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  1. #1
    Squirrel Enthusiast Lokeal_The_Flame's Avatar
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    Default Eldritch Knight/Pale Master Splash test results

    So, I started out with more points in my pale master tree than my Eldritch Knight tree and zero points in the harper tree........ I was in the magister tree with some twists from Divine Crusader, Draconic incarnation, and Legendary Dreadnought.

    I died repeatedly, so much that it was like a comedy routine and my melee DPS just plain sucked.

    I then switched my trees from such to just Legendary dreadnaught with twists from Magister for my necromancy spells.

    I still kept dying, just not as much......... My melee improved though.

    This time I swapped my focus away from the necromancy tree and put it into the new eldritch knight tree......... not a very big improvement defensively speaking, in fact I think I saw more of a difference offensively speaking but only after I also spent 13 points into the Harper tree for Int To Damage.

    I still had to cast Negative energy burst to keep myself healed about 8 times per encounter and yet still managed to die 21 times before the quest was over. I had death aura, greater boon of the undead, and scion Of Shadowfell. Collectively all of that should have been able to keep me healed but it didn't.


    Solutions:

    1-Add a necromancy option to the multi-selector for Knight's Magic granting them vampirism and negative healing amplification

    2-Change Eldritch Accuracy to Eldritch Combat and allow it to grant Intelligence to hit and damage.

    3-Create a melee centric orb that grants mainhand weapon improved cursespewing, legendary affirmation, and perhaps vampirism 4

    4-Make the Improved Mage Armor passive similarly to how the shield spell is passive for artificers.

    5-Create a cloak with insightful physical sheltering, quality physical sheltering, insightful constitution, and some sort debuff guard proc similar to Sticky Goo Guard as such a piece of equipment would fill in a loot attribute gap that this build suffers.

    __________________________________________________ __________________________________________________ __

    Update: Relying on Into to hit in this build is a folly, I rebuilt this character around strength as the primary stat and intelligence as the secondary stat and for the first time didn't die once in the new quest while on epic elite, however I did have to go through 15 sp potions as this build absolutely chews through sp even though the only spells used in combat are Negative energy burst, undeath to death, and wail of the banshee with some buffing spells cast shortly before combat.

    Prefered numbers estimated here would be subject to being lowered or increased if I could test them.......

    Armor Class: 92 (Preferably this should be at least 125)
    PRR: 150 (Preferably this should be at 175)
    MRR: 114 (Preferably this should be at 175)
    BAB: +15/+30
    Negative Spell Power: 458
    Negative Healing Amp: 195
    Double Strike Chance: 3% (Preferably this would be at 50%)
    Melee Attack Speed: 45% (Preferably this would be at 65%)
    Melee Power: 66 (Preferably this would be at 125)
    Negative Energy Spell Critical Chance: 53%
    Defence Chance At Level: 53% (Preferably this would be at 65%)
    Last edited by Lokeal_The_Flame; 11-15-2018 at 11:16 PM.

  2. #2
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    Quote Originally Posted by Lokeal_The_Flame View Post

    1-Add a necromancy option to the multi-selector for Knight's Magic granting them vampirism and negative healing amplification

    2-Change Eldritch Accuracy to Eldritch Combat and allow it to grant Intelligence to hit and damage.

    3-Create a melee centric orb that grants mainhand weapon improved cursespewing, legendary affirmation, and perhaps vampirism 4

    4-Make the Improved Mage Armor passive similarly to how the shield spell is passive for artificers.

    5-Create a cloak with insightful physical sheltering, quality physical sheltering, insightful constitution, and some sort debuff guard proc similar to Sticky Goo Guard as such a piece of equipment would fill in a loot attribute gap that this build suffers.
    1 - I dont see why this would be in EK, its not a necromantic tree. I think this would fit better in an upcoming revamp of PM, maybe give Shroud of the Vampire actual vampirism.

    2 - EKs dont need stat-to-damage, their DPS comes from their imbues, and that just needs to hit. I was actually looking to see if they gave only to-hit, and I like that they did. I'm actually a little confused why they gave the crit profile in T5, since a pure 20 EK is still going to have STR to dmg (and that's probably their third stat priority after INT/CHA and CON) with few other boosts through enhancements, and so their physical damage isnt going to be that great anyway. I thought EK might be a crit-agnostic melee build, which would make it different than everything else right now.

