Avatar of Grenth Build

ammad2006

Banned

Join Date: Aug 2008

How is this Avatar of Grenth build I made up due to the update?

Avatar of Grenth
Eternal Aura
Eremites Attack
Mystic Sweep
Protectors Strike
Heart of Fury
Save Yourselfs
Other skill such as Great Dwarf Armor, Sunspear Rez Sig, Aura of Holy Might, or anything else.

Use with a vamp sytche and armor with radiant/survivors mixed and matched.
THis build adds 23 life stealing per strike, and you can spam the attack skills cuz of their low recharge times. You use the chain, attack twice, and repeat.

Im debating wheter its better to run /ele to get conjure frost. You get extra damage, but lose both warrior skills.

All feedback will be appreciated!

-Lotus-

Jungle Guide

Join Date: May 2008

needs aura of holy might

OutlawFMA

OutlawFMA

Frost Gate Guardian

Join Date: Jul 2008

Alabama

Legends Of The Lost Souls (LOLS)

E/

He already said Aura of Holy might.

CyclonicYoh

Academy Page

Join Date: Apr 2008

given that you steal health regardless, attacking faster, via daggers or a sword might be a good option. Warrior also merits PBAoE as whirwind or cyclone axe may be a better choice than a scythe as it triggers on all hits.

Sirius-NZ

Sirius-NZ

Wilds Pathfinder

Join Date: Oct 2007

Bellevue, WA (I know ... but I moved out of NZ)

Xen of Onslaught

D/

Not sure how well it'll deal damage - I don't hear of a lot of dervishes using non-derv weapons (it's usually the other way around) - but that could produce some good results.

Xx Da Best Xx

Xx Da Best Xx

Frost Gate Guardian

Join Date: May 2008

LA

Seems like a pretty solid build IMO.

gunster

Krytan Explorer

Join Date: Jan 2008

Guardians of the Star [STAR]

W/E

I'd advise using daggers over scythes, but other than that, looks pretty good.

-Lotus-

Jungle Guide

Join Date: May 2008

Quote:
Originally Posted by OutlawFMA View Post
He already said Aura of Holy might. well... It needs more than one copy.

ammad2006

Banned

Join Date: Aug 2008

I prefer sythes over daggers cuz of the pbaoe, but ill consider using daggers.

Burst Cancel

Burst Cancel

Desert Nomad

Join Date: Dec 2006

Domain of Broken Game Mechanics

Daggers is a waste of time. I realize that people are trying to shoehorn their shiny new Grenth into as many builds as possible, but realize that there's still nothing better for general dagger DPS than MBDS.

Grenth looks better than Mel/Lyssa for HM PvE now, but I probably still wouldn't take it over WS or Reaper's.

Mr. Undisclosed

Mr. Undisclosed

I phail

Join Date: Mar 2007

Phailville

D/

WTB whirlwind attack

Chthon

Grotto Attendant

Join Date: Apr 2007

Quote:
Originally Posted by Darkside View Post
FYI You'll get a lot more damage using Aura of Holy Might over conjure frost.
Are you sure about that?

If we assume a customized max damage scythe, 14 scythe mastery, no critical hits (since they're partially monster-level-dependent, and that's obnoxious to control for), enough stat points for 8 water magic, and a lux/kurz rank of 5, then we get:

Average Damage v. Monster Armor 60:
Aura of Holy Might: ((9 + 41) / 2) * 1.2 * (2^((89 - 60) / 40)) ~= 50
Conjure Frost: (((9 + 41) / 2) * 1.2 * (2^((64 - 60) / 40))) + 13 ~= 45

Average Damage v. Monster Armor 80:
Aura of Holy Might: ((9 + 41) / 2) * 1.2 * (2^((89 - 80) / 40)) ~= 35
Conjure Frost: (((9 + 41) / 2) * 1.2 * (2^((64 - 80) / 40))) + 13 ~= 36

Average Damage v. Monster Armor 100:
Aura of Holy Might: ((9 + 41) / 2) * 1.2 * (2^((89 - 100) / 40)) = ~25
Conjure Frost: (((9 + 41) / 2) * 1.2 * (2^((64 - 100) / 40))) + 13 ~= 29

And frost continues to gain as monster armor increases.

The Meth

The Meth

Desert Nomad

Join Date: Jan 2007

R/

Holy damage won't have to deal with special elemental resists (rangers, eles, half the enemies in shiverpeaks), will double vs undead, and requires no specific secondary or attribute points. Remember that critical hits also will improve AoHM scythe damage more then conjure frost damage, and we have a winner there. Not counting crits is kind of a big thing when were dealing with scythes, though I don't feel like going through the calculations.

