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BlackrazorNZ
05-23-2010, 12:11 AM
I've started a new character to play a 2 player game with my wife on Underlord. She's playing her usual Defense/Nature combo, and i'm going to play a caster - either Storm or, preferably, Earth.

My only issue is that after looking through the various skill sets, Storm seems to have OK synergies with Spirit if you play Cold, and if you play Lightning has absolutely MASSIVE synergy with dream (Electrical Burn damage a-go-go!)... However, Earth has synergies with pretty much nothing. Nothing, that is, that isn't an equally generic synergy with Storm anyway, by reducing resistances. Or things that buff physical damage, which defeats the purpose of playing casters.

Have I missed something blatantly obvious here, or is Earth the one-mastery-build mastery?

SoCalAries
05-23-2010, 12:22 AM
It depends on how you go about making you character, but I see where you're coming from...
Spirit and Nature work well with Earth-caster, so do Dream, Occult and Storm...
And Defense and Warfare go well with an Earth-melee... The only thing I would never suggest would be a Hunting-Earth combo, mainly because of stat distribution issues. It could work though, I don't doubt that.

BlackrazorNZ
05-23-2010, 01:12 AM
As I mentioned, I understand you can synergise via reduced resistance abilities, etc. I spose the Readers Digest version of my question is : Are there no other classes that directly buff Fire or Burn damage types, like Dream does with Electrical Burn and Vitality does with Cold?

SoCalAries
05-23-2010, 01:34 AM
Vitality does with cold???

Storm boosts elem dmg as you stated, and as an Earth char you will be doing the majority of your dmg in fire and physical. There are indeed not many synergies with these 2 dmg types, that however does not entirely diminish the possibilities of a powerful char.

ASYLUM101
05-23-2010, 02:22 AM
As I mentioned, I understand you can synergise via reduced resistance abilities, etc. I spose the Readers Digest version of my question is : Are there no other classes that directly buff Fire or Burn damage types, like Dream does with Electrical Burn and Vitality does with Cold?

Ok, forgive my lack of knowledge... I haven't really played UL too much, but... electric burn has never been boosted b lightning, as you said earlier. And vitality doesn't with cold either. Unless you're talking about specific skills, in which I really have no clue. But vitality buffs do nothing to cold damage. Cold does nothing to vitality. Elemental does nothing to vitality. Lightning does nothing to Electric burn, electric burn does nothing for lightning, elemental does nothing for electric burn.

Aside from that... I can't say much except that earth/spirit is insanely powerful. Earth/Storm, also insanely powerful. Debuffs + super elemental buffs? thanks!

Earth/Dream? (well, I'm not sure about UL... but) super auramancer!

Earth/Warfare? Really cool dual wielder and really strong! Spontaneous combustion, ring of fire, and that other ability... combined with close quarters devastation is a great combo.

edit: ninja'd again! damn this isn't my week.

Munderbunny
05-23-2010, 02:22 AM
Earth casters typically go dream for the physical and total damage boosts. Otherwise, earth is a tankier mastery than storm--it's not the strict casting mastery that storm is, though storm can synergize ok with hybrids as well. It's easy to get fooled looking at earth and storm and expecting them to be the same, just with a different damage type. And you can do ok going with a casting elementalist, as the wisp aura is pretty huge. But, I think earth hybrids are where the party is at. Boosts to physical damage can be pretty significant with earth, especially when you have onslaught going.

Munderbunny
05-23-2010, 02:57 AM
I think he was talking about the +% elec burn in storm and the +%cold in spirit. Some of the skills were changed to offer more synergy for certain classes.

BlackrazorNZ
05-23-2010, 03:46 AM
Ok, forgive my lack of knowledge... I haven't really played UL too much, but... electric burn has never been boosted b lightning, as you said earlier. And vitality doesn't with cold either.