    An EK multiclass is probably going to have CHA to dmg from their other class (Different Tack, Divine Might, FvS, etc.) I guess you could go 20 Wiz EK with Harper and still benefit from the crit profile, but it seems like 20 Sorcs are kinda left wanting there - maybe it should be a War Soul/Warpriest kind of split where Wiz get the +1/+1 and maybe Sorcs get +10% attack speed?

    3 - I had thought you were over your cursespewing/legacy vampirism fetish by now >< They have melee-focused Orbs already though...they're called shields

    5 - I dont see how any of those stats are impossible to gear for?

  3. #3
    Squirrel Enthusiast Lokeal_The_Flame's Avatar
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    Quote Originally Posted by droid327 View Post
    1 - I dont see why this would be in EK, its not a necromantic tree. I think this would fit better in an upcoming revamp of PM, maybe give Shroud of the Vampire actual vampirism.

    2 - EKs dont need stat-to-damage, their DPS comes from their imbues, and that just needs to hit. I was actually looking to see if they gave only to-hit, and I like that they did. I'm actually a little confused why they gave the crit profile in T5, since a pure 20 EK is still going to have STR to dmg (and that's probably their third stat priority after INT/CHA and CON) with few other boosts through enhancements, and so their physical damage isnt going to be that great anyway. I thought EK might be a crit-agnostic melee build, which would make it different than everything else right now.

    An EK multiclass is probably going to have CHA to dmg from their other class (Different Tack, Divine Might, FvS, etc.) I guess you could go 20 Wiz EK with Harper and still benefit from the crit profile, but it seems like 20 Sorcs are kinda left wanting there - maybe it should be a War Soul/Warpriest kind of split where Wiz get the +1/+1 and maybe Sorcs get +10% attack speed?

    3 - I had thought you were over your cursespewing/legacy vampirism fetish by now >< They have melee-focused Orbs already though...they're called shields

    5 - I dont see how any of those stats are impossible to gear for?

    Shields aren't orbs, they do not benefit single weapon fighting at all, in fact they slow your attack speed down and makes the combat look and feel clunky. Also, It's not a fetish, it's an understanding on the potential of such that brings value to it. For me to be done with vampirism and improved cursespewing, they'd have to create a filigree set that provides it, I still feel cheated that they did what they did to the Bloodfeast filigree set that was originally supposed to be a vampirism source according to the first preview that introduced it.

    The Eldritch knight defensive capabilities are lacking, a splash between the Battle Engineer tree and the Renegade Mastermaker Tree only works to create a viable melee artificer because both trees offer some defensive and offensive benefits meanwhile, the Eldritch Knight tree is the only of the two that really offers any of such for the Wizard. As for multiclassing, still abstaining until they provide a way to earn at least +1 lesser hearts of wood through end chain rewards. Contrary, the physical damage of the Eldritch Knight is very close to decent as the preview currently has it. If they add intelligence to damage and add a more powerful melee attack to the tree it should be fine assuming you have yourself something with improved cursespewing to debilitate and damage enemies. Defensively speaking I'd say that the Eldritch Knight tree is only half way there, while offensively speaking I'd say it is a 75% there in terms of progress.

    Though I did notice the need for a helmet that doesn't exist........ I tinkered with stat effects and found that there really was no decent helm for the build and then I wrote down some attributes that helped when I found an item to equip that had one of such on them and came up with this list of four effects.

    Armor piercing +32
    Doublestrike +23%
    Seeker 19
    Manslayer

    These effects and that Orb I keep talking about should do the trick!

    I will rebuild my character again for further testing though.......

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    Default Eldritch knight tree ap costs

    Can anyone who has access to lam tell me the ap costs for

    Tier 3 Eldritch Accuracy: You get (INT/CHA) to hit with weapons and shield bashes.

    Tier 4 Knight's Transformation: Toggle: While this is turned on, all your spells and SLAs that are affected by Metamagics have their range reduced to touch range. You cannot enable the Enlarge Metamagic while this is active. You gain +30 Universal Spell Power and +3% Spell Critical Damage. Your Base Attack Bonus equals your Character Level.

