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Old Feb 09, 2007, 06:36 PM // 18:36   #41
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lets turn this into a damage contest without using traps for damage. Here is me, with Razah (Rt/R) at 16 Channeling 12 Communing. Using Splinter Weapon and Spirits as a body block with Spike Trap to stall them once they reach the spirits. I'm 16 Marksmanship 12 Curses using Barrage, Savage Shot and Mark of Pain with a 40% increase from the LB title (except on MoP which it doesn't seem to effect). Plus i forgot to bring Lightbringers Gaze on the screeny... but lets just say i used it



As for damage calculation. I hit 18 foes.
6 of them hit by Barrage for ~50average (crit seems to be 67) each = 300
Plus FW/Winno (since i forgot them) for ~10 extra per arrow = 60.
7 x 5 for the life stealing.
Plus the savage shot for ~ 30
Now 2 activations from Mark of Pain at 34 damage effecting 17 foes. So 17 x 34 x 2 = 1156.
Now Splinter Weapon. 74 damage per activation. Activates 5 times and hits 17 foes again. So 17 x 74 x 5 = 6290.
Then the Lightbringers Gaze hitting all 18 for 70 each. 70 x 18 = 1260.

So in ~3 seconds i dealt a total of 6290 + 1260 + 1156 + 30 + 60 + 300 = 9096 damage.

Average of 505 per enemy. And 3032 damage per second.

And for a laugh. Heres whats happened when i took along Marge and Jin also. Using Edge of Extinction, Winnowing and FW (and any other random spirits that can bodyblock).



Yep... you guessed it, its called Wave 2. In terms of damage per second... i caused about 30000, which works out at ~1650 per enemy + EoE damage to survivors. It was only actually 22000 damage... but all except 4 Hungers were dead after 0.75seconds. Was awkward controlling the heros, they went in before they reached the spirits and properly grouped up.
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Old Feb 09, 2007, 06:58 PM // 18:58   #42
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Quote:
Originally Posted by Evilsod
lets turn this into a damage contest without using traps for damage. Here is me, with Razah (Rt/R) at 16 Channeling 12 Communing. Using Splinter Weapon and Spirits as a body block with Spike Trap to stall them once they reach the spirits. I'm 16 Marksmanship 12 Curses using Barrage, Savage Shot and Mark of Pain with a 40% increase from the LB title (except on MoP which it doesn't seem to effect). Plus i forgot to bring Lightbringers Gaze on the screeny... but lets just say i used it



As for damage calculation. I hit 18 foes.
6 of them hit by Barrage for ~50average (crit seems to be 67) each = 300
Plus FW/Winno (since i forgot them) for ~10 extra per arrow = 60.
7 x 5 for the life stealing.
Plus the savage shot for ~ 30
Now 2 activations from Mark of Pain at 34 damage effecting 17 foes. So 17 x 34 x 2 = 1156.
Now Splinter Weapon. 74 damage per activation. Activates 5 times and hits 17 foes again. So 17 x 74 x 5 = 6290.
Then the Lightbringers Gaze hitting all 18 for 70 each. 70 x 18 = 1260.

So in ~3 seconds i dealt a total of 6290 + 1260 + 1156 + 30 + 60 + 300 = 9096 damage.

Average of 505 per enemy. And 3032 damage per second.

And for a laugh. Heres whats happened when i took along Marge and Jin also. Using Edge of Extinction, Winnowing and FW (and any other random spirits that can bodyblock).



Yep... you guessed it, its called Wave 2. In terms of damage per second... i caused about 30000, which works out at ~1650 per enemy + EoE damage to survivors. It was only actually 22000 damage... but all except 4 Hungers were dead after 0.75seconds. Was awkward controlling the heros, they went in before they reached the spirits and properly grouped up.
I was just experimenting with some of the same stuff you just showed in game after I read this thread and I must say some of these combos work insanely well.
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Old Feb 09, 2007, 07:20 PM // 19:20   #43
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Well, i prefer to do solo as i like to get all the drops ^^...but i can kill the first group no problem but the second most of the time always survive =/
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Old Feb 09, 2007, 08:35 PM // 20:35   #44
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Solo is worthless. Heros helping means you utterly demolish mobs most of the time (if the delay on traps is favourable...) and you can send them out of range to leave it all you. Finally got my Holy Lightbringer too.

