View Full Version : Ranged/Caster Ranger Build
Hulkein
01-04-2010, 08:12 PM
How would this build look for a spiking/open ranged Ranger?
----
Armor - 40 ranks
Ranged - 202 ranks
Combat Man- 101 ranks
Ambush - 202
PT- 50
Dodging- 101
Arcane Sym- 10
MIU - 10
Harness Pow- 101
Spirit summoning - 64
Climbing - 30
Swimming - 50
Perception - 202
Hiding - 89
20 ranks of minor spirit
96 ranks of ranger circle
----
I cut out 130 purposefully for the TPs.
- How will my defense be? Do I need brawling to be viable defensively or will the ranged ranks be enough for me to hunt when I have a bow in my hand?
- Is the Ambush too much of a TP sink? Should I 1x it instead?
- Too much CM?
- Not enough dodging?
My main goal would to be a spike/635 ranger but I want to be viable with a bow and arrow as well. Any critique is welcome.
Durgrimst
01-04-2010, 08:27 PM
Armor Use..........................| 120 30
Combat Maneuvers...................| 201 101
Ranged Weapons.....................| 302 202
Ambush.............................| 201 101
Multi Opponent Combat..............| 25 5
Physical Fitness...................| 201 101
Dodging............................| 201 101
Arcane Symbols.....................| 171 71
Magic Item Use.....................| 171 71
Harness Power......................| 201 101
Spirit Mana Control................| 120 30
Spiritual Lore - Summoning.........| 165 65
Perception.........................| 302 202
Climbing...........................| 102 24
Swimming...........................| 201 101
Spell Lists
Minor Spirit.......................| 30
Spell Lists
Ranger.............................| 71
Mtenda
01-04-2010, 08:28 PM
I can't give you too much advice on a build like this as I've only played this type of ranger as high as level 30. Droit is probably the best person to talk to. Also, check these threads out if you haven't already.
http://forum.gsplayers.com/showthread.php?t=40782
http://forum.gsplayers.com/showthread.php?t=40981
droit
01-04-2010, 08:38 PM
I'd drop the hiding and drop ambush to 1.5x or 1x. Funnel those points into more ranger spells. Your DS will be fine with 2x ranged and perception. I assume you're in chainmail? I'd recommend getting up to 60 armor ranks for double chain for arm coverage. Of course, once you're there you might as well go to 70 for aug chain.
I'd say getting to 125 ranger spells should be your first priority. Summoning lore and armor use next, then PF to 1x. After that, more spells.
Hulkein
01-04-2010, 09:16 PM
I knew I'd get the "drop the hiding" advice. I know it doesn't make much sense but I just enjoy being able to move around silently once in a while.
Is it unheard of to stop at 120?
droit
01-04-2010, 09:38 PM
I knew I'd get the "drop the hiding" advice. I know it doesn't make much sense but I just enjoy being able to move around silently once in a while.
Fair enough. I don't know if you need all those ranks, though.
Is it unheard of to stop at 120?
Unheard of? Well, there have only been 3 casting rangers I've ever heard of, so I can't say there's much precedent. I'd call 120 ranger spells vastly underpowered, though. At that level, I suspect you'd still be primarily an archer. Nothing wrong with that, though; archery itself is brokenly powerful. Still, you could do better.
Fair enough. I don't know if you need all those ranks, though.
Unheard of? Well, there have only been 3 casting rangers I've ever heard of, so I can't say there's much precedent. I'd call 120 ranger spells vastly underpowered, though. At that level, I suspect you'd still be primarily an archer. Nothing wrong with that, though; archery itself is brokenly powerful. Still, you could do better.
I think he means the 20th spell of MnS, as opposed to getting fog.
droit
01-04-2010, 10:54 PM
Oh, whoops.
120 is okay as far as viability goes. 130 is incredibly convenient (I'd never give it up), but the big thing is that with 202 perception and call lightning, you're able to take care of almost all of your own boxes--no disarm skill necessary. The extra 10 MnS ranks also net you +5 DS. You can do without 130 for now since points are tight, but I'd seriously consider it down the line.
AMUSED1
01-04-2010, 11:47 PM
I'm with Droit here, drop hiding completely until post-cap fun.
Hulkein
01-05-2010, 04:48 PM
Ok ok I'll drop the hiding. Droit, I'm currently hunting OTF and Rift with 96 ranger ranks and not under powered at all.
droit
01-05-2010, 05:16 PM
Ok ok I'll drop the hiding. Droit, I'm currently hunting OTF and Rift with 96 ranger ranks and not under powered at all.
Ithzir smush easy, that's for sure. Post some shots of 616 in action in the Rift? I'm curious. Include all the ones from a certain hunt, not just the good ones. ;)
Hulkein
01-05-2010, 08:18 PM
This is from my last hunting trip. I picked four encounters in a row without looking for successful ones so they're all ordinary. The final one is 635 in action which is an amazingly helpful spell. For bandit bounties it's great because it forces them out of hiding. But I digress.
---------
>Hovering inches above the ground, a glistening cerebralite floats in, its eyes flaring wide as it takes in its surroundings.
>Suddenly, the shadows cloaking the area in darkness fray into nothing, releasing the light like a prisoner freed from a dank cell.
