Avatar of Grenth Build
ammad2006
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!
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-
needs aura of holy might
OutlawFMA
He already said Aura of Holy might.
CyclonicYoh
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
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
Seems like a pretty solid build IMO.
gunster
I'd advise using daggers over scythes, but other than that, looks pretty good.
-Lotus-
Quote:
Originally Posted by OutlawFMA
He already said Aura of Holy might.
well... It needs more than one copy.
ammad2006
I prefer sythes over daggers cuz of the pbaoe, but ill consider using daggers.
Burst Cancel
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.
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
WTB whirlwind attack
Chthon
Quote:
Originally Posted by Darkside
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
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.
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
Quote:
Originally Posted by Chthon
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
Quote:
Originally Posted by Mr. Undisclosed
WTB whirlwind attack
And Cyclone Axe comes to mind for some reason.
Chthon
Quote:
Originally Posted by The Meth
Quote:
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 )
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
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
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
Quote:
Originally Posted by Chthon
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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 zwei2stein
Balance
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