Quote:
I was just experimenting with some of the same stuff you just showed in game after I read this thread and I must say some of these combos work insanely well.
The only real problems i'm having now seem to be with agro control. But i can probably put that down *entirely* to the heros. With 3 Barragers the Hungers disintegrated. I attempted the next mob, seemed to do the same vs the Horrors too. This could be a very nice way to get through this place. Spirits are far better than pets at bodyblocking while luring as they stay still and can be very numerous.
Using a proper Necro with 16 Curses Mark of Pain would be more potent, this char has to lure though via casting MoP. Note sure what the rest of there build would be though... Maybe N/W with Shields Up n Charge or /P for Fall Back
With real Barragers they would actually be competant enough to wait for them to group up before unleashing death on them.
Could maybe use Destruction on the Rit also and get them to bring Rupture Soul. A little added damage on top of AoE blind without the possible scatter effect of Dust Trap, although this may be irrelevant if used with Earthbind/Barbed/Tripwire.
The only problem comes with avoiding the insane rampage of the Golems if things go wrong... Would maybe need all Rangers to bring Natural Stride+Dash in the hope the very high speed boost would break agro while the other members sacrifice themselves for the greater good
I was thinking about using Muddy Terrain as a blocking spirit also. It would solve the problem with Harriers Haste/Bulls Charge leaving them way ahead of everything else.

It could be quite interesting to try out. As proved 3 Barragers is enough to take out a full wave with a Ritualist and maybe Necro to make things easier... that leaves 3 additional slots. For Monks, additional Barragers (to help with the cleanup), a proper Communing/Restoration Rit or maybe some form of sacrifical Tank. It definatly has potential... to clear the whole place extremely fast.
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Old Feb 09, 2007, 08:45 PM // 20:45   #45
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since everybody want me to tell build, i tell it(its verry simple)
barrage, splinter weapon(everybody knew that already)
natural stride
storm chaser
storm blablabla


just hit, and run. they die in 5-6 hits and goes really fast(bows have heigth advantage for a reason)
again, whit practice u can barrage em every ~9 seconds, they dont even atemt to folow if you have a perfect timing
newest rage for solo stygian:r/rt or rt/r B)
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Old Feb 09, 2007, 10:39 PM // 22:39   #46
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Quote:
Originally Posted by meat shield
since everybody want me to tell build, i tell it(its verry simple)
barrage, splinter weapon(everybody knew that already)
natural stride
storm chaser
storm blablabla


just hit, and run. they die in 5-6 hits and goes really fast(bows have heigth advantage for a reason)
again, whit practice u can barrage em every ~9 seconds, they dont even atemt to folow if you have a perfect timing
newest rage for solo stygian:r/rt or rt/r B)
There is no way in hell thats faster than a trapping run. At maybe 10 seconds a hit taking 6 hits. Thats 60 seconds... to kill *6* enemies. Whereas i can kill 18 in 70 seconds. So... how exactly was your way faster again?
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Old Feb 10, 2007, 09:38 AM // 09:38   #47
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well you can actualy kill em in 50 seconds short, it is easier too