In Underlord :

Electrical Burn - From Storm you get +36% EB, and Chain Lightning and Thunderball Concussion both have significant EB damage now - Chain Lightning alone is 840 EB over 4 secs on its targets in addition to its direct Lightning damage. Combine that with the +45% EB from Dream, and factor in the extra damage on all the EB based Dream skills and the fact EB scales with Int, and Electrical Burn becomes a massively powerful ancillary 'DoT' to back up your direct Lightning damage. Plus, Electrical Burn damage +%'s on gear seem relatively plentiful and cheap. Storm + Dream = Awesome.

Cold Damage - Arcane Lore in Spirit directly buffs Cold damage by 58% on staff attacks. My apologies, I said 'Vitality buffs...' when i meant 'Spirit buffs...'




Having said that, I completely agree with Munderbunny about the different playstyles for Storm and Earth now. I find Storm is very much now about damage over time mixed with bursts of direct damage and significant crowd control. Whereas Earth is now pretty much just walk in and lay waste to whatever stands before you and hope you don't die before they do. The splash attack on staff attacks with Earth makes a mess, and throwing an Eruption at your feet with Molten Lava spewing out pretty much makes a mess of whatever reaches you.

Kudos where it's due, Munderbunny : The first time I dropped a Meteor on a pack of Satyrs was the first time in many years that i've actually cackled with glee while playing a game :D

Munderbunny
05-23-2010, 04:41 AM
Heh, for me it was the first time I landed Heave with a sound pack. With the flattening ragdoll effect, and the minor screen shake, it just cracked me up. I spent like an hour running around just pounding satyrs into the ground. :)

SoCalAries
05-23-2010, 04:16 PM
I was unaware of the synergistic changes made to storm in the patch. Dream + storm/ storm + spirit sounds badass now.
Now earth seems less attractive.

BlackrazorNZ
05-24-2010, 01:48 AM
OK, i did a bit more testing and comparisons, etc, and in fact the best synergies with Earth seems to be with Warfare, oddly enough not via the fire or burn damage at all but by their ability to buff each other's physical output significantly.

Munder, in 1.3 how much dependancy on Int is there for making Earth's spells perform OK? In other words, if i'm playing Warfare/Earth, am I better to go Max STR, enough DEX, ignore Int, or am I better to get just enough DEX and then buff STR:INT on say 2:1?

Munderbunny
05-24-2010, 03:25 AM
I think it depends entirely on whether you're going for a casting build or a melee build.

For casting, Int will be huge, as you will be relying on skill and staff damage. The only skills I imagine you'd be taking from warfare would be battle standard, war horn, ancestral warriors, and onslaught. You'll need enough dex to equip decent bows. However, if you plan on capitalizing on the staff damage, you'll have to forget about onslaught. You can hot-switch to staff, using the bow just to get onslaught charges up, but I suspect that after a while you'll either just use the bow, or just use the staff. And both are viable; the reduction to recharge from battle standard is really powerful for spamming your volcanic orbs.

For a melee build, obviously you don't need much int. There are plenty of boosts to the related damage types that the damage boost and regen of int doesn't compare to the benefit of str and dex for equipment and melee damage. I would keep a large open pool of unspent skill points (like 10) at all times to make sure you can always adjust for great equipment finds. This is the most powerful hybrid class, IMO. The added tankiness of earth allows you to really capitalize on the dual wield tree. Do not underestimate the potency of spontaneous combustion. The average DPS of that skill (as well as the constant stunning) is clutch.

esti
05-24-2010, 05:33 AM
I think Earth+Hunting (with bow) rocks. Arrows do additional fire- and burndamage. The bolt traps also do so. Core Dweller is spotting the enemys and if there is an enemy who will make it up to you then go into stoneform. With the auras and the retaliation of stoneform they will die untill stoneform ends. Heatshield absorbs 15% damage and brings +healthregeneration. It is a burst of damage when you lay all 3 bolt traps and they all shoot with firedamage.

malroth
05-24-2010, 04:09 PM
Earth + occult or storm are absolutely awesome staff builds, rupture spreads the effects of their attack enhancing auras leading to incredible AOE damage from normal attacks. Squall and toxic concuction also both provide great additions to a earth mages arseneal by reducing resists and providing additional int boosted damage


and meteor + wisp aura is fun :D

SoCalAries
05-25-2010, 01:18 AM
That's it, I'm making a storm toon. Never done it before but now I really want to. Hopefully someone can give me a relatively quick response as to what their favorite combo with that could be. Obviously dream is looking good and so is earth.