Enemy levels higher then you don't influence your critical rate btw (or if they do its nigh negligable), I tested that a while back over about 500 hits. Had something like a 17% critical rate with 12 in the attribute, which is right in the middle of the 3! different critical %rates listed on guildwiki. This was against a level 26 enemy.

Darkside

Darkside

Krytan Explorer

Join Date: Dec 2006

Chantry of Secrets

[Angl]

D/

Quote:
Originally Posted by Chthon View Post
Are you sure about that?

If we assume a customized max damage scythe, 14 scythe mastery, no critical hits (since they're partially monster-level-dependent, and that's obnoxious to control for), enough stat points for 8 water magic, and a lux/kurz rank of 5, then we get:

Average Damage v. Monster Armor 60:
Aura of Holy Might: ((9 + 41) / 2) * 1.2 * (2^((89 - 60) / 40)) ~= 50
Conjure Frost: (((9 + 41) / 2) * 1.2 * (2^((64 - 60) / 40))) + 13 ~= 45

Average Damage v. Monster Armor 80:
Aura of Holy Might: ((9 + 41) / 2) * 1.2 * (2^((89 - 80) / 40)) ~= 35
Conjure Frost: (((9 + 41) / 2) * 1.2 * (2^((64 - 80) / 40))) + 13 ~= 36

Average Damage v. Monster Armor 100:
Aura of Holy Might: ((9 + 41) / 2) * 1.2 * (2^((89 - 100) / 40)) = ~25
Conjure Frost: (((9 + 41) / 2) * 1.2 * (2^((64 - 100) / 40))) + 13 ~= 29

And frost continues to gain as monster armor increases. \

Have you actually done tests or have you just done the math wrong? I've done tests and Aura of Holy Might wins hands down. A small bonus in damage of 10ish points doesn't even compare to Aura of Holy Might.

zwei2stein

zwei2stein

Grotto Attendant

Join Date: Jun 2006

Europe

The German Order [GER]

N/

Quote:
Originally Posted by Mr. Undisclosed View Post
WTB whirlwind attack And Cyclone Axe comes to mind for some reason.

The Meth

The Meth

Desert Nomad

Join Date: Jan 2007

R/

Quote:
Originally Posted by Darkside
View Post
\

Have you actually done tests or have you just done the math wrong? I've done tests and Aura of Holy Might wins hands down. A small bonus in damage of 10ish points doesn't even compare to Aura of Holy Might. He also forgot +15% from weapon inscriptions. Since I'm more awake today I'll give you my full calculation:

Base weapon damage is 9-41. At 14 scythe mastery the armor bypassing bonus over 60 armor is 4, translating into about a 7% damage increase making the base weapon damage at 14 scythe mastery without criticals 9.63-43.87. A critical will do 43.97 * 1.41 = 61.86 damage. Assuming a critical rate of 20% (which is consistent with what I have personally tested), we have an average damage per hit without modifications of (43.87+9.63)/2 * .8 + 61.86 * .2 = 33.77 damage on average. Assuming +20% and +15% mods, we get 46.6 damage per hit on average including mods (not vampiric though, it wont shift the calculations either way) and criticals.

Now, against 60 armor we have
conjure frost at 8 water magic : 46.6 + 13 = 59.6 damage
AoHM at 1 faction rank, 43% increase: 46.6 * 1.43 = 66.6 damage
AoHM at 5 faction rank, 54% increase: 46.6 * 1.54 = 71.8 damage
AoHM at 10 faction rank,74% increase: 46.6 * 1.74 = 81.1 damage

Against 80 armor:
Conjure frost: 46 damage
AoHM @ 1 : 47.2 damage
AoHM @ 5 : 50.9 damage
AoHM @ 10: 57.5 damage

Against 100 armor:
Conjure frost: 36.3 damage
AoHM @ 1: 33.3 damage
AoHM @ 5: 35.9 damage
AoHM @ 10: 40.55 damage


So overall even when you have only r1 in a faction title you should be using AoHM. Out of everything you face the only ones that are going to have 100 or more against holy damage are going to be warriors and paragons, everything else in PvE will be 90ish or lower. Conjure frost on the other hand has to deal with higher armor's on ele's, ranger's, and random enemies with special resists. Not to mention AoHM takes no attributes, takes no secondary, and has some decent AoE damage ontop of it. On the other hand, it does use up a PvE skill slot.

Chthon

Grotto Attendant

Join Date: Apr 2007

Quote:
Originally Posted by The Meth View Post
He also forgot +15% from weapon inscriptions
That I did.
Quote:
Assuming a critical rate of 20% That is wrong. I can't seem to find a valid link to SonOfRah's old article with the formula, but the long and short of it is that critical chance scales linearly with the attacker-defender level difference.