>l[The Rift]
Mountains surround you, stretching high into the bright green sky. Before you, towering at least thirty feet into the air, is a giant snake. It has been impaled on a pike, blood trickling down the pole and seeping into the grain of the wood. The tip of its tail still twitches, as if its death were a recent happening. You also see a glistening cerebralite.
Obvious paths: southwest
>spike cereVoodoo 'spike cere' to 'PREPARE 616', 'CAST AT cere'.
You gesture while summoning the spirits of nature to aid you with the Spike Thorn spell...
Your spell is ready.
>You gesture at a glistening cerebralite.
Dozens of long thorns suddenly grow out from the ground underneath a glistening cerebralite! Several of the thorns jab into the cerebralite!
... hits for 20 points of damage!
... 25 points of damage!
The glistening cerebralite is stunned!
... hits for 40 points of damage!
... 30 points of damage!
... hits for 22 points of damage!
... 30 points of damage!
Cast Roundtime 3 Seconds.
(Forcing stance down to guarded)
>spike cereVoodoo 'spike cere' to 'PREPARE 616', 'CAST AT cere'.
The air crackles with potent energy!
You feel the magic alien to you slipping away...
>You gesture while summoning the spirits of nature to aid you with the Spike Thorn spell...
Your spell is ready.
>You gesture at a glistening cerebralite.
Dozens of long thorns suddenly grow out from the ground underneath a glistening cerebralite! Several of the thorns jab into the cerebralite!
... hits for 39 points of damage!
... 30 points of damage!
... hits for 23 points of damage!
... 35 points of damage!
... hits for 37 points of damage!
... 25 points of damage!
Cast Roundtime 3 Seconds.
>spike cereVoodoo 'spike cere' to 'PREPARE 616', 'CAST AT cere'.
You gesture while summoning the spirits of nature to aid you with the Spike Thorn spell...
Your spell is ready.
>You gesture at a glistening cerebralite.
Dozens of long thorns suddenly grow out from the ground underneath a glistening cerebralite! Several of the thorns jab into the cerebralite!
... hits for 26 points of damage!
A translucent shell appears around the cerebralite, absorbing most of the blow.
... 15 points of damage!
... hits for 21 points of damage!
An intangible ripple of pure energy courses through the air as the cerebralite's pupils widen a final time, its eyes clouding over as it dies.
The brilliant aura fades away from a glistening cerebralite.
The brilliant luminescence fades from around a glistening cerebralite.
A shadow seems to detach itself from a glistening cerebralite, swiftly dissipating into the air.
The bright luminescence fades from around a glistening cerebralite.
Cast Roundtime 3 Seconds.
>search cereYou search the glistening cerebralite.
It didn't carry any silver.
It had a petrified aivren egg on it!
Interesting, it carried some acantha leaf on it.
It had nothing else of value.
The glistening cerebralite disintegrates into a festering puddle of viscous fluid.
---
>sw[The Rift]
The ground beneath you is white, strangely grainy and light. Tunnels lead off to the northeast and southwest, winding erratically through the odd earth. Walls made of a hard, transparent material close about you, distorting the images beyond them. Looking carefully, it almost seems that a small human sits just beyond the glass, staring at you with great interest.
Obvious paths: northeast, southwest
>sw[The Rift]
A stone basin sits in the center of the castle courtyard. Standing within it is a man, badly wounded, up to his knees in blood. The crimson liquid pours from his cuts, trickling into the pool with a happy sound reminiscent of a burbling fountain. He holds his hands above his head, as if bound by an invisible cord, although his face registers no emotion at all. You also see a fallen crusader and some silver coins.
Obvious exits: northeast, west
>spike crusVoodoo 'spike crus' to 'PREPARE 616', 'CAST AT crus'.
You gesture while summoning the spirits of nature to aid you with the Spike Thorn spell...
Your spell is ready.
>You gesture at a fallen crusader.
Dozens of long thorns suddenly grow out from the ground underneath a fallen crusader! Several of the thorns jab into the crusader!
... hits for 21 points of damage!
... 35 points of damage!
Painful attack flays the leg from thigh to calf.
New skin lies, snakelike, beneath the old.
... hits for 10 points of damage!
... 30 points of damage!
Strong assault amputates the leg at the knee.
It floats in the air a moment before drifting back into place!
It is knocked to the ground!
... hits for 30 points of damage!
... 35 points of damage!
Vicious blow to neck might have been fatal a few centuries ago.
... hits for 18 points of damage!
... 25 points of damage!
Attack whistles right through the chest!
It's like fighting fog!
Cast Roundtime 3 Seconds.
>l[The Rift]
A stone basin sits in the center of the castle courtyard. Standing within it is a man, badly wounded, up to his knees in blood. The crimson liquid pours from his cuts, trickling into the pool with a happy sound reminiscent of a burbling fountain. He holds his hands above his head, as if bound by an invisible cord, although his face registers no emotion at all. You also see a fallen crusader that is lying down and some silver coins.
Obvious exits: northeast, west
>A fallen crusader's flesh wounds regenerate quickly.
A fallen crusader stands up with a grunt.
>spike crusVoodoo 'spike crus' to 'PREPARE 616', 'CAST AT crus'.
You gesture while summoning the spirits of nature to aid you with the Spike Thorn spell...
Your spell is ready.
>search crusYou gesture at a fallen crusader.
Dozens of long thorns suddenly grow out from the ground underneath a fallen crusader! Several of the thorns jab into the crusader!