Munderbunny
05-25-2010, 01:20 AM
Ternionator for the lulz.

SoCalAries
05-25-2010, 01:27 AM
Hahaha you got it MB.

BTW, my defiler still works like a charm. Am I right in saying WTF?

SoCalAries
05-25-2010, 01:42 AM
MB, seriously man, I think auras' radius should significantly larger. I have to get right up next to something with my Necromancer to get the debuff and kill undead... Per level it only increases like .1 radius or something. IMO it needs to be big enough to hit things with from at least half a screen away.... Is there a good reason why it shouldn't be?

BlackrazorNZ
05-25-2010, 02:11 AM
Try Lightning Storm/Dream - I tried Storm/Spirit and tbh I found it was more like trying to play 2 completely unrelated classes at once than one synergestic build. I've always found Spirit suits melee more, with the exception of point blank aura/harrowing ternion builds, which are snorefest anyway.

One of the big reasons I like Storm/Dream with Lightning/EB is you're barely needing to use your staff anyway - in between Thunderclap, Lightning Bolt, Distortion Wave and possibly Temporal Rift, you barely need to. And even when you do, you're doing truckloads of burst and AoE EB dmg from Psionic Touch.

Oh, and in Storm/Dream, Trance of Wrath is just simply LOL. Even at mid level epic you can melt many trash mobs just by walking past them.

SoCalAries
05-25-2010, 02:28 AM
Razor, I don't know jack shit about Storm but I know enough about Dream. I only have 2 skills atm, Psionic Touch with its last synergy maxed and I 1-pointed the electrical "dmg on attack" tree.
Kicking ass despite feeling a little cheesy. :D

Munderbunny
05-25-2010, 02:29 AM
MB, seriously man, I think auras' radius should significantly larger. I have to get right up next to something with my Necromancer to get the debuff and kill undead... Per level it only increases like .1 radius or something. IMO it needs to be big enough to hit things with from at least half a screen away.... Is there a good reason why it shouldn't be?

lol, it was 4.5 meters before the nerf down to 4 meters. .5 meters isn't even that big a nerf. The range on those auras are huge. If we made them like 8 meters (which would be half the screen) they'd be hilariously OP for spirit-based casters.

As far as sprit-storm ternion build, it's not based around pets. It's a glass-cannon build. You skill heavily into your offensive skills and wreak total havoc. You wouldn't need to max those spirit aura's anyway. I'd get them for defensive reasons early on. If you wanted to use your auras offensively, you'd want to focus on frostcicles, flash freeze, heart of frost, deathchill aura, and ice shards. The mana regen is lolcity, so your ice shards will get plenty of use and do plenty of slow, allowing you to kite around mobs easily. The ternion shots will kill most everything. I mean, look, this isn't a build for newer players who still have to think a lot about what skill to use at a time. It's also a very active build, meaning you have to be familiar with a bunch of skills all at once. If you just defile a character up to level 60, then try and run around with it, it'll be very hard to play. But, if you play through the game normally, you'll learn the skills as you acquire them, and get familiar with them well before it's time to add another skill to the arsenal.

It's an insanely powerful build, but not for the absent player.

malroth
05-25-2010, 02:54 AM
4.5 m was kinda small and 4m is actually less than the melee range of enemy spear weilders, it makes aura builds kinda difficult to play, definately not for beginners.

SoCalAries
05-25-2010, 03:55 AM
I agree with most of what you said, excluding the part about it being OP to have a larger aura. However you crunch the numbers, the aura is effing tiny. No offense man it's just my honest opinion. Plus I can't tell when it is and isn't debuffing them since there is no visualization.