    Planning to do a bard fighter wiz as previously the only way to get cha to hit was through PDK and that only covered swords. With this im able to use khopesh with cha to dmg vis swashbuckler and cha to hit from eldritch.

    Thanks

  5. #5
    Squirrel Enthusiast Lokeal_The_Flame's Avatar
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    Quote Originally Posted by john0 View Post
    Can anyone who has access to lam tell me the ap costs for

    Tier 3 Eldritch Accuracy: You get (INT/CHA) to hit with weapons and shield bashes.

    Tier 4 Knight's Transformation: Toggle: While this is turned on, all your spells and SLAs that are affected by Metamagics have their range reduced to touch range. You cannot enable the Enlarge Metamagic while this is active. You gain +30 Universal Spell Power and +3% Spell Critical Damage. Your Base Attack Bonus equals your Character Level.

    Planning to do a bard fighter wiz as previously the only way to get cha to hit was through PDK and that only covered swords. With this im able to use khopesh with cha to dmg vis swashbuckler and cha to hit from eldritch.

    Thanks

    Testing has just confirmed that the Int to hit isn't even worth it, if you want to deal melee dps, you are best off upping your strength stat.

  6. #6
    Community Member Domince's Avatar
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    The curse spewing and vampirism isnt what this needs, don't want to be rude but those two things arent that good to begin with

  7. #7
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    Quote Originally Posted by john0 View Post
    Planning to do a bard fighter wiz as previously the only way to get cha to hit was through PDK and that only covered swords. With this im able to use khopesh with cha to dmg vis swashbuckler and cha to hit from eldritch.

    Thanks
    I think Sorc gets CHA and Wiz gets the INT to hit. I dont think you can choose which one, have to wiz for int, sorc for cha. I could be wrong.

  8. #8
    Squirrel Enthusiast Lokeal_The_Flame's Avatar
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    Quote Originally Posted by MrTrolol View Post
    The curse spewing and vampirism isnt what this needs, don't want to be rude but those two things arent that good to begin with
    Vampirism and cursespewing are only as good as quality enhancements, in other words vampirism and cursespewing aren't good on their own. The damage over time from improved cursespewing is nice, though not too impressive, however stack such with stat damage, negative levels and perhaps that warlock Aura Of Menace enhancement and you can inflict enough of a negative impact on the saves of enemies to more easily dispatch them, sure their recovery rate can be insane but just get the proc rates of such effects to be insane and you are set. As for vampirism, you need everything to accompany it for it to not be virtually useless, if undead; greater boon of undeath, vampirism, and scion of shadowfell with frequent casting of Negative energy burst and Death Aura.

    Honestly though, what would you rather have? 2 hitpoint recovery per hit from vampirism or an item that grants you 75 extra hitpoints? The vampirism clearly offers more hitpoints when you sit down to do the math, and that's even at just 2 hitpoints per hit. From the start of a quest till the end of a quest, vampirism will always offer more hitpoint coverage than some false life item.

    Improved cursespewing does this.....

    Effect: On a natural 20 attack roll, this weapon lashes out with a vengeful curse that confers a -4 morale penalty on attack rolls, damage rolls, saving throws, and skill checks. This agonizing curse also causes the victim to take 2 to 12 damage every two seconds for a duration of twelve seconds. Additional vorpal strikes while the curse is still active will extend the duration by another twelve seconds.

    So though minor, it does deal damage to the enemy and it does make the enemy somewhat weaker defensively and offensively not to mention more vulnerable to instant kill effects in which is good for an all around effect.

    In this equation, the legendary affirmation is far more important than the vampirism on the orb idea....... legendary affirmation is just really powerful and vampirism is a good HP top off effect but nothing more, while vampirism is considered weak........... though it being considered weak is based on a misunderstanding regarding the details of it's place in a build. However, let's face it, if vampirism 4 was available on a sentient filigree as an individual filigree, people would be singing a different tune regarding the opinion on whether such was weak or powerful. In fact many of those who currently dislike vampirism would soon choose to use such a filigree.

