Mercenary
04-22-2005, 04:29 PM
My primary Build which i plan to use.
Class: Warrior / Monk
Assumed items:
+1 to Strength
+3 to Swordsmanship
Attributes: (cost)
Strength: 10+1 (61)
Swordsmanship: 11+3 (77)
Healing Prayers: 10 (61)
Total attribute points used: 199/200
Skills:
1) Galrath Slash - (8a,0,0) This attack strikes for +35 damage if it hits.
2) Sever Artery - (4a,0,0) If this attack hits, the opponent begins bleeding for 22 seconds, losing health over time.
3) Gash - (7a,0,0) If this attack hits a bleeding foe, you strike for 9 more damage and that foe suffers a deep wound, lowering that foe's maximum health by 20% for 18 seconds.
4) Final Thrust - (10a,0,0) Lose all adrenaline. If Final Thrust hits, you deal 35 more damage. This damage is doubled if your target was below 50% health.
5) Power Attack - (5,0,4) If this attack hits, you strike for +25 damage.
6) Sprint - (5,0,20) For 13 seconds, you move 25% faster.
7) Healing Breeze - (10,1,2) For 10 seconds, target ally gains health regeneration of 7.
8 ) Restore Life - (10,8,0) Touch the body of a fallen party member. Target party member is returned to life with 42% health and 74% energy.
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Also here is an UBER tank that i think it would be fun to try out. The only problem is the limited energy. And yes i do realize that it deals NO damage wutsoever. Its just funny to whatch people get mad when ur the only one left on your team in tombs or gladiators.
Class: Warrior / Monk
Assumed items:
+2 to Tactics
Attributes: (cost)
Strength: 1 (1)
Tactics: 10+2 (61)
Healing Prayers: 10 (61)
Protection Prayers: 11 (77)
Total attribute points used: 200/200
Skills:
1) Bonetti's Defense (availability) - (10,0,60) For 10 seconds, you have a 75% chance to block incoming melee attacks. You gain 5 energy for each successful parry. Bonetti's Defense ends if you use a skill.
2) Disciplined Stance (availability) - (10,0,60) For 10 seconds, you have a 75% chance to block attacks and have +24 armor, but you cannot gain adrenaline. Disciplined Stance ends if you use an adrenal skill.
3) Healing Breeze (availability) - (10,1,2) For 10 seconds, target ally gains health regeneration of 7.
4) Shielding Hands (availability) - (5,1,25) For 10 seconds, damage received by target ally is reduced by 14.
5) Reversal of Fortune (availability) - (5,1,2) The next time target ally would take damage, that ally gains that amount of health instead, maximum 63.
6) Life Bond (availability) - (10+,2,0) While you maintain this enchantment, whenever target other ally takes physical damage, half the damage is redirected to you. The damage you receive this way is reduced by 23 points.
7) Vital Blessing (availability) - (10+,2,0) While you maintain this enchantment, target ally has +157 maximum health.
8 ) Mark of Protection (availability) (elite) - (15,1,45) For 10 seconds, whenever target ally would take damage, that ally is healed for that amount instead, maximum 45. All your Protection Prayers are disabled for 10 seconds. This is an elite skill.
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Just for some PvE fun here is a beast master build. THESE ARE THE COOLEST THINGS EVER!
Class: Ranger / Necromancer
Assumed items:
+4 to Beast Mastery
Attributes: (cost)
Expertise: 3 (6)
Beast Mastery: 12+4 (97)
Death Magic: 12 (97)
Total attribute points used: 200/200
Skills:
1) Comfort Animal - (10,1,1) You heal your animal companion for 109 health. If your companion is dead, it is resurrected with 61% health and all your skills are disabled for 8 seconds.
2) Charm Animal - (10,10,0) Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped.
3) Ferocious Strike - (5,0,8 ) Your animal companion attempts a ferocious strike that deals +29 damage. If that attack hits, you gain adrenaline and 11 energy.
4) Call of Haste - (10,0,25) For 30 seconds, your animal companions have 25% faster attack speed and move 33% faster than normal.
5) Blood of the Master - (10,1,5) Sacrifice 10% max health. All adjacent undead allies are healed for 99.