SoCalAries
05-25-2010, 04:27 AM
Also, I wasn't saying that your nerf is what did the damage, I'm saying they were inherently tiny and continue to be tiny.

BlackrazorNZ
05-25-2010, 05:18 AM
Razor, I don't know jack shit about Storm but I know enough about Dream. I only have 2 skills atm, Psionic Touch with its last synergy maxed and I 1-pointed the electrical "dmg on attack" tree.
Kicking ass despite feeling a little cheesy. :D
From my tinkering in Legendary with some decent gear, here's what i'd consider the mandatory point investment to aim for for end game for this type of Storm/Dream Lightning/EB caster. Anything beyond that is preference. Although i'd definately pick and make use of 2 out of 3 of the following combos, depending on your play style : Thunderball/Concussive Blast, Mind Breaker/Inversion, Distort Reality/Temporal Rift. You likely won't have enough point investment to make use of all 3.

I didn't take Storm Surge in that screeny but it is useful, especially with you being up close using ToW for the DoT damage.

http://i51.photobucket.com/albums/f372/BlackrazorNZ/screenshot01-1.jpg

http://i51.photobucket.com/albums/f372/BlackrazorNZ/screenshot00-2.jpg

SoCalAries
05-25-2010, 02:17 PM
Yep, looks good to me. Thanks for the suggestions. :D

What I have been wondering is what an ice-based storm-spirit toon would look like. Any thoughts?

BlackrazorNZ
05-25-2010, 02:59 PM
What I have been wondering is what an ice-based storm-spirit toon would look like. Any thoughts?
I could take a stab in the dark, but i've never liked the ice playstyle, even in vanilla, so i'm the wrong person to ask. I'd suspect the best build would be Storm/Spirit as per munder above.

Munderbunny
05-25-2010, 03:39 PM
4.5 m was kinda small and 4m is actually less than the melee range of enemy spear weilders, it makes aura builds kinda difficult to play, definately not for beginners.

This isn't true. 4 meters is well over the melee range of spear wielders. I don't know where you're getting this from. However, it's not as large as the visual effect. I'll make a note to correct the effect if I have time.


I agree with most of what you said, excluding the part about it being OP to have a larger aura. However you crunch the numbers, the aura is effing tiny. No offense man it's just my honest opinion. Plus I can't tell when it is and isn't debuffing them since there is no visualization.

lol, I'm not offended. It is a smaller aura. It was just a little bit too large before, making it just a little too easy for casters to receive a lot of benefit from it. They still can, of course; it's a small nerf, like I said. I didn't crunch numbers to make the change, I just wanted to reinforce the division of utility. So, I looked at Ring of Fire (which plays more how I wanted the auras to work) and saw that it had a max 3.8 meter range. I lowered radius of deathchill and miasma a little, and found it played a little better.

I know that probably sounds strange--that I would use a skill and find that it works better after a nerf. I guess "better" isn't the right word, I just can't think of a more appropriate one. It's like the toxic concoction. I found that, once that tree was maxed, the cooldown was just a little too spammable, and I would use far fewer skills in fights as a result. That didn't feel right, however increasing the cooldown for players who chose not to max the whole tree made the skill feel crappy. So, I found a good compromise, with a starting 8-second cooldown on the toxbomb, then +2 seconds with poison gas pellets, then another 2 seconds with aphotic ichor. While it ends up being only a net 2-second increase, it makes a big difference in fights.

Sometimes small changes like that have big effects on the gameplay. You don't always need to do the math to figure out why, and where the cooldowns are conflicting--sometimes you can just play it for a while and see where the change needs to be made.


From my tinkering in Legendary with some decent gear, here's what i'd consider the mandatory point investment to aim for for end game for this type of Storm/Dream Lightning/EB caster.