    Show me an equipment set comprised of all named items where not a single piece has a non-stacking attribute or attribute not utilized by said build........ once you'd compile the list of said items you'd find how particularly difficult such is to compile for any class (In fact you will need to keep an eye on your logs where it details the effects of items as you equip them). Now keep in mind, I do make this effort regularly in which makes me a rare case in that and the more auto heal items and effects such as vampirism and healer's bounty I use, the stricter I am in not tolerating non stacking or unused item effects on my gear in which when mastered for each build really smoothes the gameplay out nicely.

    Something being a difficult way to build does not somehow mean it is a newbish way to build, it just means that building that way is too difficult for you personally so I'd appreciate it if you stopped taking such annoyance related to such out on me. Though I must admit, building this way is challenging for even me and it took years to master the artificer version, however that gave me a lot of experience for such and I only have around 12 questions to answer and possibly some new gear before I can master the wizard version and it is possible even that after I understand and acquire enough to master such, that I can use what was learned to improve my artificer build in which would mean that I might not have yet mastered the artificer version in which excites me to think there may be more potential for such.

  9. #9
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    Quote Originally Posted by Lokeal_The_Flame View Post
    Shields aren't orbs, they do not benefit single weapon fighting at all, in fact they slow your attack speed down and makes the combat look and feel clunky.
    Well yes, you cant SWF with a shield unless you have Skirmisher from Swash. But my point was that orbs were created to be a class of off-hand items for spellcasters that wasnt just another casting-stick weapon. Making an orb that gives only melee-related bonuses is not what they're intended for. Especially since EK is designed to use shields, with shield-related enhancements already baked in. Plus it'd kinda be a slap in the face to other SWF builds that cant use orbs OR shields...sorc/wiz get to have, essentially, a shield that still lets you SWF while they're stuck having to leave the slot empty.

    The Eldritch knight defensive capabilities are lacking, a splash between the Battle Engineer tree and the Renegade Mastermaker Tree only works to create a viable melee artificer because both trees offer some defensive and offensive benefits meanwhile, the Eldritch Knight tree is the only of the two that really offers any of such for the Wizard. As for multiclassing, still abstaining until they provide a way to earn at least +1 lesser hearts of wood through end chain rewards. Contrary, the physical damage of the Eldritch Knight is very close to decent as the preview currently has it. If they add intelligence to damage and add a more powerful melee attack to the tree it should be fine assuming you have yourself something with improved cursespewing to debilitate and damage enemies. Defensively speaking I'd say that the Eldritch Knight tree is only half way there, while offensively speaking I'd say it is a 75% there in terms of progress.
    I dont think EK is supposed to be a full-powered standalone melee PrE. Its supposed to be a bare-bones melee option that's supported by spellcasting, just a vehicle to deliver more elemental damage through weapon attacks more than anything. I dont think you're supposed to be able to do full physical melee damage, plus imbue damage, plus damage from actual nuking spells...so they make you get INT/CHA to dmg from somewhere else.

    Its meant to be a package of passive bonuses (defensive and elemental damage) plus a cleave, that you can either pair with another melee class tree for a dedicated melee specialist, or pair with a Savant or Archmage and play it as a hybrid caster-fighter - using your nukes or your CCs to take down groups of enemies and then finishing them off with your melee attacks.


    Quote Originally Posted by Lokeal_The_Flame View Post
    Testing has just confirmed that the Int to hit isn't even worth it, if you want to deal melee dps, you are best off upping your strength stat.
    Why would it be different if you pump CHA and use CHA to hit, vs. pump STR and use STR to hit? Your EK imbues do the same damage either way, as long as you actually hit.

    Quote Originally Posted by Mindos View Post
    I think Sorc gets CHA and Wiz gets the INT to hit. I dont think you can choose which one, have to wiz for int, sorc for cha. I could be wrong.
    Thats what I would've assumed too, but he could just go bard/fighter/sorc instead, especially if he's just splashing enough to get the CHA to hit.

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    Squirrel Enthusiast Lokeal_The_Flame's Avatar
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    Quote Originally Posted by droid327 View Post
    Well yes, you cant SWF with a shield unless you have Skirmisher from Swash. But my point was that orbs were created to be a class of off-hand items for spellcasters that wasnt just another casting-stick weapon. Making an orb that gives only melee-related bonuses is not what they're intended for. Especially since EK is designed to use shields, with shield-related enhancements already baked in. Plus it'd kinda be a slap in the face to other SWF builds that cant use orbs OR shields...sorc/wiz get to have, essentially, a shield that still lets you SWF while they're stuck having to leave the slot empty.



