The ANTI-Build!
Xellos
Quote:
Originally Posted by Sausaletus Rex
It's no longer one use, though. There are ways to recharge it in the middle of a map. I don't know the correct answer to Chuck's question, though.
Doesn't it recharge whenever you enter cinematic?
Ensign
Quote:
Originally Posted by Sausaletus Rex
I don't know the correct answer to Chuck's question, though.
I checked it last BWE. Oath Shot + Res Signet = not a combo.
Res Signet recharges whenever you kill a boss monster, though, just like every other skill on your bar. At least in theory - the fast recharge is still incredibly buggy in my experience.
Peace,
-CxE
Res Signet recharges whenever you kill a boss monster, though, just like every other skill on your bar. At least in theory - the fast recharge is still incredibly buggy in my experience.
Peace,
-CxE
Cyrus the Mighty
Goal is to shut down a monk or other spellcaster.
Attributes: (cost)
Expertise: 12+2 (97)
Marksmanship: 9+2 (48)
Wilderness Survival: 9+1 (48)
Total attribute points used: 193/200
Skills:
1) Oath Shot (elite) - (10,0,20) If Oath Shot hits, all your other skills are recharged. If it misses, all your skills are disabled for 10 seconds. This is an elite skill. (50% miss chance with Expertise attribute of 7 or less)
2) Debilitating Shot - (10,0,5) If Debilitating Shot hits, your target loses 10 energy.
3) Choking Gas - (15,2,24) For 9 seconds, your arrows deal 6 more damage and spread Choking Gas on impact. Choking Gas interrupts foes attempting to cast spells.
4) Pin Down - (15,0,15) If Pin Down hits, your target is crippled for 12 seconds.
5) Frenzy - (5,0,4) For 8 seconds, you attack 33% faster but take double damage.
6) Throw Dirt - (5,1,45) Target touched foe and foes adjacent to your target become blinded for 15 seconds.
7) Whirling Defense - (10,0,60) For 20 seconds, you have 75% chance to block attacks. Whenever you block an arrow this way, adjacent foes take 11 piercing damage.
8) Antidote Signet - (0,2,8) Cleanse yourself of poison, disease and blindness.
Basic goals: Pin down the spellcaster so you won't miss with oath shot. Use choking gas and frenzy to keep the caster interrupted. Throw in debilitating shots when you can for good measure. Throw dirt and Whirling Defense will help to avoid some of the double damage frenzy can give you. Antidote Signet is there because blindess will majorly screw you up and that way you don't have to worry about your monk having time to cure you.
Weaknesses: Double damage always hurts, you might not be able to run frenzy constantly. The 2 second cast time for choking gas might get annoying, but being able to constantly interrupt is very powerful.
Attributes: (cost)
Expertise: 12+2 (97)
Marksmanship: 9+2 (48)
Wilderness Survival: 9+1 (48)
Total attribute points used: 193/200
Skills:
1) Oath Shot (elite) - (10,0,20) If Oath Shot hits, all your other skills are recharged. If it misses, all your skills are disabled for 10 seconds. This is an elite skill. (50% miss chance with Expertise attribute of 7 or less)
2) Debilitating Shot - (10,0,5) If Debilitating Shot hits, your target loses 10 energy.
3) Choking Gas - (15,2,24) For 9 seconds, your arrows deal 6 more damage and spread Choking Gas on impact. Choking Gas interrupts foes attempting to cast spells.
4) Pin Down - (15,0,15) If Pin Down hits, your target is crippled for 12 seconds.
5) Frenzy - (5,0,4) For 8 seconds, you attack 33% faster but take double damage.
6) Throw Dirt - (5,1,45) Target touched foe and foes adjacent to your target become blinded for 15 seconds.
7) Whirling Defense - (10,0,60) For 20 seconds, you have 75% chance to block attacks. Whenever you block an arrow this way, adjacent foes take 11 piercing damage.
8) Antidote Signet - (0,2,8) Cleanse yourself of poison, disease and blindness.
Basic goals: Pin down the spellcaster so you won't miss with oath shot. Use choking gas and frenzy to keep the caster interrupted. Throw in debilitating shots when you can for good measure. Throw dirt and Whirling Defense will help to avoid some of the double damage frenzy can give you. Antidote Signet is there because blindess will majorly screw you up and that way you don't have to worry about your monk having time to cure you.
Weaknesses: Double damage always hurts, you might not be able to run frenzy constantly. The 2 second cast time for choking gas might get annoying, but being able to constantly interrupt is very powerful.
Sausaletus Rex
Whoops. I rather forgot about this thanks to the BWE. I'll try and pick a winner later on.
Quote:
Originally Posted by Tychus
Quote:
Quote:
Originally Posted by Ensign
I checked it last BWE. Oath Shot + Res Signet = not a combo.
Yep, I tested that too. Also, Oath Shot's been "fixed" so that it's no longer tied to Marksmanship. It was a bug that affected a lot of skills that was the culprit there, not a misleading skill description. It was *meant* to work with Expertise it's just that certain skills had their linked attribute replaced by the attribute of the weapon you were wielding. I won't be holding it against anyone for purposes of this little competition, though.
|