles. Pierce resistance is valuable to withstand your own damage from reflect mobs too. Going from 52% chance to avoid projectiles to 66% does not seem like a lot, but its actually going from half of all arrows missing to 2/3 of them missing, quite a change.

Ring 1 - Appollo's will - popular option with %pierce damage modifier and resistances

Ring 2 - common item with hale of power prefix and suffix and demon's blood - some %str and %health and a little mana

Artifact - Star of Ishtar - +20% str is a DPS boost, +20% dexterity is not only that but also +1 OA and DA for every point of dexterity it gives, and thats alot. 15% physical resistance, 25% elemental, such a pretty item

Main ranged weapons - Jagged Silk - a throwing weapon with high piercing ratio, life steal and volley proc

Melee weapon - Blacksteel spike with devouring suffix and valor of Achilles - not the most impressive stats but doing well, life steal on it is necessary

Shield - Zeno's third paradox - 20% chance to dodge attacks and projectiles








Having fun with black elves in Muspelheim:


5
Hunting AE / Elemental Archer Sage build showcase
« on: 14 July 2018, 15:33:30 »
Hello, you might remember my previous elemental conversion build, dragon hunter. This time I have a new one.

TitanCalc






This one went with storm mastery that has some others useful assets for elemental weapons user, instead of intelligence there is flat damage and percentage damage increases in skills like storm nimbus and eye of the storm. Since the build cannot scale intelligence properly needing lots of dexterity for bows, it scales flat and % damage from both gear and skills.

Stat distribution is 8 points in strength, then dexterity : intelligence 1 : 1 until level 64, then all in intellinence. Normal and epic stat points rewarded for quests go in health (12 points).

This is the epitome of glass cannon with low DA, hp, no defensive stats anywhere except squall damage reduction and not much CC.

Hunting mastery is still there with its debuff in flush out, volley WPS, wood lore and minor utility skills like herbal remedy and find cover/trail blazing. Maxed movespeed is a useful asset for survival especially since this build can't do much else in certain situations having rather poor crowd control. Marksmanship is also used as main attack with no better alternatives.

Build puts points in multiple crowd control skills, thunderball, freezing blast, ensnare and monster lure. This is because their effects do not affect all mobs equally. Yotuns for example are not affected by any of them, and I had to go through most of legendary Yotunheim with spear and shield. Eldyotuns are immune to freezing, but can be stunned and immobilized. Crystal golems can't be stunned. This forces the build to use different combinations in different places. Squall, besides its debuff is used to put impair aim on archers and is the only reliable tool here.

Spell breaker is a versatile utility skill to remove buffs and reset skills on mobs, casting it proves useful on half of all the mobs in the game. Casters and magical are most affected of course. Kelpie, for example, are fully neutered, everything they do seems to be a spell and they can only follow you tragically after this, while slowly losing health to electric burn and squall.




Gear screens:

Spoiler for Hiden:


Using bows and other two handers strips the character of 1-2 resistance sources and maxing them is harder. Bows aren't easy to use in Anniversary edition game.


Chest - Prowler's cuirass with Eldhrimnir stew for energy regen, this is a resistance chest with energy regen relic that has even more resist

Helm - Golden Agris - used for damage conversion to elemental. This or a similar item is necessary for adequate DPS

Hands - Stonebinder cuffs with primal magma - easy +3 all skills for a dexterity build, primal magma here is a way to get adequate fire resistance. I'd love to use cold essence there but 20% fire resistance in legendary is unbearable.

Feet - Boots of Freyja - resistances, DA, recharge

Necklace - Shavo's relic - 60% elemental damage is to scale it without int. There aren't many items like that unfortunately, I can remember Hesione's golden veil but have a necessary competitor for the helm slot

Ring 1 - Common ring with arctic prefix and legendary eitr - lots of flat damage on one item

Ring 2 - Common ring with occult prefix and legendary eitr - for cast speed and more flat elemental damage

Apples of Idun artifact is for vitality resistance and that rare stun resistance

Main weapon - Bramblewood bow with Anubis wrath for lifesteal and attack speed - there are no better bows in the game still and that one has lots of flat elemental damage on it. I tried a bramblewood with lifesteal on it and chill of tartarus relic to capitalize on stacking slow (with arctic ring), but 170% attack speed with 30% slow is better than 140% as with 60% slow.

I forgot to add secondary weapon set, there is a chtonian spike spear for offensive ability the build is lacking, and a shield from act 2 normal with shade of Hector relic, a pure stat stick for DA.






A video with Mimer's maze, Doppelganger and Mimer himself


6
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.











7
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?

8
Anniversary Edition - General discussion / Flat damage scaling
« on: 13 April 2018, 09:49:40 »
Are there resources or writeups left where the subject is discussed in detail? The changelog states "damage from items" now scales with strength, dexterity, etc.

However I think there was a mess in the original game with what things scale and what things don't scale with stats and %damage, like valor of Achilles scales while peng claws do not. Seems like peng claws do not scale even now. There is more, I remember guides at the time advised against leveling marksmanship above 1 initial point for some reason. Maybe it was just that kind of flat damage that didn't scale, but now it does not give any damage at all. Investing into skill does not change dps tooltip. Thats with throwing weapons btw, maybe I need to test a bow too.

9
Humor / Its terrible how the Aces are doing
« on: 02 April 2018, 18:59:25 »
If they have to rally another world to protect their own. And the only thing their opponent really needs is a well placed portal (defence breach)

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