Maverik
06-27-2006, 07:02 AM
Basic Overview
To quote the TQ Developers (Dodge Attack):
Even the sturdiest armor has its chinks. The best way to stay alive is to not get hit.
So, I'm going to call this the Fire and Forget build, becuase with any luck you can squeeze off a few rounds from your bow, then forget about whatever you shot at... it's dead. This is also known as running away :happy:
Hunter (32)
Marksmanship (15 points)
5 Energy Cost, 43 Piercing Damage, +260% Increase in Projectile Speed
Puncture Shot Arrows (10 points)
1 Energy Cost, 74% Chance to Pass Through Enemies, +50% Bleeding Damage
Scatter Shot Arrows (12 points)
1 Energy Cost, 7-9 Fragments, 45 Piercing Damage
Art of the Hunt (10 points)
+62% Pierce Damage, +75 Energy Reserved, +21 Damage to Beastmen, +21 Damage to Animals
Find Cover (8 points)
+25% Chance to Avoid Projectiles, +10 Energy Reserved
Trail Blazing (1 points)
1 Active Energy Cost, +5% Movement, 100% Reduced Entrapment Duration
Gouge (6 points)
16% Chance to be Used, 108 Bleeding Damage Over 3 Seconds
Volley (6 points)
Launches 3 Projectiles, 16% Chance to be Used
Wood Lore (6 points)
+32% Defensive Ability, +18% Attack Speed
Call of the Hunt (8 points)
59 Energy Cost, 50 Second Duration, 12.0 Meter Radius, 46 Bleeding Damage Over 3 Seconds, +31% Attack Speed, +33% Damage to Beastmen, +33% Damage to Animals
Exploit Weakness (10 points)
10 Energy Cost, +139% Pierce Damage, +139% Bleeding Damage
Plus 1 points in Ensnare & Barbed Netting to hold and damage bosses
Rogue (24)
Envenom Weapon (12 points)
1 Active Energy CostSecond , 100 Poison Damage Over 5 Seconds, +50 Energy Reserved
Nightshade (8 points)
+50% Poison Damage, 39% Slowed for 5 Seconds
Toxin Distillation (12 points)
+144% Poison Damage with +76% Improved Duration
Mandrake (8 points)
1 Active Energy Cost/Second, 50% Chance to Fumble Attacks for 3 Seconds, 40% Chance of 1.8-5.0 Seconds of Confusion
Open Wound (12 points)
33% Chance of 141 Bleeding Damage Over 3 Seconds
Anatomy (8 points)
+120% Bleeding Damage
TOTALS (I've assumed % add, averaged cost/sec, etc)
+56 STR +156 DEX +992 HP
Energy Cost: 7 Energy Cost, 3.38 Energy/Second, 135 Energy Reserved
Defence: +32% Defensive Ability, +25% Avoid Projectiles, 100% Reduced Entrapment Duration
Attack Area: 7-9 Fragments, 74% Pass Through Enemies, 16% Launches 3 Projectiles
Speed: +49% Attack Speed, +260% Projectile Speed, +5% Movement
Pierce: 88 Piercing Damage, +201% Piercing
Poison: 100 Poison Damage Over 5 Seconds, +194% Poison Damage , +76% Improved Duration
Bleed: +309% Bleeding Damage, 33% 187 Bleeding over 3s, 16% 108 Bleeding over 3s
Bonuses: +21 and 33% Damage to Beastmen & Animals, 39% 5s Slow, 50% 3s Fumble Attack, 40% 1.8-5.0s Confusion
Thoughts
This build uses 210 points. Points can be shaved off Marksmanship (5 or 10 due to curve) and Poison (however much, mostly linear) as required.
Higher difficulties may require a few points in Study Prey to reduce enemy resistances.
Pros:
Very hard to hit! Dodge, Protection from Entrapment and Snare as well as chances to cause Slow, Fumble and Confusion. Bonus defence just in case.
Area attack! Fragmented arrows and a chance to pass through enemies mean a good AoE.
Huge damage! Massive pierce damage and huge poison and bleed continue while you run away.
Cons:
So much energy! Almost all ability points will have to goto energy to feed this build. Resist and armor equipment can be swapped out for mana regen.
No boss attack! There is no special attack, only normal attack, but who needs it?
Requires skill! If you get into a melee battle, you will lose. You'll need to dodge, weave and use some clickety skill.