You will have a lot more skill points than that by legendary, and I think if you played that class to legendary, your skill build would be vastly different. You'd likely trade out ToW for ToC and max temporal rift. Not to mention, the utility of max distortion wave is undeniable. You've also skipped flash freeze, which is more than just a mana-regen tool, it can be a life saver as well (as can heart of frost). I should probably also mention that phantasm is one of the most powerful boss-killers in the game. :)

SoCalAries
05-25-2010, 04:21 PM
I just don't see why the auras have to be so small, the toon is a caster and will be fragile, plus the range of its staff attacks are tremendously larger than the aura. It just doesn't make sense to me, a melee toon could care less about a small aura but a caster requires a larger one for it to make a difference. D2 auras covered at least half the screen and didn't become OP because of it.
The debuff aura could be 5.5 or so and become immensely more useful.

SoCalAries
05-25-2010, 04:32 PM
Also, is there a reason why shadow link is 3 meters? Nothing is going to get buffed by that unless you're standing right next to it.

I just don't see what the purpose is in having such strong auras and having them so damn small. It seems irrational.

Munderbunny
05-25-2010, 07:11 PM
I just don't see why the auras have to be so small, the toon is a caster and will be fragile, plus the range of its staff attacks are tremendously larger than the aura.

The point is to make them less useful for a caster with spirit than for a melee hero with spirit. That is the point. It's an intentional limitation. They are hugely powerful.


It just doesn't make sense to me, a melee toon could care less about a small aura but a caster requires a larger one for it to make a difference. D2 auras covered at least half the screen and didn't become OP because of it.
The debuff aura could be 5.5 or so and become immensely more useful.

They would be more useful, but that would hurt the skills, not help them. I fully believe you have trouble seeing the problem with having a large radius on those auras.


Also, is there a reason why shadow link is 3 meters? Nothing is going to get buffed by that unless you're standing right next to it.

There are several reasons for this. I've actually been on the fence about removing the shared aspect of the aura for a long time. But, the reason it's such a small radius is that it provides a huge amount of damage. The strength of the aura is balanced somewhat by the health cost--a cost that allies don't share. 3 meter radius makes it harder to share with allies and pets, unless you're going to share the risk with those allies and pets. As an extension of that, it also makes it harder to share the aura with irregularities to get maximum damage on their explosion. When the aura was 5 meters, it was very easy to kite in and get the boom and be well away before the explosion hit you. With 3 meters, it's still possible, but takes much better timing. But, it's not something you would spend much time doing anyway. The aura isn't like ToC, or Heart of Oak, or any of that. Think of it as a cross between envenom weapon and earth enchantment. ;)

Let me just add that unlike D2, TQ combat has always been more interesting to me because of the skill cooldowns. It encourages a more varied gameplay experience that rewards growing player skill. D2 was more about picking just the right skills and then spamming them. I think you'll find that the more spammable skills in TQ are balanced by costs or potency. Each mastery offers its own unique strengths and weaknesses, and all masteries can (to some degree or another) synergize well with either melee-based builds, or caster-based builds. The spirit auras should be more rewarding to a melee-based build than a casting-based build. However, that being said, the spirit auras on a caster are still very powerful, and I've never made a spirit caster that didn't max them at some point or another.

BlackrazorNZ
05-25-2010, 08:15 PM
You will have a lot more skill points than that by legendary, and I think if you played that class to legendary, your skill build would be vastly different. You'd likely trade out ToW for ToC and max temporal rift. Not to mention, the utility of max distortion wave is undeniable. You've also skipped flash freeze, which is more than just a mana-regen tool, it can be a life saver as well (as can heart of frost). I should probably also mention that phantasm is one of the most powerful boss-killers in the game. :)
I don't want to sound like i'm professing to be some uber player, because i'm not even close, but I've always found defensive-type abilities to be overvalued and overweighted in builds (in IT at least, and nothing i've seen in Underlord so far has particularly changed my outlook). I've just always focussed on glass cannon builds that output maximal DPS so as to minimise the requirement to defend yourself, and on the 1 or 2 bosses where that strategy backfires, I just find roundabout ways to deal with it.