... hits for 17 points of damage!
... 30 points of damage!
Strong assault amputates the leg at the knee.
It floats in the air a moment before drifting back into place!
It is knocked to the ground!
... hits for 27 points of damage!
... 35 points of damage!
Body swirls violently from a strong hit to the back.
Neat effect!
... hits for 20 points of damage!
... 35 points of damage!
Strong smash to the right hand!
The fallen crusader quails and sinks momentarily as its right hand reforms before your eyes.
Cast Roundtime 3 Seconds.
>Geez! It's still alive! Not a good time for that.
>l[The Rift]
A stone basin sits in the center of the castle courtyard. Standing within it is a man, badly wounded, up to his knees in blood. The crimson liquid pours from his cuts, trickling into the pool with a happy sound reminiscent of a burbling fountain. He holds his hands above his head, as if bound by an invisible cord, although his face registers no emotion at all. You also see a fallen crusader that is lying down and some silver coins.
Obvious exits: northeast, west
>search crussearch crusGeez! It's still alive! Not a good time for that.
>Geez! It's still alive! Not a good time for that.
>spike crusVoodoo 'spike crus' to 'PREPARE 616', 'CAST AT crus'.
search crusYou gesture while summoning the spirits of nature to aid you with the Spike Thorn spell...
Your spell is ready.
>You gesture at a fallen crusader.
Dozens of long thorns suddenly grow out from the ground underneath a fallen crusader! Several of the thorns jab into the crusader!
... hits for 33 points of damage!
The fallen crusader clutches at the air as her incorporeal form begins to dissipate.
The very powerful look leaves a fallen crusader.
The white light leaves a fallen crusader.
The dull golden nimbus fades from around a fallen crusader.
The warm glow fades from around a fallen crusader.
The deep blue glow leaves a fallen crusader.
The powerful look leaves a fallen crusader.
The dully illuminated mantle protecting a fallen crusader begins to falter, then completely fades away.
Cast Roundtime 3 Seconds.
>You search the fallen crusader.
You discard the crusader's useless equipment.
She had 540 silvers on her.
You gather the remaining 661 coins.
Roundtime: 1 sec.
She had nothing else of value.
The fallen crusader disappears abruptly with a flash of green mist.
---
>se[The Rift]
Black sand dunes stretch out to infinity. No plants grow from the ebon ground, and you can hear no small animals or insects going about their business nearby. In the distance, a triangular shape moves along the ground, breaking the surface of the sand and winding its way towards you before disappearing beneath the surface once again. You also see an enormous rift crawler.
Obvious exits: east, southwest, northwest
>spike crawVoodoo 'spike craw' to 'PREPARE 616', 'CAST AT craw'.
You gesture while summoning the spirits of nature to aid you with the Spike Thorn spell...
Your spell is ready.
>You gesture at an enormous rift crawler.
Dozens of long thorns suddenly grow out from the ground underneath an enormous rift crawler! Several of the thorns jab into the crawler!
... hits for 21 points of damage!
... 25 points of damage!
The rift crawler is stunned!
... hits for 15 points of damage!
... 20 points of damage!
... hits for 14 points of damage!
... 20 points of damage!
Cast Roundtime 3 Seconds.
>An enormous rift crawler shakes off the stun.
>spike crawVoodoo 'spike craw' to 'PREPARE 616', 'CAST AT craw'.
You gesture while summoning the spirits of nature to aid you with the Spike Thorn spell...
Your spell is ready.
>You gesture at an enormous rift crawler.
Dozens of long thorns suddenly grow out from the ground underneath an enormous rift crawler! Several of the thorns jab into the crawler!
... hits for 15 points of damage!
... 20 points of damage!
... hits for 9 points of damage!
... 20 points of damage!
Cast Roundtime 3 Seconds.
>spike crawVoodoo 'spike craw' to 'PREPARE 616', 'CAST AT craw'.
You gesture while summoning the spirits of nature to aid you with the Spike Thorn spell...
Your spell is ready.
>You gesture at an enormous rift crawler.
Dozens of long thorns suddenly grow out from the ground underneath an enormous rift crawler! One of the thorns jabs into the crawler!
... hits for 15 points of damage!
... 5 points of damage!
Cast Roundtime 3 Seconds.
>spike crawVoodoo 'spike craw' to 'PREPARE 616', 'CAST AT craw'.
You gesture while summoning the spirits of nature to aid you with the Spike Thorn spell...
Your spell is ready.
>You gesture at an enormous rift crawler.
Dozens of long thorns suddenly grow out from the ground underneath an enormous rift crawler! Several of the thorns jab into the crawler!
... hits for 35 points of damage!
... 20 points of damage!
... hits for 9 points of damage!
... 30 points of damage!
The rift crawler is stunned!
Cast Roundtime 3 Seconds.
>An enormous rift crawler shakes off the stun.
>spike crawVoodoo 'spike craw' to 'PREPARE 616', 'CAST AT craw'.
You gesture while summoning the spirits of nature to aid you with the Spike Thorn spell...
Your spell is ready.
>You gesture at an enormous rift crawler.
Dozens of long thorns suddenly grow out from the ground underneath an enormous rift crawler! Several of the thorns jab into the crawler!
... hits for 20 points of damage!
... 10 points of damage!
