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Varsus
11-22-2004, 05:01 AM
Ok so Looking to change some things around. But I have a few questions first.

From play.net:

1110 · Empathic Assault [EMPASSAULT]
Duration: Variable

Type: Attack

Through concentration of will, the Empath becomes capable of focusing his awareness upon his own essence, gaining control over the energies coursing through him, and redirecting the flow until it manifests into a radiant sphere of energy which can be hurl toward opponents.

The successful Empath can infuse the target with his own essence, establishing an initially jarring connection through which he can overcome the natural energy flow of the target.

Training in Spell Aiming is a necessity for the initial bolt attack portion of the spell.

Training in the following lores provide added benefits to Empathic Assault:

Mental Lore, Transformation increases the bolt Damage Factor (DF) of the spell.

Mental Lore, Manipulation increases Casting Strength (CS), starting with +1 at 3 ranks, and reaching its maximum bonus of +13 at 105 ranks.

Mental Lore, Divination decreases the foe's Target Defense (TD) by a maximum of 13.

Mental Lore, Telepathy increases the number of CS attack cycles.



1: what is CS attack cycles?
2: what lore training plan would you use with an empath to get maximum effect out of 1106 and 1110?

3: it says Mental Lore, Transformation increases the bolt Damage Factor (DF) of the spell. but by how much? and does it cap?

Sorry for all the questions, current skills:


(at level 67), your current skill bonuses and ranks (including all modifiers) are:
Skill Name | Current Current
| Bonus Ranks
Armor Use..........................| 130 35
Physical Fitness...................| 144 44
Arcane Symbols.....................| 140 40
Magic Item Use.....................| 140 40
Harness Power......................| 235 135
Elemental Mana Control.............| 50 10
Mental Mana Control................| 140 40
Spirit Mana Control................| 169 69
Mental Lore - Manipulation.........| 200 100
Mental Lore - Transformation.......| 130 35
Perception.........................| 130 35
Climbing...........................| 105 25
Swimming...........................| 105 25
First Aid..........................| 307 207
Trading............................| 169 69

Spell Lists
Major Spirit.......................| 25

Spell Lists
Minor Spirit.......................| 40

Spell Lists
Empath.............................| 70

I plan on upping myself to 75-80 empath spell ranks If I can but am open to what is the "best way"

I am going to drop mental mana control to 10 I think (if its a good idea) and PT to 35.

also thinking about dropping the trading (will have to for that 2x spell aiming I think)

-Varsus

Nieninque
11-22-2004, 05:14 AM
CS attack cycles is the extra hits you can get if you train in lores.

Like the spell has a basic amount of damage it can do, then if you use lores it can get more.

Like with my 635 spell...

The black forest viper twists and coils violently in its death throes, finally going still.
The surroundings advance upon a black forest viper with relentless fury!
CS: +247 - TD: +160 + CvA: +25 + d100: +81 == +193
Warding failed!
A stout, hard branch crashes down from above, right into a black forest viper!
... 33 points of damage!
... 25 points of damage!
Strong blow to back!
The black forest viper is stunned!
... 25 points of damage!
Strong shot to head messes up brain fatally.
The black forest viper twists and coils violently in its death throes, finally going still.
As swiftly as the chaos came to be, it recedes again into the surroundings.
Cast Roundtime 3 Seconds.

Assuming that wasnt a crit kill, without lores, thats all I get. If I train in spiritual lore summoning, I get to summon more of the environment to beat the critters around the head with.

So you would cast...hit...hit...creature stunned...hit...hit some more...etc

Just from the one cast. Without the lores you would just get cast...hit...hit...stunned.

Not very articulately explained, I know, but I hope you get the drift.

Varsus
11-22-2004, 05:25 AM
ok... so if I drop all training in: trading, mana control elemental and mana control mental I get just enough points to put myself at 2x spell aiming.

No extra lores.

Is 100 ranks in Mental Lore Manipulation over kill?

Should I drop some of that and get some of the lores for 1110?

-Varsus

Nakiro
11-22-2004, 05:32 AM
Training in this spell really depends on your level.

Minimum for effectiveness, go with just 5 ranks of telepathy. That'll give you two CS attacks (which occur after the bolt). Later pick up more, about 25 I think, to get the third CS attack.

The other lores really don't affect it that much. Train in 1x Manipulation just for 1106, and 3x FA for it too, and you should be fine.