6) Animate Bone Fiend - (25,3,5) Exploit nearest target corpse to animate a level 14 Bone Fiend. Bone Fiends can attack at range.
7) Animate Bone Horror - (15,3,5) Exploit nearest corpse to animate a level 14 Bone Horror.
8 ) Animate Bone Minions - (25,3,5) Exploit nearest corpse to animate two level 10 Bone Minions.
also has anyone charmed a bear?
===============================================
Here is a very decent water ele. It is capable of dealing medeocre amounts of damage quickly. Personally i think its worth a test. Also the monk is only for rez otherwise this is all out ele.
Class: Elementalist / Monk
Assumed items:
+1 to Energy Storage
+4 to Water Magic
Attributes: (cost)
Energy Storage: 12+1 (97)
Water Magic: 12+4 (97)
Healing Prayers: 3 (6)
Total attribute points used: 200/200
Skills:
1) Water Trident (elite) - (5,1,3) Send out a water trident at target foe. Water Trident strikes for 69 cold damage if it hits. If it hits a moving foe, that foe is knocked down. This is an elite skill.
2) Glyph of Lesser Energy - (5,1,30) Your next spell cost 15 less energy to cast.
3) Deep Freeze - (25,3,15) You cause a deep freeze at target foe's location. All foes near this location are struck for 90 cold damage. For 10 seconds, all foes move 50% slower than normal.
4) Frozen Burst - (15,3/4,30) Foes adjacent to you are struck for 84 cold damage and are slowed for 12 seconds.
5) Shard Storm - (10,1,10) This projectile strikes for 69 damage and slows the target's movement for 6 seconds.
6) Ice Spikes - (15,2,15) Target and nearby foes are struck for 84 cold damage and are slowed for 6 seconds.
7) Water Attunement - (10,2,60) For 61 seconds, you are attuned to water. You gain 30% of the energy cost of the spell each time you use Water Magic.
8 ) Resurrect - (10,8,0) Resurrect target party member.
Also i really need an answer for this. Is it possible to gain + to an attribute from a sword or sheild? if so then wuts the maximum it can add?
Class: Warrior / Monk
Assumed items:
+1 to Strength
+3 to Swordsmanship
Attributes: (cost)
Strength: 10+1 (61)
Swordsmanship: 11+3 (77)
Healing Prayers: 10 (61)
Total attribute points used: 199/200
Skills:
1) Galrath Slash - (8a,0,0) This attack strikes for +35 damage if it hits.
2) Sever Artery - (4a,0,0) If this attack hits, the opponent begins bleeding for 22 seconds, losing health over time.
3) Gash - (7a,0,0) If this attack hits a bleeding foe, you strike for 9 more damage and that foe suffers a deep wound, lowering that foe's maximum health by 20% for 18 seconds.
4) Final Thrust - (10a,0,0) Lose all adrenaline. If Final Thrust hits, you deal 35 more damage. This damage is doubled if your target was below 50% health.
5) Power Attack - (5,0,4) If this attack hits, you strike for +25 damage.
6) Sprint - (5,0,20) For 13 seconds, you move 25% faster.
7) Healing Breeze - (10,1,2) For 10 seconds, target ally gains health regeneration of 7.
8 ) Restore Life - (10,8,0) Touch the body of a fallen party member. Target party member is returned to life with 42% health and 74% energy.
===============================================
Also here is an UBER tank that i think it would be fun to try out. The only problem is the limited energy. And yes i do realize that it deals NO damage wutsoever. Its just funny to whatch people get mad when ur the only one left on your team in tombs or gladiators.
Class: Warrior / Monk
Assumed items:
+2 to Tactics
Attributes: (cost)
Strength: 1 (1)
Tactics: 10+2 (61)
Healing Prayers: 10 (61)
Protection Prayers: 11 (77)
Total attribute points used: 200/200
Skills:
1) Bonetti's Defense (availability) - (10,0,60) For 10 seconds, you have a 75% chance to block incoming melee attacks. You gain 5 energy for each successful parry. Bonetti's Defense ends if you use a skill.