As for points allocation, it wasn't a guide for where to put all your points, it was simply a guide of what i'd regard as the miminal point investment to make the build work.

Munderbunny
05-25-2010, 09:04 PM
Right, sorry. The last year I played this game was all with difficulty mods where defensive skills have tremendous value.

BlackrazorNZ
05-25-2010, 11:25 PM
Right, sorry. The last year I played this game was all with difficulty mods where defensive skills have tremendous value.
I can handle Underlord, but xMax10 and MassBoss is beyond my old, crusty capabilities anyway :D

Munderbunny
05-26-2010, 12:57 AM
You woulda loved Uber. :) I regularly received hatemail over Uber.

SoCalAries
05-26-2010, 01:09 AM
LOL @ hatemail.

Anyway I guess my point is that a caster based on vitality damage would suck ass against undead more than a melee with vitality damage because the debuff radius favors a melee character, plus the melee character would have a large percentage of their damage being physical and not purely vitality. It is a bigger gap to cross for a caster and a small radius exacerbates the problem. I don't know why we would WANT it to favor a melee character, being that it is a caster-geared mastery...

Also, I don't know that the shadow link skill should be nerfed so much to balance around a cheese strategy such as that, that most people will not use religiously. Oh well.

I apologize for questioning your logic so much, I just sometimes get frustrated with nerfs that seem to suck the utility out of a skill. My main goal is not to argue or be right, but to find the right balance.

Munderbunny
05-26-2010, 08:04 AM
I have no problem talking about this stuff and answering questions. Just don't be surprised when there are usually answers to your questions. This game's balance has been under scrutiny for years now. It's not like no one's ever noticed before that offensive auras have shorter radiuses than non-offensive auras.

Spirit is a great pet mastery, but it also makes for an insanely strong hybrid mastery, like dream, or earth. Those auras are a big part of why it's such a great hybrid mastery. The auras reward meleers more than casters, but it's not like casters can't use them. I mean, this is the case with lots of skills, in lots of masteries; look at the number of skills in storm that benefit meleers more than casters. Worse does not mean bad.

As far as shadow link, you're confused about what it is. Let me try explaining it this way: shadow link isn't a shared aura. It's like envenom weapon, or the storm auras; they offer large buffs that are so large because they aren't shared. Naw, fuck it, I'll go ahead and give a strong skill a needless buff: I'm going to make it a shared aura, but I'm not going to nerf the stats at all! No, I'm just going to give it a very small radius. So, even though it shouldn't have a radius at all, I'm going to give it a little 3 meter radius just to enable a couple combos.

Dig? That's why it's funny to me to hear any complaint about the shadow link aura. It's like complaining that you didn't get enough whipped cream on your mocha. :)

And look, you don't gotta use any skill you don't like, or don't think is any good. You don't need to go to war over it to get it buffed either. I mean, when I joined these forums years ago, no one used the skill Sleep. No one. No, really, read these words: "no one used the skill sleep, ever." It was universally dismissed as a pointless skill--"they just wake up when they take damage? what's the point?" If you just play the regular game, with the regular difficulty and spawning, there prolly isn't much point to sleep. But, when you play a difficulty mod (as people began to do at that time), sleep is hilariously imba. I even made a video trying to show how you could get away with anything if you used sleep. :) http://www.youtube.com/watch?v=EE--8RCoXB4&fmt=18

A few people starting using the skill. Most didn't. It's not like the entirety of the dream mastery begins and ends with sleep, and no one's build is harmed by the existence of sleep if they don't take it.

SoCalAries
05-26-2010, 01:40 PM
Yea, I've watched that video. :D
I can totally see what you're talking about with shadow link, and that makes sense. Just.. I'm still not seeing the logic behind the small radius for the debuff aura. The damaging aura makes sense that it would be small, but the debuff loses a lot of its practical utility without 5.0 range or so... Plus, I still have no idea when it is and is not debuffing the enemy since it has no visual effect.