... hits for 11 points of damage!
... 20 points of damage!
Cast Roundtime 3 Seconds.
>l[The Rift]
Black sand dunes stretch out to infinity. No plants grow from the ebon ground, and you can hear no small animals or insects going about their business nearby. In the distance, a triangular shape moves along the ground, breaking the surface of the sand and winding its way towards you before disappearing beneath the surface once again. You also see an enormous rift crawler.
Obvious exits: east, southwest, northwest
>spike crawVoodoo 'spike craw' to 'PREPARE 616', 'CAST AT craw'.
You gesture while summoning the spirits of nature to aid you with the Spike Thorn spell...
Your spell is ready.
>You gesture at an enormous rift crawler.
Dozens of long thorns suddenly grow out from the ground underneath an enormous rift crawler! Several of the thorns jab into the crawler!
... hits for 30 points of damage!
... 20 points of damage!
As the rift crawler dies, the beast's massive body curls in on itself, convulses once, and stills.
Cast Roundtime 3 Seconds.
>search crawA fallen crusader shimmers into existence, accompanied by a rasping hollow moan!
>You search the rift crawler.
It didn't carry any silver.
It had a shard of oblivion quartz on it!
Interesting, it carried a golden wand on it.
It had nothing else of value.
The rift crawler's translucent outer husk melts away, its smoky inner core disappearing in greyed ribbons on the air.
>spike crusVoodoo 'spike crus' to 'PREPARE 616', 'CAST AT crus'.
You gesture while summoning the spirits of nature to aid you with the Spike Thorn spell...
Your spell is ready.
>You gesture at a fallen crusader.
Dozens of long thorns suddenly grow out from the ground underneath a fallen crusader! Several of the thorns jab into the crusader!
... hits for 34 points of damage!
... 35 points of damage!
Painful attack flays the leg from thigh to calf.
New skin lies, snakelike, beneath the old.
... hits for 26 points of damage!
... 35 points of damage!
Painful attack flays the leg from thigh to calf.
New skin lies, snakelike, beneath the old.
The crusader is knocked to the ground!
Cast Roundtime 3 Seconds.
>l[The Rift]
Black sand dunes stretch out to infinity. No plants grow from the ebon ground, and you can hear no small animals or insects going about their business nearby. In the distance, a triangular shape moves along the ground, breaking the surface of the sand and winding its way towards you before disappearing beneath the surface once again. You also see a golden wand, a shard of oblivion quartz and a fallen crusader that is lying down.
Obvious exits: east, southwest, northwest
>spike crusVoodoo 'spike crus' to 'PREPARE 616', 'CAST AT crus'.
You gesture while summoning the spirits of nature to aid you with the Spike Thorn spell...
Your spell is ready.
>search crusYou gesture at a fallen crusader.
Dozens of long thorns suddenly grow out from the ground underneath a fallen crusader! Several of the thorns jab into the crusader!
... hits for 39 points of damage!
... 30 points of damage!
Strong strike splits the belly open, revealing ghostly organs.
Haggis anyone?
... hits for 12 points of damage!
... 30 points of damage!
Hard strike shatters arm into vapor.
The arm reforms before your eyes!
... hits for 24 points of damage!
... 35 points of damage!
Brutal assault cuts a swath through the torso!
Fortunately for the fallen crusader, it doesn't need lungs.
The fallen crusader clutches at the air as her incorporeal form begins to dissipate.
The very powerful look leaves a fallen crusader.
The white light leaves a fallen crusader.
The dull golden nimbus fades from around a fallen crusader.
The warm glow fades from around a fallen crusader.
The deep blue glow leaves a fallen crusader.
The powerful look leaves a fallen crusader.
The dully illuminated mantle protecting a fallen crusader begins to falter, then completely fades away.
Cast Roundtime 3 Seconds.
>You search the fallen crusader.
You discard the crusader's useless equipment.
She carried a badly damaged mithril coffer on her!
The fallen crusader disappears abruptly with a flash of green mist.
---
>l[The Rift]
The surroundings are harsh, dusty and dry. Strange plants with spines like thick sewing needles cover the ground, their pads oddly segmented and waxy. The air is unbearably hot, stealing all moisture from your body and driving all thoughts from your mind. You also see an enormous rift crawler, the disk and a glistening cerebralite that appears stunned.
Obvious exits: northeast, southeast
>635Voodoo '635' to 'PREPARE 635', 'CAST'.
Wait 1 sec.
>You don't have a spell prepared!
>635Voodoo '635' to 'PREPARE 635', 'CAST'.
You gesture while summoning the spirits of nature to aid you with the Nature's Fury spell...
Your spell is ready.
>You gesture.
You close your eyes in a moment of intense concentration, channeling the pure natural power of your surroundings. As you continue to gather the energy, a low thrumming resounds through the area. Suddenly, a multitude of sharp pieces of debris splinter off from underfoot, savagely assailing everything around you!
The surroundings advance upon an enormous rift crawler with relentless fury!
CS: +431 - TD: +324 + CvA: +25 + d100: +50 == +182
Warding failed!
One of the large, pointed slivers of hard debris hits an enormous rift crawler!
... 31 points of damage!
... 30 points of damage!
The rift crawler is stunned!
... 25 points of damage!
... 20 points of damage!
Blow to neck tears tissue.