Varsus
11-22-2004, 01:46 PM
Ok so here is what I can get:

at lvl 67:

Ranks:

35 Armor
35 Physical Training
40 Arcane Symbols
40 Magic Item Use
135 Harness Power
138 Spell Aiming
69 Mana Control: Spiritual
25 Climb
25 Swim
35 Percep
207 First Aid

Lores:
30 Spiritual Lore: Spirit Summoning
65 Mental Lore: Manipulation
25 Mental Lore: Telepathy
30 Mental Lore: Transormation

Spells:
25 Major Spirit
40 Minor Spirit
70 Empath

-Varsus

Varsus
11-22-2004, 02:26 PM
ok so I basically did that training plan, but I have not put in the spirit lore spirit summoning. Is it worth the ranks (i would do 25) for 111?

-Varsus

BigBadBonar
11-22-2004, 02:29 PM
Nah, it only increases the DF marginally, it would bring the DF up .025 with 25 ranks.

Wezas
11-22-2004, 02:33 PM
Am I the only one who thinks that 1110 seems pretty useless?

For a bolt spell - I'd rather spend 1 more mana and use 111 and at least get some flares off of it.

Or, go with the trusty 1106 for pretty much anything with bones.

Axhinde
11-22-2004, 02:57 PM
Originally posted by BigBadBonar
Nah, it only increases the DF marginally, it would bring the DF up .025 with 25 ranks.

Summoning also affects the flares for 111, instead of MOC.

StrayRogue
11-22-2004, 03:01 PM
Get survival, or you won't be able to skin very well.

Drew2
11-22-2004, 03:07 PM
Don't get summoning. Not worth it.

IMO, Transformation isn't worth it either.

At 65, I'm 1x Manipulation and I have 5 ranks of Telepathy. 1110 just isn't worth spending extra lores on. I rarely use it. In invasions, 111 is preferable because of all the flares. Having no Spiritual Summoning training, I can get over a dozen flares off a good hit in an invasion.

If I were you, dump all points into Empath spell ranks other than lores. I have 91 spell ranks at 65. It not only boosts the AS/DS of 1130, it gets my CS way up there.

As Stay mentioned... I have 30 ranks of survival and I skin awesomely. 30 Isn't a magical number or anything... it's just how much I have.

Ah hell. Here you go.

Tayre (at level 65), your current skill bonuses and ranks (including all modifiers) are:
Skill Name | Current Current
| Bonus Ranks
Armor Use..........................| 130 35
Physical Fitness...................| 140 40
Arcane Symbols.....................| 155 55
Magic Item Use.....................| 150 50
Spell Aiming.......................| 234 134
Harness Power......................| 198 98
Spirit Mana Control................| 167 67
Mental Lore - Manipulation.........| 167 67
Mental Lore - Telepathy............| 25 5
Survival...........................| 120 30
Perception.........................| 140 40
Climbing...........................| 120 30
Swimming...........................| 120 30
First Aid..........................| 301 201

Spell Lists
Major Spirit.......................| 25

Spell Lists
Minor Spirit.......................| 40

Spell Lists
Empath.............................| 91

CS is 326. Anything I can't kill with 1106, I can kill with 1110 or 111. I have 1 second RT for Major organ wounds. RT for scars doesn't matter because if you're scar healing, you shouldn't be in a place where RT will endanger you.

I lied. I have no RT for any wounds. I forgot I recently trained.

[Edited on 11-22-2004 by Tayre]

Varsus
11-22-2004, 03:33 PM
here are a few casts of 1110 with my new training plan:

CAST 1:

You are now in an offensive stance.
>You gesture at a stone mastiff.
You hurl a radiant ball of energy at a stone mastiff!
AS: +300 vs DS: +137 with AvD: -11 + d100 roll: +89 = +241
... and hit for 46 points of damage!
Blistering bolt of energy causes the stone mastiff's eyelid to burn to a crisp!
The stone mastiff is stunned!
Success! Establishing a connection with the stone mastiff, your awareness of his physical condition expands as your essence fuses with his own!
Cast Roundtime 3 Seconds.
>
Cast Round Time in effect: Setting stance to guarded.
>
You mentally attempt to locate your implanted essence within the stone mastiff...
CS: +314 - TD: +222 + CvA: +25 + d100: +27 == +144
Warding failed!
You maintain a nearly perfect connection with the stone mastiff, blocking all sensory impulses to self-sustaining functions!
...and cause 39 points of damage!
>
A fierce growl rumbles from the chest of a stone mastiff as he shakes his head to regain his bearings!