So, being assed to do it again without criticals (same assumptions as last post):

Monster 60
AOHM: 57
Frost: 50

Monster 80
AOHM: 40
Frost: 39

Monster 100
AOHM: 29
Frost: 31

At this point I go, "hmmm... so what exactly is the average base armor for HM monsters?" I *think* that most of them aren't sitting up there over 100 (though some sure are), so I'm going to reverse myself here: AOHM looks better than frost, if marginally so.

FoxBat

Furnace Stoker

Join Date: Apr 2006

Amazon Basin [AB]

Mo/Me

Monster level affects armor-respecting damage too, and it also affects your critical rate. This is really what kills eles in hard mode, not the armor per say.

Pocketmancer

Pocketmancer

Frost Gate Guardian

Join Date: May 2005

I ran a build similar to this but with [[Wild Blow] since that attack always causes a critical hit. Pretty reliable as a healing skill ironically...

The Meth

The Meth

Desert Nomad

Join Date: Jan 2007

R/

Quote:
Originally Posted by Chthon View Post
That is wrong. I can't seem to find a valid link to SonOfRah's old article with the formula, but the long and short of it is that critical chance scales linearly with the attacker-defender level difference.
I highly doubt that. As I said, I tested over 500 hits just a few weeks ago against a lvl 26 and came up with a critical rate of a bit over 17%. At an attribute of 12, guildwiki simultaneously lists 15%, 17%, and 19% as the critical rates. I'm well within that range. Until you find another test I am inclined to assume that whoever tested noticed that critical rates are higher vs lower level monsters and extrapolated that they are lower vs higher level monsters, which need not be true. In any case, it sure can't be linear when you are fighting beyond your level, that would lead to a very, very small chance of criticals. Either that or I am incredibly lucky at getting criticals (and somehow I doubt that )

I did do some tests which might suggest that having a higher armor itself might lower critical chance, but got busy in RL and never continued. I can try to find the old post and the data if you are interested. If I recall correctly there was like a 4 or 5% difference between 100AL and 60AL armors in GToB over about 500 hits on the 60 AL and 1000 hits on the 100 AL.

Quote:
Originally Posted by FoxBat View Post
Monster level affects armor-respecting damage too, and it also affects your critical rate. Your characters level affects damage, not enemies level. Only armor matters on an enemy. Every character level your caster effectively negates 3 armor more on the enemy (thats why level 20 caster = full damage on 60 armor). Critical rate does go up on lower level enemies, but I do not believe it goes down on higher level enemies.

FoxBat

Furnace Stoker

Join Date: Apr 2006

Amazon Basin [AB]

Mo/Me

Tried out in a scrim and it's true; level of the defender doesn't matter (aside from crits?). Shocking!

The thing is, even normal mode lvl 26-28-30s seem to take less damage from things. Is that simply because armor rating near always scales with monster level?

The Meth

The Meth

Desert Nomad

Join Date: Jan 2007

R/

Yeah, high level casters usually have about 65-70 armor, though it can get up to around 80ish armor in a few cases. The other classes gain armor similarly. Expect armor affected damage to be about 10-30% less against all high level enemies and in HM. Also remember they can have some differing armor vs specific types depending on their race. Skeletons for example have +20 vs slashing and -20 vs blunt. Destroyers, according to wiki, have a host of special resists: -20 vs cold, +20 or more vs fire, an average of +20 armor overall, and their warriors don't have +20 vs physical.

I'm pretty sure the armor isn't directly related to level, I would guess its just up to the discretion of whomever made the monster. If an enemy is supposed to be hard they just up the armor a bit.

The Meth

The Meth

Desert Nomad

Join Date: Jan 2007

R/

I've heard that and its true for hero armor, but at best its only a rough guess IMO for monsters. Even if they do follow it there are just so many specific exceptions that its just not that helpful.

Did you know Destroyers of Earth (lvl 28 Warriors) have about 5 less armor then the level 28 caster destroyers? Destroyers of bone, another level 28 warrior, has only 20 armor more then casters. The other two level 28 warriors then have about 35 armor more then the casters. So warrior destroyers at level 28 can have armor anywhere in about a 40 range.

Dragon moss's, a level 26 caster in HM, have about 70 armor. Using the +3 per level rule, they should have 78.

Fire imps right outside LA have exactly 60 armor at level 24.

Monster armor on the whole is really erratic.
Quote:
Originally Posted by zwei2stein View Post
Balance