The surroundings advance upon a glistening cerebralite with relentless fury!
CS: +431 - TD: +361 + CvA: +25 + d100: +87 == +182
Warding failed!
A glistening cerebralite is struck by a sharp piece of hard debris!
... 31 points of damage!
A translucent shell appears around the cerebralite, absorbing most of the blow.
... 5 points of damage!
A translucent shell appears around the cerebralite, absorbing most of the blow.
... 15 points of damage!
A translucent shell appears around the cerebralite, absorbing most of the blow.
... 15 points of damage!
A translucent shell appears around the cerebralite, absorbing most of the blow.
... 5 points of damage!
Blow grazes right arm lightly.
As swiftly as the chaos came to be, it recedes again into the surroundings.
Cast Roundtime 3 Seconds.
>l[The Rift]
The surroundings are harsh, dusty and dry. Strange plants with spines like thick sewing needles cover the ground, their pads oddly segmented and waxy. The air is unbearably hot, stealing all moisture from your body and driving all thoughts from your mind. You also see an enormous rift crawler that appears stunned, the disk and a glistening cerebralite that appears stunned.
Obvious exits: northeast, southeast
>635Voodoo '635' to 'PREPARE 635', 'CAST'.
You gesture while summoning the spirits of nature to aid you with the Nature's Fury spell...
Your spell is ready.
>You gesture.
You close your eyes in a moment of intense concentration, channeling the pure natural power of your surroundings. As you continue to gather the energy, a low thrumming resounds through the area. Suddenly, a multitude of sharp pieces of debris splinter off from underfoot, savagely assailing everything around you!
The surroundings advance upon an enormous rift crawler with relentless fury!
CS: +431 - TD: +324 + CvA: +25 + d100: +39 == +171
Warding failed!
One of the large, pointed slivers of hard debris hits an enormous rift crawler!
... 29 points of damage!
... 15 points of damage!
Glancing strike to the head!
... 25 points of damage!
Strike connects with shoulder blade!
... 25 points of damage!
... 15 points of damage!
The surroundings advance upon a glistening cerebralite with relentless fury!
CS: +431 - TD: +361 + CvA: +25 + d100: +99 == +194
Warding failed!
One of the large, pointed slivers of hard debris hits a glistening cerebralite!
... 33 points of damage!
... 20 points of damage!
Strike pierces forearm!
... 30 points of damage!
Incredible shot to the eye penetrates deep into skull!
An intangible ripple of pure energy courses through the air as the cerebralite's pupils widen a final time, its eyes clouding over as it dies.
The brilliant aura fades away from a glistening cerebralite.
The brilliant luminescence fades from around a glistening cerebralite.
A shadow seems to detach itself from a glistening cerebralite, swiftly dissipating into the air.
The bright luminescence fades from around a glistening cerebralite.
The dim aura fades from around a glistening cerebralite.
The silvery luminescence fades from around a glistening cerebralite.
As swiftly as the chaos came to be, it recedes again into the surroundings.
Cast Roundtime 3 Seconds.
>l[The Rift]
The surroundings are harsh, dusty and dry. Strange plants with spines like thick sewing needles cover the ground, their pads oddly segmented and waxy. The air is unbearably hot, stealing all moisture from your body and driving all thoughts from your mind. You also see an enormous rift crawler that appears stunned, the disk and a glistening cerebralite that appears dead.
Obvious exits: northeast, southeast
>An enormous rift crawler shakes off the stun.
>search cereYou search the glistening cerebralite.
It had 130 silvers on it.
You gather the remaining 130 coins.
It had a fiery ruby talon on it!
It had nothing else of value.
The glistening cerebralite disintegrates into a festering puddle of viscous fluid.
>spike crawVoodoo 'spike craw' to 'PREPARE 616', 'CAST AT craw'.
You gesture while summoning the spirits of nature to aid you with the Spike Thorn spell...
Your spell is ready.
>You gesture at an enormous rift crawler.
For some reason, you feel extremely lucky.
Dozens of long thorns suddenly grow out from the ground underneath an enormous rift crawler! Several of the thorns jab into the crawler!
... hits for 33 points of damage!
... 40 points of damage!
The rift crawler is stunned!
... hits for 35 points of damage!
... 30 points of damage!
... hits for 20 points of damage!
... 40 points of damage!
As the rift crawler dies, the beast's massive body curls in on itself, convulses once, and stills.
droit
01-06-2010, 12:15 PM
Honestly, that's better than I expected but those are still like-level creatures. How does it do in the scatter with siphons and liches? I'm interested in the dynamic between spell ranks and uphunting penalty.
I stick with 120, if you're in voln especially it's not needed. I'll get 125 eventually, but 130 is a luxury.
Mtenda
01-06-2010, 04:00 PM
I stick with 120, if you're in voln especially it's not needed. I'll get 125 eventually, but 130 is a luxury.
Agreed. You could also use some of the saved mental points for trading and have the town locksmith open your boxes.
droit
01-06-2010, 04:01 PM
Here's some more motivation to train further in the ranger circle:
>e
[The Rift, Scatter]
Frost coats an enormous pile of candlesticks and service ware that has been fused together in the middle of the room. Reaching out of the floor is a bleached skeletal hand, clutching a warped, silver serving tray. You also see a murky soul siphon, a glistening cerebralite, a murky soul siphon, a murky soul siphon and a glistening cerebralite.