>
You mentally attempt to locate your implanted essence within the stone mastiff...
CS: +314 - TD: +220 + CvA: +25 + d100: +80 == +199
Warding failed!
You maintain a nearly perfect connection with the stone mastiff, blocking all sensory impulses to self-sustaining functions!
...and cause 56 points of damage!
>
You mentally attempt to locate your implanted essence within the stone mastiff...
CS: +314 - TD: +218 + CvA: +25 + d100: +8 == +129
Warding failed!
You maintain a modest connection with the stone mastiff and find yourself able to briefly halt his circulatory functions.
...and cause 27 points of damage!
The empathic presence you planted within the stone mastiff exhausts itself.


CAST 2:

You are now in an offensive stance.
>You gesture at a stone mastiff.
You hurl a radiant ball of energy at a stone mastiff!
AS: +300 vs DS: +179 with AvD: -11 + d100 roll: +6 = +116
... and hit for 4 points of damage!
The stone mastiff's shield arm is seriously tanned.
Success! Establishing a connection with the stone mastiff, your awareness of his physical condition expands as your essence fuses with his own!
Cast Roundtime 3 Seconds.
>
Cast Round Time in effect: Setting stance to guarded.
>
You mentally attempt to locate your implanted essence within the stone mastiff...
CS: +314 - TD: +223 + CvA: +25 + d100: +33 == +149
Warding failed!
You maintain a strong connection with the stone mastiff, seizing his circulatory systems and hindering his sensory impulses!
...and cause 34 points of damage!
>
You mentally attempt to locate your implanted essence within the stone mastiff...
CS: +314 - TD: +222 + CvA: +25 + d100: +35 == +152
Warding failed!
You maintain a nearly perfect connection with the stone mastiff, blocking all sensory impulses to self-sustaining functions!
...and cause 39 points of damage!
>
You mentally attempt to locate your implanted essence within the stone mastiff...
CS: +314 - TD: +218 + CvA: +25 + d100: +80 == +201
Warding failed!
You maintain a nearly perfect connection with the stone mastiff, blocking all sensory impulses to self-sustaining functions!
...and cause 55 points of damage!
The empathic presence you planted within the stone mastiff exhausts itself.

CAST 3:

You gesture at a stone mastiff.
You hurl a radiant ball of energy at a stone mastiff!
AS: +300 vs DS: +164 with AvD: -11 + d100 roll: +44 = +169
... and hit for 21 points of damage!
Searing strike to back causes the stone mastiff to grunt in pain.
Success! Establishing a connection with the stone mastiff, your awareness of his physical condition expands as your essence fuses with his own!
Cast Roundtime 3 Seconds.
>
You mentally attempt to locate your implanted essence within the stone mastiff...
CS: +314 - TD: +222 + CvA: +25 + d100: +11 == +128
Warding failed!
You maintain a modest connection with the stone mastiff and find yourself able to briefly halt his circulatory functions.
...and cause 29 points of damage!
>Stance Defensive
You are now in a defensive stance.
>
You mentally attempt to locate your implanted essence within the stone mastiff...
CS: +314 - TD: +217 + CvA: +25 + d100: +61 == +183
Warding failed!
You maintain a nearly perfect connection with the stone mastiff, blocking all sensory impulses to self-sustaining functions!
...and cause 51 points of damage!
The stone mastiff falls to the ground and dies.
The empathic presence you planted within the stone mastiff exhausts itself.


CAST 4:


You are now in an offensive stance.
>You gesture at an Illoke mystic.
You hurl a radiant ball of energy at an Illoke mystic!
AS: +300 vs DS: +160 with AvD: +3 + d100 roll: +43 = +186
... and hit for 36 points of damage!
Precise burst of energy causes the Illoke mystic's neck to blacken and peel.
The Illoke mystic is stunned!
Success! Establishing a connection with the Illoke mystic, your awareness of his physical condition expands as your essence fuses with his own!
Cast Roundtime 3 Seconds.
>
Cast Round Time in effect: Setting stance to guarded.
>
You mentally attempt to locate your implanted essence within the Illoke mystic...
CS: +314 - TD: +237 + CvA: +25 + d100: +46 == +148
Warding failed!
You maintain a nearly perfect connection with the Illoke mystic, blocking all sensory impulses to self-sustaining functions!
...and cause 40 points of damage!
>Stance Defensive
Cast Round Time in effect: Setting stance to guarded.


