Jun 04, 2008, 03:58 PM // 15:58
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#1
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Frost Gate Guardian
Join Date: Nov 2006
Guild: I need a guild, R5 KOBD
Profession: N/
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Perma SF With Smiter?
Ok, I will admit I am a little behind the curve on the Perma SF sin deal, but I was just thinking what if the sin dualed up with a smiter for the Chaos Plains run, wouldn't this greatly reduce the run time? I know in H/M there is a small scattering effect from the damage, but I would imagine that it would still reduce run time. Thoughts perhaps from somebody who knows or maybe tried? momo
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Jun 04, 2008, 04:00 PM // 16:00
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#2
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Site Contributor
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you won't do any damage with sf up
__________________
Chaos Kurupter is a nubcake
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Jun 04, 2008, 04:00 PM // 16:00
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#3
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Desert Nomad
Join Date: Aug 2007
Location: www.godtguild.com
Guild: Blades Of Burning Shadows [GoDT]-leader
Profession: Mo/
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i belive that foes need to hit him in order to activate smiting skills - SF makes all skills miss/fail
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Jun 04, 2008, 04:05 PM // 16:05
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#4
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Krytan Explorer
Join Date: Jun 2008
Location: West Siiiiiiiiiiiiiide
Guild: Gwen Has A Thing For [Pyre]
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It wouldn't work since SF makes skills miss/fail
Interesting idea though...
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Jun 04, 2008, 04:05 PM // 16:05
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#5
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Wilds Pathfinder
Join Date: Sep 2007
Profession: Mo/
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As said above, also why would an assassin wanna duo when they can as easily solo
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Jun 04, 2008, 04:07 PM // 16:07
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#6
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Furnace Stoker
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Yea, I completely forgot about this and have tried a smite hero with an Obi Flesh tank a few times ...
OMG what a roffle. I failed and failed and failed again, and just thought lol, I'm a nub.
You need to take as much damage as possible for smite bonds to work, 600 tank is the best way to do that.
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Jun 04, 2008, 04:14 PM // 16:14
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#7
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Frost Gate Guardian
Join Date: Nov 2006
Guild: I need a guild, R5 KOBD
Profession: N/
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Quote:
Originally Posted by o m g pizowned
you won't do any damage with sf up
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Very good point, I hadn't thought about that. That answers that question.
As to why duo, just thinking of ways to decrease the run time, as stated in the OP.
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Jun 04, 2008, 05:03 PM // 17:03
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#8
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Desert Nomad
Join Date: Nov 2005
Location: www.mybearfriend.net
Guild: Servants of Fortuna [SoF]
Profession: E/
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In principle one could figure out builds that complement the SF sin and speed up farming. However, the real problem is that very few builds will be able to run through Twin Serpent Mountains all the way to Chaos Planes - depending on the spawn even the sin may be unable to manage it.
Also, it is extremely unlikely that a two player team would be able to do the run in less than half the time it takes for a single player and thus it is more profitable for both players to do their own separate runs.
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Jun 04, 2008, 06:08 PM // 18:08
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#9
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Desert Nomad
Join Date: May 2008
Location: Blackwater Park
Guild: MpF
Profession: P/
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Perma SF + terra tank could be a nice idea....they could even try to do the 4-horsemen in NM (only) then the other quests are easier.....maybe could have a problem with traps but...
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Jun 04, 2008, 09:03 PM // 21:03
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#10
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Frost Gate Guardian
Join Date: Nov 2007
Location: The Falls
Profession: N/A
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Quote:
Originally Posted by t00115577
As said above, also why would an assassin wanna duo when they can as easily solo
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He said why in his post to make it faster
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Jun 04, 2008, 10:17 PM // 22:17
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#11
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Lion's Arch Merchant
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Quote:
Originally Posted by zmano11
He said why in his post to make it faster
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My guess is the real reason is that he is a monk looking to get in on better drops/run without having to get his own assassin.
The bulk of the run time is the time to cover all the ground (would not speed up at all with duo), the actual killing is extremely quick.
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Jun 05, 2008, 09:50 AM // 09:50
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#12
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Wilds Pathfinder
Join Date: Sep 2007
Profession: Mo/
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Quote:
Originally Posted by zmano11
He said why in his post to make it faster
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It wouldnt make it faster as said above, takes maybe 30 mins to get to, and solo the planes with 5-6 ecto a run. Dont really think this needs to be sped up. Duo would also cut the drops in half. Hell no lol
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Jun 05, 2008, 05:56 PM // 17:56
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#13
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Jungle Guide
Join Date: Jan 2007
Location: USA
Profession: Mo/
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Quote:
Originally Posted by fog_of_redoubt
My guess is the real reason is that he is a monk looking to get in on better drops/run without having to get his own assassin.
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You, Sir, hit the nail on the head I think. Sadly, the OP may be not smart enough to know that he can get a sin made and there inside of 12 hours, and make back enough money to make those hours profitable in maybe another 3-4 hours. I should know, cause thats what I did. And I'm now sitting on over 100 ecto from the run, just doing it a few times each day.