Obvious exits: southeast, northwest
>inc 635
You gesture while summoning the spirits of nature to aid you with the Nature's Fury spell...
Your spell is ready.
You gesture at a murky soul siphon.
You close your eyes in a moment of intense concentration, channeling the pure natural power of your surroundings. As you continue to gather the energy, a low thrumming resounds through the area. Suddenly, a multitude of sharp pieces of debris splinter off from underfoot, savagely assailing everything around you!
The surroundings advance upon a murky soul siphon with relentless fury!
CS: +483 - TD: +354 + CvA: +25 + d100: +62 == +216
Warding failed!
One of the large, pointed slivers of hard debris hits a murky soul siphon!
loot
... 38 points of damage!
... 30 points of damage!
The soul siphon twitches and writhes spasmodically before collapsing to the floor.
The bright luminescence fades from around a murky soul siphon.
The brilliant luminescence fades from around a murky soul siphon.
A murky soul siphon glances around, looking a bit less confident.
The surroundings advance upon a glistening cerebralite with relentless fury!
CS: +483 - TD: +361 + CvA: +25 + d100: +59 == +206
Warding failed!
A cluster of hard debris collides with a glistening cerebralite!
... 36 points of damage!
... 35 points of damage!
The glistening cerebralite is stunned!
... 25 points of damage!
Strong blow to left arm breaks it!
loot
... 30 points of damage!
Hard blow to temple scrambles brain!
An intangible ripple of pure energy courses through the air as the cerebralite's pupils widen a final time, its eyes clouding over as it dies.
The brilliant luminescence fades from around a glistening cerebralite.
A shadow seems to detach itself from a glistening cerebralite, swiftly dissipating into the air.
The bright luminescence fades from around a glistening cerebralite.
The silvery luminescence fades from around a glistening cerebralite.
The dim aura fades from around a glistening cerebralite.
The surroundings advance upon a murky soul siphon with relentless fury!
CS: +483 - TD: +368 + CvA: +25 + d100: +30 == +170
Warding failed!
One of the large, pointed slivers of hard debris hits a murky soul siphon!
... 29 points of damage!
... 10 points of damage!
Strike pierces thigh!
It is knocked to the ground!
... 10 points of damage!
Strike pierces thigh!
... 15 points of damage!
The soul siphon is stunned!
... 20 points of damage!
Good blow to chest!
The surroundings advance upon a murky soul siphon with relentless fury!
CS: +483 - TD: +359 + CvA: +25 + d100: +9 == +158
Warding failed!
One of the large, pointed slivers of hard debris hits a murky soul siphon!
... 26 points of damage!
... 15 points of damage!
Well aimed shot, punctures upper arm!
The soul siphon twitches and writhes spasmodically before collapsing to the floor.
The bright luminescence fades from around a murky soul siphon.
The brilliant luminescence fades from around a murky soul siphon.
A murky soul siphon glances around, looking a bit less confident.
The glowing specks of energy surrounding a murky soul siphon suddenly shoot off in all directions, then quickly fade away.
The silvery luminescence fades from around a murky soul siphon.
The surroundings advance upon a glistening cerebralite with relentless fury!
CS: +483 - TD: +361 + CvA: +25 + d100: +27 == +174
Warding failed!
One of the large, pointed slivers of hard debris hits a glistening cerebralite!
... 29 points of damage!
... 15 points of damage!
Well aimed shot, punctures upper arm!
The glistening cerebralite is stunned!
... 15 points of damage!
... 25 points of damage!
Elbow punctured, oh what pain!
... 20 points of damage!
Good blow to head!
As swiftly as the chaos came to be, it recedes again into the surroundings.
Cast Roundtime 3 Seconds.
(Forcing stance down to guarded)
You search the soul siphon.
It carried a badly damaged steel trunk on it!
The ruddy pink flesh of the soul siphon bubbles and boils away into an acrid smoke.
You search the soul siphon.
It didn't carry any silver.
It had an uncut emerald on it!
It had nothing else of value.
The ruddy pink flesh of the soul siphon bubbles and boils away into an acrid smoke.
>
You search the glistening cerebralite.
It carried an acid-pitted brass chest on it!
The glistening cerebralite disintegrates into a festering puddle of viscous fluid.
>l
[The Rift, Scatter]
Frost coats an enormous pile of candlesticks and service ware that has been fused together in the middle of the room. Reaching out of the floor is a bleached skeletal hand, clutching a warped, silver serving tray. You also see an acid-pitted brass chest, an uncut emerald, a badly damaged steel trunk, a murky soul siphon that appears stunned and a glistening cerebralite that appears stunned.
Obvious exits: southeast, northwest
You are now targeting a glistening cerebralite.
>You're now aiming at the right eye of your target when using a ranged weapon, or while ambushing.
>
You remove a single wooden arrow from a bundle of wooden arrows.
>
You are now in an offensive stance.
>
You nock a wooden arrow in your ruic longbow.
A translucent shell appears around the cerebralite, absorbing most of the blow.
You fire a wooden arrow at a glistening cerebralite!
AS: +498 vs DS: +303 with AvD: +23 + d100 roll: +24 = +242
... and hit for 75 points of damage!
Incredible shot to the eye penetrates deep into skull!
An intangible ripple of pure energy courses through the air as the cerebralite's pupils widen a final time, its eyes clouding over as it dies.