Just sayin'.
Still, I'm playing a summoner necro and with ternion, all 3 summons, and the debuff aura, Miasma right? It is pretty damn powerful.

Munderbunny
05-26-2010, 06:42 PM
Both auras do need more indicative effects. It just takes a while to do that stuff, so it's got to really be worth it, and since I figure most players use deathchill and miasma at some point, I don't know that it would merit the time investment. It's on my list, though, just not very high up the list.

And, I've never disagreed that the auras would be better for casters if their radius was larger. You and are are in agreement on that. :)

SoCalAries
05-27-2010, 03:00 AM
What happened to the warwind animation? I know the names got switched, but wardance has no special animation to speak of, it looks just like a normal attack. Was this intentional? I strike 1 enemy and 6 get hit.

Munderbunny
05-27-2010, 06:17 PM
Well, warwind and wardance traded names, which makes it sorta confusing to talk about here lol. I suppose I'll have to give them new names.

Warwind (the top of the dual-wield tree) has a new, faster aoe animation. It's a leap-spin animation.

War dance (the active skill) has the old war dance animation. However, if you target an enemy and they die on the first hit, the rest of the animation doesn't play, though you will still get the aoe impact of it. You'll notice this if you have an high-leveled hero attack very low level monsters. It's the same thing with spear tempest.

BlackrazorNZ
05-28-2010, 03:36 AM
Munder, all i'll say about about Earth + Warfare is 'wow'... I remember playing Battlemage in vanilla and it sucked hard, but in Underlord it seems to be a virtual walking colossus. Spontaneous Combustion doesn't seem to have a cooldown, so you just wade into 20-30 melee guys, fire a Volcanic Orb at the pesky archers and the combination of S.Combustion and the 2 fire auras pretty much just disintegrates anything stupid enough to wail on you.

It really does make this build the AoE king earth was supposed to be. It's very much like the old Spirit Harrowing build, in the you end up actively seeking out big packs to run into because you can kill 50 mobs faster than you can kill 3...

SoCalAries
05-28-2010, 11:15 PM
Curious as to what stat allocation I would want for a melee battlemage with the above-mentioned skills?

BlackrazorNZ
05-29-2010, 12:28 AM
I'm allocating STR, INT and DEX on a 2:1:1 basis until i've got 250-ish of INT and DEX, then allocating STR:INT only on 3:1, no more DEX

Seems to work really well. Also found that physical damage resistance seems disproportionately powerful when it comes to reducing damage taken, compared to other toons I have played on UL. Unsure why.

SoCalAries
05-29-2010, 01:11 AM
Sounds badass, I'll make one! :D

BlackrazorNZ
05-29-2010, 01:12 AM
I'll upload a fraps of the playstyle at around L21 a bit later today so you get an idea :)

SoCalAries
05-29-2010, 01:25 AM
Awesome, thank you!

What would you call your avatar, a Pandobear? LOL

http://www.youtube.com/user/SoCalAries

SoCalAries
05-29-2010, 04:17 AM
MB, wardance (previously warwind) does not have a second animation. I have lvl 3 wardance and it hits multiple enemies with a normal attack animation. I proceeded to try what you said, hitting mobs that wouldn't die in one hit, and it still didn't have a second animation, though I am familiar with the mechanics of spear tempest and have no trouble getting the second animation in its case.

Munderbunny
05-29-2010, 04:41 AM
k, I'll add it to the buglist.

BlackrazorNZ
05-29-2010, 04:44 AM
Just a note on this, the only AoE attack i have on this guy at the moment from Warfare is the active whirlwind (not the passive dual wield ones), so most of the AoE damage is from fire.


http://www.youtube.com/watch?v=6XBH5Hafcdo

SoCalAries
05-30-2010, 07:25 PM
I can tell that your battlemage hasn't 'bloomed' yet in that video. Maybe make another one in 10-15 levels? I'm actually making a paladin ATM. I have a lot of armor with elemental and lightning damage bonuses so I'm kicking ass right now.