You mentally attempt to locate your implanted essence within the Illoke mystic...
CS: +314 - TD: +234 + CvA: +25 + d100: +69 == +174
Warding failed!
You maintain a nearly perfect connection with the Illoke mystic, blocking all sensory impulses to self-sustaining functions!
...and cause 46 points of damage!


You mentally attempt to locate your implanted essence within the Illoke mystic...
CS: +314 - TD: +231 + CvA: +25 + d100: +69 == +177
Warding failed!
You maintain a nearly perfect connection with the Illoke mystic, blocking all sensory impulses to self-sustaining functions!
...and cause 47 points of damage!
The empathic presence you planted within the Illoke mystic exhausts itself.


-Varsus

Drew2
11-22-2004, 03:34 PM
Mine looks the exact same, minus a flare.

Oh and my bolt AS is about 60 higher.

Varsus
11-22-2004, 03:36 PM
i have 102 up to start. and do you think it is worth the extra flair for the TP's spent?

-Varsus

Drew2
11-22-2004, 03:40 PM
No, definitely not.

And 102 does not affect Bolt AS.

Don't forget 1109, 1130, 211, 215 all boost that AS.

Wezas
11-22-2004, 03:41 PM
Varsus, could you post a few casts of 111 for comparison sake?

Varsus
11-22-2004, 03:50 PM
ya ill put up all my AS spells, also ill go find something that fire hurts (not stronghold)

-Varsus

ps I do not have the summoning ranks yet, so the 111 will be strait cast. no mods.

Varsus
11-22-2004, 03:58 PM
Cast 1: (three creatures in room)

You gesture at a dybbuk.
You hurl a roaring ball of fire at a dybbuk!
AS: +366 vs DS: +248 with AvD: +44 + d100 roll: +75 = +237
... and hit for 72 points of damage!
Flame sets a dybbuk's head alight like a torch. Burned beyond recognition.
You hear a sound like a weeping child as a white glow separates itself from the dybbuk's body as it rises, disappearing into the heavens.
The dybbuk falls to the ground motionless.
The roaring ball of fire strikes a dybbuk, blossoming into a much larger sphere of flame upon impact.

A burst of flame from your roaring ball of fire flies off and hits a dybbuk.
... 40 points of damage!
Head explodes in flames! Grab some marshmallows.
You hear a sound like a weeping child as a white glow separates itself from the dybbuk's body as it rises, disappearing into the heavens.
The dybbuk falls to the ground motionless.

A burst of flame from your roaring ball of fire flies off and hits a dybbuk.
... 50 points of damage!
Left arm burnt away at elbow. Ointment won't help.
The dybbuk is stunned!
Cast Roundtime 3 Seconds.

Cast 2: (one creature)

You gesture at a dybbuk.
You hurl a roaring ball of fire at a dybbuk!
AS: +366 vs DS: +256 with AvD: +44 + d100 roll: +97 = +251
... and hit for 61 points of damage!
Flames incinerate left leg to the bone. Not a pleasant sight.
The dybbuk is knocked to the ground!
The dybbuk is stunned!
The roaring ball of fire strikes a dybbuk, blossoming into a much larger sphere of flame upon impact.
... 60 points of damage!
Intestines rupture from intense heat; a dybbuk dies a slow, painful death.
You hear a sound like a weeping child as a white glow separates itself from the dybbuk's body as it rises, disappearing into the heavens.
The dybbuk wails in terrifying pain one last time and lies still.


Cast 3:

You gesture at a waern.
You hurl a roaring ball of fire at a waern!
AS: +366 vs DS: +251 with AvD: +59 + d100 roll: +27 = +201
... and hit for 64 points of damage!
Scorching heat shrivels left leg to a useless black mass.
The waern yelps loudly as she collapses to the ground in obvious pain and favors her mangled left hind leg.
The waern is stunned!
The roaring ball of fire strikes a waern, blossoming into a much larger sphere of flame upon impact.
... 60 points of damage!
Flames engulf body. Chest left a smoldering ruin.
You hear a sound like a weeping child as a white glow separates itself from the waern's body as it rises, disappearing into the heavens.
The waern rolls over and dies.
Cast Roundtime 3 Seconds.

