Feb 12, 2010, 09:42 AM // 09:42
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#41
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Forge Runner
Join Date: May 2008
Location: East Anglia, UK
Guild: Order of [Thay]
Profession: N/
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Quote:
Originally Posted by shaygo
I would like to highlight the spear issue.
as I wrote above, while using a spear you cant use HB or WA.
what do you think of this "spear meleemancer" build :
FGJ, soldier's stance (elite IAS), MoP, tryptophan signet (snare and cover hex), SY!, 3 optionals.
optionals can be:
1 PvE skill (any ebon ward, IAU, BUH, GDA, ebon sin)
1 curse skill (enfeebling blood, shdow of fear, rigor mortis)
1 other (SoLS, res signet)
curses 12+1/+1
SR 9+1
tactics 9
use a spear and a 20/20 curse focus or a tactics shield.
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Is that not incredibly similar to the Soldier's Stance build that I posted a few pages back, only with curses thrown in?
I think you need to revise those attributes though; can S Stance be maintained with 9 tactics only?
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Feb 13, 2010, 01:44 PM // 13:44
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#42
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Will Bull's Strike for $!
Join Date: Apr 2006
Location: Isle of the Dead
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If you're using a Spear, then you aren't in Melee. No Meleemancer for j00s!
__________________
Warrior for Hire
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Feb 13, 2010, 01:59 PM // 13:59
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#43
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Forge Runner
Join Date: May 2008
Location: East Anglia, UK
Guild: Order of [Thay]
Profession: N/
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Quote:
Originally Posted by _Nihilist_
If you're using a Spear, then you aren't in Melee. No Meleemancer for j00s!
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With the meleemancer builds, all they're looking to do is have a caster able to utilize Save Yourselves!
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Feb 15, 2010, 09:22 AM // 09:22
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#44
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Academy Page
Join Date: May 2009
Guild: FALLOUT PRIME
Profession: N/
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Meleemancer and Heroes for Shards of Orr, HM
I have been trying for a few days to build a team optimized for Shards of Orr, HM. Basing on Meleemancer concept, this is the most successful setup so far.
Initial test results are very satisfactory, however I have been unable to find enough time to test the whole dungeon yet (ie. Fendi Nin was not tested yet) - detailed information on tests below.
---- The Team
Main: soo v1 main necro wa (OAFTUYzQZaqZHU07qYRQOAMQVEA) (melee, shield, minor death, minor soul reaping)
Hero #1: soo v1 hero monk me smiter (OwUTMSHDzxkY9RJ1zu4FBv+AA) (superior smiting, minor divine favor)
Hero #2: (copy of Hero #1)
Hero #3: soo v1 hero elementalist mo protector infuser (OgNTw2m+UqWgWIgQLqeYmgkoBE) (minor energy storage, 20% enchantment)
Mhenlo
Lina
Cynn
Herta
---- Testing & Instructions
Basic test: going from Gadd's Encampment toward dungeon's entrance kill five groups without any fatalities.
Instructions: cast protective spirit on yourself, cover with an enchantment if necessary, call target and charge Chained Cleric (or any other healer) - be prepared for a sudden change of target - your heroes are likely to kill healer before you reach it. Watch your health bar, reapply Protective Spirit if necessary. Focus on surviving initial onslaught - as soon as infuser's health starts going down, your smiters will cast party-wide heals protecting your party and giving you time in case you fail to produce Save Yourselves.
If everything is done properly, you will have a steady supply of healing.
(4 party heals every 15 seconds, Infuse Health to recover from spike, Patient Spirit to counter damage-over-time effect).
Meanwhile, every 12 seconds your smiters should also provide you with a spike capable of overwhelming undead healer duos.
Three reversal spells allow to intercept most of opponent spikes.
---- Some things that did not work out
Smite Condition and Smite Hex - contrary to my expectations, both spells did not affect outcome much when put on smiters' skill bars.
Ray of Judgement - too slow to apply sufficient damage.
Divine Intervention / Judge's Intervention - too random to rely on. Reversal of... spells are much more predictable.
Blindness - there is no cure for blindness. No amount of condition removal will allow you to keep attacking. Instead, just plan on being blind and accumulate adrenaline to use Save Yourselves if you notice that your heroes are in danger.
Regards,
Ruemere
Last edited by ruemere; Feb 15, 2010 at 11:54 AM // 11:54..
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Feb 15, 2010, 03:55 PM // 15:55
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#45
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Lion's Arch Merchant
Join Date: Dec 2007
Location: The Dirtiest Parts Of My Mind
Guild: Phlying Skwirls[PS]
Profession: N/
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Quote:
Originally Posted by ruemere
Meleemancer and Heroes for Shards of Orr, HM
Hero #1: soo v1 hero monk me smiter ( OwUTMSHDzxkY9RJ1zu4FBv+AA) (superior smiting, minor divine favor)
Hero #2: (copy of Hero #1)
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Two smiters and no SoH?
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Feb 15, 2010, 08:12 PM // 20:12
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#46
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Academy Page
Join Date: May 2009
Guild: FALLOUT PRIME
Profession: N/
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You're blinded most of the time. There is little to none energy management (other than signets being chief source of spell power) on smiters.
Still, there is always room for improvement.
What would you like to replace?
Regards,
Ruemere
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Feb 15, 2010, 09:45 PM // 21:45
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#47
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Jungle Guide
Join Date: Apr 2005
Profession: N/A
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Quote:
Originally Posted by ruemere
You're blinded most of the time. There is little to none energy management (other than signets being chief source of spell power) on smiters.
Still, there is always room for improvement.
What would you like to replace?
Regards,
Ruemere
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If you're blinded most of the time, it might not be the best option to go melee. Sins, dervs and wars all have strong anti-blind options. Infuse condition is just a fix and not as good, but the point was to show that you CAN.
For ANY melee, I feel that IAU is a must, but especially for the meleemancer; raising minions is required for your anti-blind, and there are just so many KD-rupts.
As for your hero builds, I think that even with double damage, SoJ is a weak elite. Try an ER prot/smite. ER, AoR, Aegis, Prot Spirit, Spirit Bond, RoD, Judge's Insight, SoH.
On my sin, IIRC, I was hitting DBs for 150+ with JI. Also, RoD spam is just ridiculous against undead.
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Feb 16, 2010, 10:06 AM // 10:06
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#48
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Academy Page
Join Date: May 2009
Guild: FALLOUT PRIME
Profession: N/
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I will test your proposals today.
The reason I went with infuser originally was to provide strong antispike capabilities and, at the same time:
- make healer henchmen focus on infuser thus removing them from front lines
- according to wiki, heroes cast party heals when two or more characters lose significant portions of health bars. Presence of infuser was supposed to stimulate desired response - i.e. spamming party healing on recharge
Regards,
Ruemere
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Feb 16, 2010, 08:31 PM // 20:31
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#49
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Academy Page
Join Date: May 2009
Guild: FALLOUT PRIME
Profession: N/
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Test results: interesting, there is definitely more power to the meleemancer. However the team build is also more swingy - miss a Save Yourselves and you may be in deep da-da.
Further tests pending more free time.
Regards,
Ruemere
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Mar 16, 2010, 05:16 PM // 17:16
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#50
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Wilds Pathfinder
Join Date: Apr 2006
Guild: [DVDF] Gp
Profession: Me/A
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The new tactics makes SY on a caster much easier and safer than frontline to rock with now.
Auspicious parry, SY, fgj with a tactics spec and a spear. Just renewing Parry gives you the adrenaline gain.
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