    I dont think EK is supposed to be a full-powered standalone melee PrE. Its supposed to be a bare-bones melee option that's supported by spellcasting, just a vehicle to deliver more elemental damage through weapon attacks more than anything. I dont think you're supposed to be able to do full physical melee damage, plus imbue damage, plus damage from actual nuking spells...so they make you get INT/CHA to dmg from somewhere else.

    Its meant to be a package of passive bonuses (defensive and elemental damage) plus a cleave, that you can either pair with another melee class tree for a dedicated melee specialist, or pair with a Savant or Archmage and play it as a hybrid caster-fighter - using your nukes or your CCs to take down groups of enemies and then finishing them off with your melee attacks.




    Why would it be different if you pump CHA and use CHA to hit, vs. pump STR and use STR to hit? Your EK imbues do the same damage either way, as long as you actually hit.



    Thats what I would've assumed too, but he could just go bard/fighter/sorc instead, especially if he's just splashing enough to get the CHA to hit.
    All classes aside from Monks can use orbs as far as I know so long as they take the magical training feat.

    I upped the efficiency of my build recently and am going to run another test run for it soon........

    It is possible that I can improve the build even more once I simply figure out more about difficulty checks such as how I can figure out how high I've gotten mine for necromancy spells for starters, and another I need to do is figure out ways to better manage my spellpoints! Anyhow I will be posting a video showcasing the build sometime tomorrow if you want to see it.

  11. #11

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    Quote Originally Posted by Lokeal_The_Flame View Post
    All classes aside from Monks can use orbs as far as I know so long as they take the magical training feat.
    thanks for testing.

    I know the draw is PM but I found myself wondering about monk splashes. Forgetting PM altogether; it is a crummy tree anyway and needs lots of SP to keep it going. Only really good thing is wraith form and that is not worth it right now.

    2 monk for evasion, 2 extra feats. You could even go up to 6 monk and give up on the 18th core but I would not do this.

    Monk fast handwrap attack speed +10% damage (crit profile with this build does not matter; it is all about spell power); henshin elemental words vulnerability (+10% vulnerability to specific element and 2 stacks of Vulnerable) and then maybe use ToEE wraps for further elemental vulnerability (slow stacking of elemental vulnerability--maybe there is a better option out there).

    What do you think?
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    Chaotic Evil Mindos's Avatar
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    Quote Originally Posted by Saekee View Post
    (slow stacking of elemental vulnerability--maybe there is a better option out there).

    What do you think?
    You could go full crazy, Aasimar tier 4 Fallen, 2 cleric Warpriest Smite Weakness, 2 Arti Arcanotechnician Shocking Vulnerability, UMD scrolling Lightning Motes, with a Dog with Hound of the Night collar, using a fetters of unreality weapon (Pain) from the Ravenloft raids, running in Epic Destiny Fatesinger, using tier 5 Bound Fate. Hmmm, looks like we need a collar that gives electrical vulnerability...

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    Community Member Domince's Avatar
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    No, my annoyance generally stems from you wanting changes made that specifically cater towards your build style and play style seamingly, now I get that you want to help improve EK butr throwing in personal bias isnt always the greatest help. Looking at how certain changes for the tree could impact level ranges or difficulty such as even high reaper. Such as vampirism which I beleive is nerfed into the ground in reaper negating any potential help it can provide even in reaper 1. Cursespewing, yes it can prove to be very helpful but generally mobs dont live long enough for it's effects to make a large difference. In high reaper mobs are made helpless for most fights to make the quest go a lot smoother. Perhaps adding flat melee power somewhere in the tree could help, or like you said give it more defensive boosts but not enough to make sorcs and wizards tankier than they shoulkd be. Anyways have a good one.

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    Default It's a flavor build

    Had a few hours to play Eldritch today and I to burned through SP. There are to many hard choices to be good at anything. I found it very difficult to gear.

    This is not like beacon of hope or master mechanic where people were completely off in their assessment. Beacon of hope is a great healer, master Makers is a great multi-class tank seen them both preform well in R10 and mid reap raids r4-7.