i aplogize for kinda.. destroying your thread, i can image i was kinda rude
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Old Feb 12, 2007, 08:44 AM // 08:44   #48
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Meh. Having tried them both, I prefer the trapping, to be honest. Barrage/Splinter is pretty effective, but you can't really collect your drops until you've defeated ALL the mobs, and if you should happen to take down all but one in a mob, it takes FOREVER to kill that last monster with just barrage and run away. At least with trapping it's over quickly and you usually get a chance to pick up any gems that drop right away.
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Old Feb 12, 2007, 09:15 AM // 09:15   #49
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Quote:
Originally Posted by Arkantos
Nightfall staffs can have +20 energy. Inherit +10, Insightful head for another +5, and finally the +5^50 inscription.
There are also some green staffs with an inherent of +15 and a +5^15
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Old Feb 12, 2007, 03:56 PM // 15:56   #50
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Quote:
Originally Posted by Z'HA'DUM
There are also some green staffs with an inherent of +15 and a +5^15
No... they're 10e +5e insightful. Its just lumped into 1 number since its a green and can't be modded anyway.
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Old Feb 12, 2007, 11:10 PM // 23:10   #51
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Quote:
Originally Posted by Evilsod
No... they're 10e +5e insightful. Its just lumped into 1 number since its a green and can't be modded anyway.
then tell me please, why do i get +20e when i use such a staff? it is 15 +5^50 and the staff is called "Alem's Remedy"
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Old Feb 12, 2007, 11:15 PM // 23:15   #52
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Quote:
Originally Posted by Z'HA'DUM
then tell me please, why do i get +20e when i use such a staff? it is 15 +5^50 and the staff is called "Alem's Remedy"
Because it is a 10e +5e +5e^50, just like he said. The 10e and +5e insightful are just lumped into one number, because, like he said, greens can't be customised. all of the Staff of the Forgottens are like that as well (at least, to my knowlege)
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Old Feb 14, 2007, 05:00 AM // 05:00   #53
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I tryed the solo trapping and it is PERFECT for the first 2 Waves, but when the Fiends come in in Wave 3, they are always getting a lucky Barrage or 2 in on me while I'm pulling the group, and it does like 250+ dmg a hit and I die 90% of the time (And that dmg is with lvl5 lightbringer :\)

EDIT: and when they don't kill me while pulling to the spirits, the fiends kill the spirits so fast that the monsters turn aggro to me before I can be far enough away for that not to happen.

I want to fit a speed buff somewhere...then that fiend group wouldnt be anything.

Last edited by Former Ruling; Feb 14, 2007 at 05:43 AM // 05:43..
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Old Feb 14, 2007, 10:00 AM // 10:00   #54
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the problem is that those fiends kill the spirits from a distance, so how will you trap them?
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Old Feb 14, 2007, 05:42 PM // 17:42   #55
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trap before spirits?? put spirits "after the corner" and place the traps "on the corner". they aren't stupid so in order to kill the spirits (which would be obstructed) they move "on the corner" not to be obstructed. there they find their doom or whatever :P
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Old Feb 15, 2007, 07:15 PM // 19:15   #56
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I'm pretty sure it might be Mark of Pain....
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Old Feb 15, 2007, 07:24 PM // 19:24   #57
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"Pretty sure it might be"? Thats a new one
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Old Feb 15, 2007, 07:27 PM // 19:27   #58
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lol I'm not english sorry, I am 85% sure it is Mark of Pain
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Old Feb 16, 2007, 02:22 AM // 02:22   #59
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1 thing i found when farming the Fiends with heros. Been trying many different methods of getting better grouping. The most effective is bodyblocking the Horrors/Golems to stall them... sadly that won't really work on a solo farm

Place 1 (or 2) spirit(s) over the traps. Then place another ~ the range of the Fiends. I tend to place the traps in the little ditch so it needs to be closer to account for the uphill firing. That way they go for the first spirit, instead of you while luring. Then they go for the second spirit while your home free and get caught in the traps.
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Old Feb 16, 2007, 02:52 AM // 02:52   #60
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Ya, space out your spirits, placing them along the terrain close enough but not too close to each other to drag them farther in after you and the spirits as you are pulling them. Of course drop traps along the wall as well as you are laying down the last QZ and EW, and the other filler spirits.

Once they get to the last spirit use yourself as bait, or run away if you're not comfortable with taking the 15 dp or arrow dodging. Like I said previously you might not kill them on the first try. There's only 2 full groups of the fiends after that there's a few more mixed mobs with a fiend in each group. Of course there's a bunch more touchers ,brutes, and golems along the way.

You can easily fill up the area with so many drops in a small area it gets hard to sort through it at times, I'm not complaining though
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