The brilliant luminescence fades from around a glistening cerebralite.
A shadow seems to detach itself from a glistening cerebralite, swiftly dissipating into the air.
The bright luminescence fades from around a glistening cerebralite.
The dim aura fades from around a glistening cerebralite.
The silvery luminescence fades from around a glistening cerebralite.
Misty crimson tendrils fade from a glistening cerebralite.
The scintillating red light surrounding the arrow fades some.
The wooden arrow sticks in a glistening cerebralite's right eye!
Roundtime: 3 sec.
>incant 616
You gesture while summoning the spirits of nature to aid you with the Spike Thorn spell...
Your spell is ready.
You gesture at a murky soul siphon.
Dozens of long thorns suddenly grow out from the ground underneath a murky soul siphon! Several of the thorns jab into the siphon!
... hits for 20 points of damage!
... 35 points of damage!
Awesome shot shatters spine and punctures lung!
... hits for 17 points of damage!
... 30 points of damage!
Well aimed strike shatters bone in left arm!
... hits for 21 points of damage!
... 40 points of damage!
Strike pierces temple and kills foe instantly!
The soul siphon twitches and writhes spasmodically before collapsing to the floor.
The bright luminescence fades from around a murky soul siphon.
The brilliant luminescence fades from around a murky soul siphon.
A murky soul siphon glances around, looking a bit less confident.
The glowing specks of energy surrounding a murky soul siphon suddenly shoot off in all directions, then quickly fade away.
The silvery luminescence fades from around a murky soul siphon.
Cast Roundtime 3 Seconds.
You search the soul siphon.
It had 613 silvers on it.
You gather the remaining 613 coins.
It had nothing else of value.
The ruddy pink flesh of the soul siphon bubbles and boils away into an acrid smoke.
>You search the glistening cerebralite.
It had a wooden arrow.
It didn't carry any silver.
Interesting, it carried a twisted wand on it.
It had nothing else of value.
The glistening cerebralite disintegrates into a festering puddle of viscous fluid.
EDIT: Those siphons must have been hit by something before to have died so easily. I hadn't noticed. I'll try to get a clip of 635 on some fresh ones.
Hulkein
01-06-2010, 05:07 PM
Honestly, that's better than I expected but those are still like-level creatures. How does it do in the scatter with siphons and liches? I'm interested in the dynamic between spell ranks and uphunting penalty.
Where is the scatter? If it's not on Tsoran I don't know it, heh.
droit
01-06-2010, 05:30 PM
Find the fissure on plane four and push it twice to open it. Same getting out.
Hulkein
01-12-2010, 07:02 PM
Here's what I went with:
(at level 100), your current skill bonuses and ranks (including all modifiers) are:
Skill Name | Current Current
| Bonus Ranks
Armor Use..........................| 120 30
Combat Maneuvers...................| 190 90
Ranged Weapons.....................| 302 202
Ambush.............................| 201 101
Physical Fitness...................| 201 101
Dodging............................| 201 101
Arcane Symbols.....................| 50 10
Magic Item Use.....................| 50 10
Harness Power......................| 230 130
Spiritual Lore - Summoning.........| 160 60
Perception.........................| 302 202
Climbing...........................| 120 30
Swimming...........................| 150 50
Spell Lists
Minor Spirit.......................| 30
Spell Lists
Ranger.............................| 110
---
Droit, or anyone else who is in the know, what do you think? Where should I try to improve first?
Stunseed
01-12-2010, 07:11 PM
< Where should I try to improve first? >
If it were me, I'd start working AS/MIU. Small statue duration, larger use of spellburst, along with the use of scrolls. You're obviously magically built, but if you wanted a physical skill to work on, I'd suggest armor use to either wear a REAL set of armor, and if you decide to keep with Brig, you can overtrain and get benefits.
droit
01-12-2010, 07:11 PM
Looks good. If it were me, I'd try to get into augmented chain (70 ranks) first. If that's not in your plan, I'd probably work on rounding out your tertiaries. I'd recommend an extra 10-25 swimming ranks for Nelemar, maybe get your climbing up to 50 if you decide to do the Rift, and get AS and MIU up to about 25-30 each. Having a little survival is often convenient, too.
Getting the last 41 ranks of lore out of the way is a nice, medium sized goal that will feel good once you're done. Also, see how your ranged AS works for you and invest in ambush if you think you need it.
Really, though, I think spells are the way to go if you can muster the motivation.
Hulkein
01-12-2010, 07:39 PM
Why up those tertiary ranks? I get into the Temple and Rift fine. I guess my climbing could be better for getting out of the rift (up the thread) with boxes on me, heh.
When do you stop training in spells? Ever?
droit
01-12-2010, 08:01 PM
Getting off the Scatter can be dangerous if encumbered or injured because you have to go through plane 5. As an archer/caster, you don't have a good way to deal with puncture-immune vaespilons.
The extra swimming ranks I recommended for Nelemar aren't so much for getting in and out of the temple, but for defense against the drowning maneuver tritons will use against you on the second floor. I found that moving from 50 to 75 ranks pretty much negated the chance of drowning.
Regarding spells, I'm an advocate of 201 total ranks. The more we find out about the ranger circle, the more I've realized how awesome overtraining ranger spells is. It's worth it just for the fact that both the maneuver defense of 618 and the offense of 616 are uncapped.