2) Disciplined Stance (availability) - (10,0,60) For 10 seconds, you have a 75% chance to block attacks and have +24 armor, but you cannot gain adrenaline. Disciplined Stance ends if you use an adrenal skill.
3) Healing Breeze (availability) - (10,1,2) For 10 seconds, target ally gains health regeneration of 7.
4) Shielding Hands (availability) - (5,1,25) For 10 seconds, damage received by target ally is reduced by 14.
5) Reversal of Fortune (availability) - (5,1,2) The next time target ally would take damage, that ally gains that amount of health instead, maximum 63.
6) Life Bond (availability) - (10+,2,0) While you maintain this enchantment, whenever target other ally takes physical damage, half the damage is redirected to you. The damage you receive this way is reduced by 23 points.
7) Vital Blessing (availability) - (10+,2,0) While you maintain this enchantment, target ally has +157 maximum health.
8 ) Mark of Protection (availability) (elite) - (15,1,45) For 10 seconds, whenever target ally would take damage, that ally is healed for that amount instead, maximum 45. All your Protection Prayers are disabled for 10 seconds. This is an elite skill.
===============================================
Just for some PvE fun here is a beast master build. THESE ARE THE COOLEST THINGS EVER!
Class: Ranger / Necromancer
Assumed items:
+4 to Beast Mastery
Attributes: (cost)
Expertise: 3 (6)
Beast Mastery: 12+4 (97)
Death Magic: 12 (97)
Total attribute points used: 200/200
Skills:
1) Comfort Animal - (10,1,1) You heal your animal companion for 109 health. If your companion is dead, it is resurrected with 61% health and all your skills are disabled for 8 seconds.
2) Charm Animal - (10,10,0) Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped.
3) Ferocious Strike - (5,0,8 ) Your animal companion attempts a ferocious strike that deals +29 damage. If that attack hits, you gain adrenaline and 11 energy.
4) Call of Haste - (10,0,25) For 30 seconds, your animal companions have 25% faster attack speed and move 33% faster than normal.
5) Blood of the Master - (10,1,5) Sacrifice 10% max health. All adjacent undead allies are healed for 99.
6) Animate Bone Fiend - (25,3,5) Exploit nearest target corpse to animate a level 14 Bone Fiend. Bone Fiends can attack at range.
7) Animate Bone Horror - (15,3,5) Exploit nearest corpse to animate a level 14 Bone Horror.
8 ) Animate Bone Minions - (25,3,5) Exploit nearest corpse to animate two level 10 Bone Minions.
also has anyone charmed a bear?
===============================================
Here is a very decent water ele. It is capable of dealing medeocre amounts of damage quickly. Personally i think its worth a test. Also the monk is only for rez otherwise this is all out ele.
Class: Elementalist / Monk
Assumed items:
+1 to Energy Storage
+4 to Water Magic
Attributes: (cost)
Energy Storage: 12+1 (97)
Water Magic: 12+4 (97)
Healing Prayers: 3 (6)
Total attribute points used: 200/200
Skills:
1) Water Trident (elite) - (5,1,3) Send out a water trident at target foe. Water Trident strikes for 69 cold damage if it hits. If it hits a moving foe, that foe is knocked down. This is an elite skill.
2) Glyph of Lesser Energy - (5,1,30) Your next spell cost 15 less energy to cast.
3) Deep Freeze - (25,3,15) You cause a deep freeze at target foe's location. All foes near this location are struck for 90 cold damage. For 10 seconds, all foes move 50% slower than normal.
4) Frozen Burst - (15,3/4,30) Foes adjacent to you are struck for 84 cold damage and are slowed for 12 seconds.
5) Shard Storm - (10,1,10) This projectile strikes for 69 damage and slows the target's movement for 6 seconds.
6) Ice Spikes - (15,2,15) Target and nearby foes are struck for 84 cold damage and are slowed for 6 seconds.
7) Water Attunement - (10,2,60) For 61 seconds, you are attuned to water. You gain 30% of the energy cost of the spell each time you use Water Magic.
8 ) Resurrect - (10,8,0) Resurrect target party member.
Also i really need an answer for this. Is it possible to gain + to an attribute from a sword or sheild? if so then wuts the maximum it can add?