    I wish the devs had the same fire for EK as they did for Druid, Fav, Assassin and monk!
    This is like restoring a 67 Corvette and putting a 6 cylinder in it to save on gas, chalk it up to warpriest and move on.

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    Squirrel Enthusiast Lokeal_The_Flame's Avatar
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    Quote Originally Posted by MrTrolol View Post
    No, my annoyance generally stems from you wanting changes made that specifically cater towards your build style and play style seamingly, now I get that you want to help improve EK butr throwing in personal bias isnt always the greatest help. Looking at how certain changes for the tree could impact level ranges or difficulty such as even high reaper. Such as vampirism which I beleive is nerfed into the ground in reaper negating any potential help it can provide even in reaper 1. Cursespewing, yes it can prove to be very helpful but generally mobs dont live long enough for it's effects to make a large difference. In high reaper mobs are made helpless for most fights to make the quest go a lot smoother. Perhaps adding flat melee power somewhere in the tree could help, or like you said give it more defensive boosts but not enough to make sorcs and wizards tankier than they shoulkd be. Anyways have a good one.
    I don't like reaper mode, never have, and likely never will...... and that's where I say you are being a hypocrite as not everything should cater to your love of reaper :P

    Humor aside, my stance is that if you want something on DDO, be very vocal about it and encourage others to do the same regarding what they want, but when you see someone being vocal about what they want, limit yourself to a discussion on whether or not such could be considered overpowered or underpowered if you are to reply to such. Anyhow, you won't catch me being hypocritical on my stance here so perhaps that deserves some respect? Heck my vampirism and improved cursespewing thing would end most easily through the creation of a filigree set that provides both at the 3 piece (vampirism 4) and 4 piece (improved cursespewing) increments, and then I'd just be pushing for a new legendary affirmation item and an augment for healer's bounty while waiting for the pale master pass to figure out what else to push for.

    DDO doesn't do reaper right, Diablo 3 does the greater rift system how Reaper should be difficulty scaling wise and I feel that reaper mode is lazily done and have little to no respect for it. If reaper mode was a mode where people received temporary bonuses every time they healed or buffed another and received a buff to their experience gain for staying close together it would be done right with simply adding insane difficulty level enemies and all of this could be done without nerfing heals or overbuffing enemy saves, in fact it wouldn't be that hard to find a sweetspot for placing enemy saves as the max cap for such. Reaper needs re-balanced! If I enter a greater rift in Diablo 3, my gear or skills don't get weaker and debilitating effects on the enemies don't stop working, no they become more necessary as the monsters become stronger and as much as I might try for such, I can't seem to build a character who is impervious to dying no matter the rift difficulty even by sacrificing DPS to the max and equipping items that make me immune to certain effects or heal from certain magic damages, greater rifts in Diablo 3 are definitely something SSG should learn from..... meanwhile I feel SSG has a superior team to that of Blizzard when it comes to listening to their fans and releasing new content for their games rather than abandoning them. I also feel that SSG could learn a thing or two from the item effect creativity present in Diablo 3, as well as the legendary gem system and if they did learn something from such they would pull off something amazing. The only other game I can think of that SSG could learn from aside from Diablo 3 is the Dungeons And Dragons Neverwinter online game, and that only goes for a variation of the Lamannia server staying up and allowing players to craft their own quests similarly to how people are able to in Neverwinter. If a member of SSG likes the quest that was created, an official release can be considered for such. But frankly, there needs to be a limiting factor and who can qualify, I'd say that only players with at least 15 past lives similarly to how Neverwinter online requires you to be at least level 15 (My wife plays Neverwinter, I don't). Diablo 3 is a game my wife and I play together, it isn't much fun without her though but it does give some insights.

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    Squirrel Enthusiast Lokeal_The_Flame's Avatar
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    Quote Originally Posted by Zites View Post
    Had a few hours to play Eldritch today and I to burned through SP. There are to many hard choices to be good at anything. I found it very difficult to gear.

    This is not like beacon of hope or master mechanic where people were completely off in their assessment. Beacon of hope is a great healer, master Makers is a great multi-class tank seen them both preform well in R10 and mid reap raids r4-7.

