
HEALING ITEMS
purmanns, medonis, fitschis, monychustasof considerateness, of healing, of baptism, of recovery, of regeneration, of alleluia, of ingenuity, of spiritual superiority, of hypocrisyThere are prefixes and suffixes. Although they don't cover all the healing items, most are covered. I look for combinations of prefixes and suffixes for best results (e.g. purmanns .... of considerateness would give an excellent healing item).
CRITICAL HIT
strike, execution, death, fragmentation, destructionThese items give fairly decent critical attack values for the arena only (critical attack is near useless for dungeons due to the monsters huge resilience). These are good for players who are fairly weak with basic stats (they wouldn't stand any chance against really strong players with the same armour/damage items (talith of heaven set vs. talith of heaven set), however with critical damage it provides that chance). What is a critical hit? Unlike the pre-update critical hit where you do double the damage you would have inflicted, you now double your base damage. i.e. say you deal 300 damage vs. 250 absorption. Pre-update critical would mean 100 damage, however now it's 350 damage. An item like talith pendant of critical strike is a lot better than a talith pendant of heaven, due to a small decrease in armour but an increase in charisma and large increase in critical damage.
EXTRA DAMAGE
brutality, malice, apprenticeship, hell, poison, slaughteringYour dungeon attackers shouldn't be worried about defence at all! They aren't going to be hit so focus solely on attack (high damage/strength/skill and charisma if the possibility is there (base charisma of 160+, lower and you are using it more as a defence which is useless)). The above list is extra damage on items, so a talith .... of malice would be roughly 11 damage instead of 7.
CHARISMA
brightness, courage, honour, diligence, sun, belief, heaven, light, zeindras
NON-CHARISMA DEFENCE
parade, prevention, blocking, fernabasts, total defenceThese are for tankers only. It is up to you if you want a tanker in your party, it is not needed if you have a charisma healer (who only takes 1 hit).
AGILITY
delicateness, fastness, painnot the most useful skill, however it should still be considered for the arena and tankers.Don't forget talith items, just search liths.
MERCENARIEST
Tankers: if you want to go with this strategy you should look for very high strength/agility/charisma and health should be fairly good, doesn't have to be amazingly high.Attackers: You are looking for extremely high strength/skill. If you also get an attacker with high base charisma (ideally 175+) the other 2 attributes can be significantly lower. Nothing else should be considered.Healers: You are looking for extremely high intelligence (as close to 200 as possible or even higher). However if you get a healer with very high charisma as well, this is best. i.e. 175 charisma/140 intelligence is better than 100 charisma/200 intelligence. The reason behind this is that intelligence doesn't provide a huge amount of healing so you don't lose much. With 175 charisma, all that is needed is 2 items that have both charisma and healing to nullify double hit. This brings the total healing sacrifice to around 150-200, but consider that each hit of the bosses go well over 1000 damage.
STRATEGY FOR KITTING OUT MERCENARIES
Tankers: threat/block/hardening/charisma (only to as high as what you're fighting (300 ish)/strength/agility. Also equip your tanker with a good weapon (that deals damage) instead of a 30-40 damage weapon. This will help raise his threat and make him a bit more useful too.Attackers: fill strength and skill, also fill charisma if the option is there (base of 160+). While filling them, make sure you get as much damage as possible. Critical attack is useless due to the huge resilience of dungeon monstersHealers: healing/critical healing (nice and easy . If the option is there (base charisma of around 170+), which you should try to get, go for a defensive level of charisma using only 1 or 2 items (1 charisma item around +50% charisma or 2 items around 25% with healing). A defensive level of charisma is charisma equal to your opponents, 250 for ancient temple boss.
For Lower level players levels 20 trough 40
Although you won't have items such at taliths/purmanns etc, most of the "suffixes" should still be there. As for the "prefixes" you are looking for items such as bacias, Rayols, zeindras, urothiens (type "thiens" because of he accented o), beasthammer weapons, adendathiel weapons. Examples of good "suffixes" you should look for are of delicateness, of brightness, of assassination etc. From around level 30 charisma starts to dramatically increase in importance for the arena, by my level it is by faaaaaar the most important skill, vital for the arena.
Thanks to 'Chent1962" level 77 uk server # 3 Gladiatus.com for this valuable info.
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