And this is why I hate the crowd of "pro BiP smiters" that still infests ToA and Doomlore spamming "lf 600 for duo hm (insert place here) 50/50", as if somehow slapping a few bonds on and /dancing the time away somehow makes you entitled to 50% of the profit, when you do ~10% of the work or less. If its a guildie or an alliance member I have no problem with it, but otherwise I'd rather take a hero.
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Jun 10, 2008, 05:47 AM // 05:47
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#14
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Wilds Pathfinder
Join Date: Jul 2006
Location: The Netherlands
Profession: W/
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It's better to go with a Necro-SS.
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Jun 10, 2008, 08:11 AM // 08:11
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#15
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Wilds Pathfinder
Join Date: Dec 2005
Guild: Order of the Setting Sun
Profession: R/
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Quote:
Originally Posted by fog_of_redoubt
My guess is the real reason is that he is a monk looking to get in on better drops/run without having to get his own assassin.
The bulk of the run time is the time to cover all the ground (would not speed up at all with duo), the actual killing is extremely quick.
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Doubt it, even if you started a sin from scratch it would take maybe 6 - 10 hours to have them leveled up and ready to roll, less if you have a friend helping you along.
Probably just looking for a way to speed up the run plus have someone to chat with while doing so.
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Jun 10, 2008, 04:10 PM // 16:10
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#16
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Frost Gate Guardian
Join Date: Nov 2006
Guild: Angels of Death
Profession: Mo/
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You can try taking a Bonder ELE or monk hero with Life Bond, Mending, Life Barrier, etc and a couple ranged damage skills. Use the Ranged damage from the bonder to kill Behemoths, and the bonds will allow you to take small groups of charged blackness or the tormented souls and can be used to bond the reaper in the Four Horsemen. Should, in theory, be enough to complete all of the UW.
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Jun 11, 2008, 01:22 PM // 13:22
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#17
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Krytan Explorer
Join Date: Dec 2007
Location: My Computer
Guild: Band Of The H A W K
Profession: P/Mo
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That's a lot of shatter enchantments.
Would you have the energy to keep reapplying bonds?
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Jun 11, 2008, 05:28 PM // 17:28
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#18
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Grotto Attendant
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Quote:
Originally Posted by Tender Care
Perma SF + terra tank could be a nice idea....they could even try to do the 4-horsemen in NM (only) then the other quests are easier.....maybe could have a problem with traps but...
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Sin could run it, clear the plains, free the reaper, then use the reaper to teleport them both there.
I think perma SF + terra tank could almost do the whole UW, except:
* the quest in forgotten vale -- the SF is vulnerable to IW, and the terra can't do enough damage to save the good ghosts
* escort of souls -- it would be very hard to keep the ghosts out of trouble long enough to kill the monsters the quest spawns
* spawning pools? can the same terra that does icy wastes do spawning pools?
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Jun 11, 2008, 05:38 PM // 17:38
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#19
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Jungle Guide
Join Date: Oct 2005
Location: Sept-Iles, QC, Canada
Guild: Les Tricératops Sont Nos [Amis]
Profession: Mo/
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Quote:
Originally Posted by Chthon
Sin could run it, clear the plains, free the reaper, then use the reaper to teleport them both there.
I think perma SF + terra tank could almost do the whole UW, except:
* the quest in forgotten vale -- the SF is vulnerable to IW, and the terra can't do enough damage to save the good ghosts
* escort of souls -- it would be very hard to keep the ghosts out of trouble long enough to kill the monsters the quest spawns
* spawning pools? can the same terra that does icy wastes do spawning pools?
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actually:
#1 - Forgotten Vale : If you let one group of darkness alive, you don't have to worry about all spirits dying. You just kill everything, then kill the last group of darkness, and the spirits pop out and are alive and the quest is over.
#2 - Escort of Souls : If you teleport and start this quest from Vale, the souls will wait at the reaper (i.e.: you can finish it safely)
Only problems : 1. Spawning Pools 2. Twin Serpent Mountains (the last pull - where the reaper spawns) 3. Four Horsemen (will need a LOT of damage output)
That's all I can think of for now
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Jun 11, 2008, 09:56 PM // 21:56
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#20
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Grotto Attendant
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Quote:
Originally Posted by cerb
actually:
#1 - Forgotten Vale : If you let one group of darkness alive, you don't have to worry about all spirits dying. You just kill everything, then kill the last group of darkness, and the spirits pop out and are alive and the quest is over.
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But still, how do you kill them? Wand them to death with the terra?
Quote:
#2 - Escort of Souls : If you teleport and start this quest from Vale, the souls will wait at the reaper (i.e.: you can finish it safely)
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Cool. Scratch one problem off the list. But add...
Quote:
Only problems : 1. Spawning Pools
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I know a terra can do it with ward of stability or high rank I'm Unstoppable, but can the same terra manage the icy wastes (and forgotten vale)?
Quote:
2. Twin Serpent Mountains (the last pull - where the reaper spawns)
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Oh, yuck. Yeah. That's just yuck. Can the terra maybe sliver the behemoths from outside of trap range while the perma MoR+spears/wands them?
For that matter though, how are you going to get the terra up the mountain? Almost certainly your going to run into places that are totally blocked or require a trip through traps.
Quote:
3. Four Horsemen (will need a LOT of damage output)
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Do the bosses regen? Unless they regen faster than you can damage, seems time-consuming, but doable.
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