    I wish the devs had the same fire for EK as they did for Druid, Fav, Assassin and monk!
    This is like restoring a 67 Corvette and putting a 6 cylinder in it to save on gas, chalk it up to warpriest and move on.
    Try testing again using this gear if you are doing an Eldritch Knight Pale master splash, make sure to invest as much as you can into your strength stat and spend 31 points into your palemaster tree and 49 points into your Eldritch Knight tree.

    Coat Of Van Richten
    Legendary Precision Lenses
    Legendary Mighty Stormreach Guardian's Helm
    Legendary Rose Quartz Sigil Stone
    Legendary Curse Keeper
    Cloak Of The Mimic (28)
    Legendary Festering Mummy Wraps
    Legendary Ring Of Nightfall
    Gauntlets Of The Stormreaver
    Azure Guard
    Clouded Dreams
    Legendary Black Opal Bracers
    Legendary Cursed Skull
    Soulrazor (Slotted with a full set of city's beacon and The Inevitable Grave)

    Take the epic destiny tree Legendary Dreadnaught and use the necromancy bonuses from the magister tree (2,3 and 4th tiers) to augment it with further necromantic capabilities.

    Then give feedback and see if you can improve it

    Pretty sure that my poor understanding on things like DCs and spell scaling might lead to an improvement on said build if such were overcome.

    Also, get a meridian fragment, like some of the items above you will need to ask a dev on Lamannia for help in acquiring such.

  17. #17
    Community Member Domince's Avatar
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    [QUOTE=Lokeal_The_Flame;6156009]I don't like reaper mode, never have, and likely never will...... and that's where I say you are being a hypocrite as not everything should cater to your love of reaper :P

    I play generally low reaper when i am doing past lives and havent done high reaper in a while, i still run elite and hard generally for repeating quest, you say I am being a hypocrite when it comes to bias even though i said that your proposed changes should take into consideration all difficultys, this does not mean that whatever you are proposing HAS to work in reaper, but atleast consider how it might perform there but also how it could perform in elite or hard.

  18. #18
    Squirrel Enthusiast Lokeal_The_Flame's Avatar
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    [QUOTE=MrTrolol;6156022]
    Quote Originally Posted by Lokeal_The_Flame View Post
    I don't like reaper mode, never have, and likely never will...... and that's where I say you are being a hypocrite as not everything should cater to your love of reaper :P

    I play generally low reaper when i am doing past lives and havent done high reaper in a while, i still run elite and hard generally for repeating quest, you say I am being a hypocrite when it comes to bias even though i said that your proposed changes should take into consideration all difficultys, this does not mean that whatever you are proposing HAS to work in reaper, but atleast consider how it might perform there but also how it could perform in elite or hard.
    No, I am saying you are being a hypocrite because you advocate while bashing the advocacies of others simply because it does not suit your playstyle rather than such being because such would be overpowered or simply underpowered no matter how such could be utilized. The thing is, normality and individuality are one and the same to an extent, your playstyle and my playstyle are different and that is normal and such normality is obvious and yet you don't hold others to the same expectations that you hold yourself to in that you don't respect playstyles different to your own if said playstyles are too different from your own and in respecting the manifestation of said normality in yourself but not in others you are being hypocritical. Your aversion towards said effects only speaks for your inexperience with them and how their effects can stack with other effects, but I really can't blame you for not wanting to try using them in the way I do as it isn't easy building a character for such but in fact takes hours of work testing gear and screening for non stacking effects and regearing as to try and avoid such just to squeeze in room for an efficient auto-heal function.... yeah totally not something for the undedicated to get into and yet you bash as if you are doing so with some sort of authority on the very topic. Reaper mode is poorly done, someday if it is fixed, effects like vampirism will be unhindered in it (Even more so than it has been recently where they decided that such would always heal you for at least 1 hp per proc even in reaper). :P

    BTW I only considered my artificer build mastered when I got it good enough to handle reaper........ also, I retained efficiency in self heals to an extent even in reaper but only up to reaper 5 can I yet handle with said build.