Cast 4,5&6:

You gesture at an eidolon.
You hurl a roaring ball of fire at an eidolon!
AS: +366 vs DS: +370 with AvD: +70 + d100 roll: +94 = +160
... and hit for 39 points of damage!
A strong blow bursts the right calf open in a spray of vapor.
New muscle erupts from the middle of the wound, consuming the injured tissue.
The eidolon is stunned!
The roaring ball of fire strikes an eidolon, blossoming into a much larger sphere of flame upon impact.
... 25 points of damage!
Quick strike to the left leg!
The eidolon makes no bones about it.
It is knocked to the ground!
Cast Roundtime 3 Seconds.
>111 ei
*** TypoHelp: Converted "111 ei" to PREP 111 and CAST AT ei

Wait 1 sec.
>
You don't have a spell prepared!
>111 ei
*** TypoHelp: Converted "111 ei" to PREP 111 and CAST AT ei

You utter a light chant and raise your hands, beckoning the lesser spirits to aid you with the Fire Spirit spell...
Your spell is ready.
>
You gesture at an eidolon.
You hurl a roaring ball of fire at an eidolon!
AS: +366 vs DS: +316 with AvD: +70 + d100 roll: +15 = +135
... and hit for 22 points of damage!
Quick strike rips right arm open!
To your dismay it quickly closes on its own.
The roaring ball of fire strikes an eidolon, blossoming into a much larger sphere of flame upon impact.
... 25 points of damage!
Good hit!
Left shoulder is ripped from its socket then wriggles back into place.
Cast Roundtime 3 Seconds.
>111 ei
*** TypoHelp: Converted "111 ei" to PREP 111 and CAST AT ei

You utter a light chant and raise your hands, beckoning the lesser spirits to aid you with the Fire Spirit spell...
Your spell is ready.
>
You gesture at an eidolon.
You hurl a roaring ball of fire at an eidolon!
AS: +366 vs DS: +316 with AvD: +70 + d100 roll: +80 = +200
... and hit for 55 points of damage!
Good hit!
Left shoulder is ripped from its socket then wriggles back into place.
The eidolon is stunned!
The roaring ball of fire strikes an eidolon, blossoming into a much larger sphere of flame upon impact.
... 15 points of damage!
Top of the head momentarily flattened.
Cast Roundtime 3 Seconds.


Cast 7&8:

You gesture at a dybbuk.
You hurl a roaring ball of fire at a dybbuk!
AS: +316 vs DS: +218 with AvD: +44 + d100 roll: +68 = +210
... and hit for 50 points of damage!
Nasty burns to abdomen, a dybbuk shrieks in pain!
The dybbuk is stunned!
The roaring ball of fire strikes a dybbuk, blossoming into a much larger sphere of flame upon impact.
... 50 points of damage!
Flame burns everything but the bones from a dybbuk's left hand.
Cast Roundtime 3 Seconds.
>111 dy
*** TypoHelp: Converted "111 dy" to PREP 111 and CAST AT dy

Wait 1 sec.
>
You don't have a spell prepared!
>111 dy
*** TypoHelp: Converted "111 dy" to PREP 111 and CAST AT dy

You utter a light chant and raise your hands, beckoning the lesser spirits to aid you with the Fire Spirit spell...
Your spell is ready.
>
You gesture at a dybbuk.
You hurl a roaring ball of fire at a dybbuk!
AS: +316 vs DS: +198 with AvD: +44 + d100 roll: +30 = +192
... and hit for 33 points of damage!
Burst of flames to right arm toasts skin to elbows.
The roaring ball of fire strikes a dybbuk, blossoming into a much larger sphere of flame upon impact.
... 40 points of damage!
Fire burns through neck and destroys carotid artery. Painfully bloody way to die.
You hear a sound like a weeping child as a white glow separates itself from the dybbuk's body as it rises, disappearing into the heavens.
The dybbuk falls to the ground motionless.
Cast Roundtime 3 Seconds.


Those were all undead, but the tower is the highest train thing around that I can find that fire hurts, Ill go try harbs if needed.

-Varsus

Wezas
11-22-2004, 04:00 PM
I guess for stone mastiffs - 1110 is the only way to go (unbalance is just..... no words...)

But for anything that can be flambed - 111.

And for anything with bones, like Prytan, - 1106

Varsus
11-22-2004, 04:30 PM
Could someone post some 111 hits who has spirit summoning?

I would like to see the difference between what I am getting, and say someone with 30 + ranks.

-Varsus

Nakiro
11-22-2004, 08:06 PM
You're not getting much out of those ranks, just an increase in the maximum amount of targets that can be hit with the flares. If you drop the ranks and pick up two or three ranks of MOC you'll see pretty much the same benifit.