To quote the TQ Developers (Dodge Attack):
Even the sturdiest armor has its chinks. The best way to stay alive is to not get hit.
So, I'm going to call this the Fire and Forget build, becuase with any luck you can squeeze off a few rounds from your bow, then forget about whatever you shot at... it's dead. This is also known as running away :happy:
Hunter (32)
Marksmanship (15 points)
5 Energy Cost, 43 Piercing Damage, +260% Increase in Projectile Speed
Puncture Shot Arrows (10 points)
1 Energy Cost, 74% Chance to Pass Through Enemies, +50% Bleeding Damage
Scatter Shot Arrows (12 points)
1 Energy Cost, 7-9 Fragments, 45 Piercing Damage
Art of the Hunt (10 points)
+62% Pierce Damage, +75 Energy Reserved, +21 Damage to Beastmen, +21 Damage to Animals
Find Cover (8 points)
+25% Chance to Avoid Projectiles, +10 Energy Reserved
Trail Blazing (1 points)
1 Active Energy Cost, +5% Movement, 100% Reduced Entrapment Duration
Gouge (6 points)
16% Chance to be Used, 108 Bleeding Damage Over 3 Seconds
Volley (6 points)
Launches 3 Projectiles, 16% Chance to be Used
Wood Lore (6 points)
+32% Defensive Ability, +18% Attack Speed
Call of the Hunt (8 points)
59 Energy Cost, 50 Second Duration, 12.0 Meter Radius, 46 Bleeding Damage Over 3 Seconds, +31% Attack Speed, +33% Damage to Beastmen, +33% Damage to Animals
Exploit Weakness (10 points)
10 Energy Cost, +139% Pierce Damage, +139% Bleeding Damage
Plus 1 points in Ensnare & Barbed Netting to hold and damage bosses
Rogue (24)
Envenom Weapon (12 points)
1 Active Energy CostSecond , 100 Poison Damage Over 5 Seconds, +50 Energy Reserved
Nightshade (8 points)
+50% Poison Damage, 39% Slowed for 5 Seconds
Toxin Distillation (12 points)
+144% Poison Damage with +76% Improved Duration
Mandrake (8 points)
1 Active Energy Cost/Second, 50% Chance to Fumble Attacks for 3 Seconds, 40% Chance of 1.8-5.0 Seconds of Confusion
Open Wound (12 points)
33% Chance of 141 Bleeding Damage Over 3 Seconds
Anatomy (8 points)
+120% Bleeding Damage
TOTALS (I've assumed % add, averaged cost/sec, etc)
+56 STR +156 DEX +992 HP
Energy Cost: 7 Energy Cost, 3.38 Energy/Second, 135 Energy Reserved
Defence: +32% Defensive Ability, +25% Avoid Projectiles, 100% Reduced Entrapment Duration
Attack Area: 7-9 Fragments, 74% Pass Through Enemies, 16% Launches 3 Projectiles
Speed: +49% Attack Speed, +260% Projectile Speed, +5% Movement
Pierce: 88 Piercing Damage, +201% Piercing
Poison: 100 Poison Damage Over 5 Seconds, +194% Poison Damage , +76% Improved Duration
Bleed: +309% Bleeding Damage, 33% 187 Bleeding over 3s, 16% 108 Bleeding over 3s
Bonuses: +21 and 33% Damage to Beastmen & Animals, 39% 5s Slow, 50% 3s Fumble Attack, 40% 1.8-5.0s Confusion
Thoughts
This build uses 210 points. Points can be shaved off Marksmanship (5 or 10 due to curve) and Poison (however much, mostly linear) as required.
Higher difficulties may require a few points in Study Prey to reduce enemy resistances.
Pros:
Very hard to hit! Dodge, Protection from Entrapment and Snare as well as chances to cause Slow, Fumble and Confusion. Bonus defence just in case.
Area attack! Fragmented arrows and a chance to pass through enemies mean a good AoE.
Huge damage! Massive pierce damage and huge poison and bleed continue while you run away.
Cons:
So much energy! Almost all ability points will have to goto energy to feed this build. Resist and armor equipment can be swapped out for mana regen.
No boss attack! There is no special attack, only normal attack, but who needs it?
Requires skill! If you get into a melee battle, you will lose. You'll need to dodge, weave and use some clickety skill.