  19. #19
    Community Member Domince's Avatar
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    [QUOTE=Lokeal_The_Flame;6156032]
    Quote Originally Posted by MrTrolol View Post

    No, I am saying you are being a hypocrite because you advocate while bashing the advocacies of others simply because it does not suit your playstyle rather than such being because such would be overpowered or simply underpowered no matter how such could be utilized. The thing is, normality and individuality are one and the same to an extent, your playstyle and my playstyle are different and that is normal and such normality is obvious and yet you don't hold others to the same expectations that you hold yourself to in that you don't respect playstyles different to your own if said playstyles are too different from your own and in respecting the manifestation of said normality in yourself but not in others you are being hypocritical. Your aversion towards said effects only speaks for your inexperience with them and how their effects can stack with other effects, but I really can't blame you for not wanting to try using them in the way I do as it isn't easy building a character for such but in fact takes hours of work testing gear and screening for non stacking effects and regearing as to try and avoid such just to squeeze in room for an efficient auto-heal function.... yeah totally not something for the undedicated to get into and yet you bash as if you are doing so with some sort of authority on the very topic. Reaper mode is poorly done, someday if it is fixed, effects like vampirism will be unhindered in it (Even more so than it has been recently where they decided that such would always heal you for at least 1 hp per proc even in reaper). :P

    BTW I only considered my artificer build mastered when I got it good enough to handle reaper........ also, I retained efficiency in self heals to an extent even in reaper but only up to reaper 5 can I yet handle with said build.

    You are totally strawmanning me, I was simply saying that vampirism and cursespewing's effects generally dont make that big a of a difference, I have played with both multiple times in and out of reaper and i have seen that they provide me little to no benefeit, like for vampirism. I go in kill mobs in a few hits, i gain maybe 15-20 hp from it all on elite since they die so quickly but they might of hit me for 30-40 damage, I hop into a reaper 1 quest and i see that i might gain 1 every other hit or so but i would take 20-30 damage so the miniscule hp it gives me in the end doesnt prove to be very useful. And no, I havent spent hours attempting to build and design a toon around one little item effect. Now for cursespewing, most items i used are named and generally dont have the effect to begin with, but when i have used a random gen item that indeed does have it, yes the little debuff it provides is nice, it isnt very noticable on though due to mobs dying farely quick regardless of difficulty. Now, I am attempting not disrespect anyones playstyle although that is what you assume. I simply wanted to say that vampirism and cursespewing are probally not the answer to help out EK, yes they might give a bit a of benefeit but I think that flat melee power or PRR and MRR would prove to be more useful overall.

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    Quote Originally Posted by Saekee View Post
    thanks for testing.

    I know the draw is PM but I found myself wondering about monk splashes. Forgetting PM altogether; it is a crummy tree anyway and needs lots of SP to keep it going. Only really good thing is wraith form and that is not worth it right now.

    2 monk for evasion, 2 extra feats. You could even go up to 6 monk and give up on the 18th core but I would not do this.

    Monk fast handwrap attack speed +10% damage (crit profile with this build does not matter; it is all about spell power); henshin elemental words vulnerability (+10% vulnerability to specific element and 2 stacks of Vulnerable) and then maybe use ToEE wraps for further elemental vulnerability (slow stacking of elemental vulnerability--maybe there is a better option out there).

    What do you think?
    I dont know about anyone else, but, as someone who's had a capped 18 wizard / 2 monk EK PM for a couple years now, with Int to hit and damage out of Harper, and having it be my 2nd best melee character I have

    I think you might be on to something with this idea

    My only regret, now that they've added stunning DC bonuses to Finishing Moves, is not being 3 monk for Dark monk to get DC 100 Paralyzes and DC 100 Blinds and DC 100 Sickeness to go with my DC 100 Stunning Fist and Dire Charge.

    I wish to be down with the Sickness. Sadly as of whenever this update goes live, it would mean 1d6 less damage, but that might honestly still be worth the boost of being able to use those abilities.
    Server: Thelanis - Characters Main: Rusttttt, Sepiaaaaa, Amethysttttt - Other Alts: Flameeeee, Siennaaaaa, Rougeeeee, Roseeeee, Wineeeee, Marigolddddd, Zaffreeeee, Wisteriaaaaa, Scarlettttt, Rufousssss, Lilaccccc, Puceeeee, Azureeeee, Orchiddddd, Sinopiaaaaa, Amaranthhhhh, Violettttt, Umberrrrr, Tawnyyyyy, And More! Literally too many for the Signature!

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