DarkSorc
03-12-2010, 09:02 AM
This is mostly aimed towards Droit but anyone with some advice is welcome. What do you think about trying to go Pure Caster at 80 trains, the normal weapon builds are boring me.
faloon
03-12-2010, 10:54 AM
If you do a search you will see a few threads where Droit has gone over that in great detail.
DarkSorc
03-12-2010, 11:35 AM
I have read mostly everything in this thread, most of it has to do with capped characters, I was just asking if anyone had success lately with the weedmage builds at the 80ish train range, from what I have read it seems like it would do fine, but I would rather talk to the people who have done it before using a fixskills. My apologies if I am missing something, it has been a while since I have played and/or been on these forums.
BriarFox
03-12-2010, 11:48 AM
The short of it is that you cannot do it effectively. A pure build for a ranger requires an extraordinary number of TPs, especially once you get into doubling ranger ranks at 34 MTPs each.
DarkSorc
03-12-2010, 11:51 AM
Thank you for the response Briar. Sticking to ranged for now.
Yeah enjoy weapon hunting as a ranger until you cap, then you can start focusing on becoming a pure. A couple people have tried it before cap but the success has mostly been mixed. Ranged is so overpowered anyway that their isn't much to complain about.
droit
03-12-2010, 03:18 PM
Yeah, it's a really difficult build to do well pre-cap. I'd just focus on pouring your extra TPs into getting ranger spells to a full 1x (which will cost some 2x TPs because of your MnS ranks), then worrying about overtraining later. Still, 1x ranger circle is pretty powerful in later levels because creatures were balanced with the assumption that rangers stop training spells after 650.
Or 640 because 650 is worthless (that's what I did).
Trouble
03-12-2010, 03:38 PM
This is what I had at 96 I think (I pulled it from an old Tsoran Sheet and eventually capped before deactivating):
Armor Use 30 (0.3X)
Ranged Weapons 194 (2.0X)
Brawling 96 (1.0X)
Combat Maneuvers
Physical Fitness 96 (1.0X)
Dodging 96 (1.0X)
Climbing 30 (0.3X)
Swimming 30 (0.3X)
Perception 194 (2.0X)
First Aid 48 (0.5X)
Survival 48 (0.5X)
Arcane Symbols 30 (0.3X)
Magic Item Use 30 (0.3X)
Harness Power 96 (1.0X)
Spirit Mana Control 30 (0.3X)
Spell Research 136 (1.4X)
Minor Spirit 40 (0.4X)
Ranger 96 (1.0X)
Spiritual Lore 30 (0.3X)
Summoning 30 (0.3X)
I think I actually had enough armor training for brig but I didn't always wear it. If I planned on exclusively spike-hunting I'd usually wear DL. I'd often walk around OTF empty handed and only bring out the bow when actually firing, to avoid weaponfire. I didn't have a problem with DS since I spell-tanked. The occasional griffin drop get me if I landed in a room full of Ithzir.
DarkSorc
03-16-2010, 06:17 PM
Skill Name | Actual Actual
| Bonus Ranks Goals In-Game Time to Goal
Armor Use..........................| 120 30 70 ASAP (will rise when points are available)
Shield Use.........................| 177 77.984 0 68 days, 21 hours, 31 minutes
Combat Maneuvers...................| 255 155.994 45 216 days, 2 hours, 51 minutes
Edged Weapons......................| 255 155.987 0 132 days, 18 hours, 51 minutes
Ranged Weapons.....................| 0 0 156 ASAP (will rise when points are available)
Ambush.............................| 178 78 78
Multi Opponent Combat..............| 20 4.992 0 1 day, 17 hours, 36 minutes
Physical Fitness...................| 126 33 78 ASAP (will rise when points are available)
Dodging............................| 0 0 78 ASAP (will rise when points are available)
Arcane Symbols.....................| 105 25 25
Magic Item Use.....................| 105 25 25
Harness Power......................| 178 78 78
Spirit Mana Control................| 102 24 24
Spiritual Lore - Blessings.........| 25 5 5
Survival...........................| 117 29.920 0 1 day, 0 hours, 56 minutes
Stalking and Hiding................| 177 77.960 0 30 days, 4 hours, 57 minutes
Perception.........................| 178 78 156 ASAP (will rise when points are available)
Climbing...........................| 130 35 35
Swimming...........................| 130 35 35
Spell Lists
Minor Spirit.......................| 23 30 ASAP (will rise when points are available)
Spell Lists
Ranger.............................| 54.996 50 7 days, 10 hours, 32 minutes
So I know I need survival/FA, but besides that anyone see anything that needs to be done before I hit the ole fixskills button?
Overlordz
04-26-2010, 03:29 AM
I rarely use FIXSKILLS so I had one already and then with the next one coming up, decided to try out the caster build. I don't have a viable physical attack anymore (was voln Fu), but a torrent of spike in Nelemar gets me fried nicely. I run out of mana if I have some bounty that needs 20+ kills though.
Skill Name | Current Current
| Bonus Ranks
Armor Use..........................| 170 70
Shield Use.........................| 199 99
Combat Maneuvers...................| 50 10
Brawling...........................| 140 40
Physical Fitness...................| 199 99
Dodging............................| 190 90
Magic Item Use.....................| 105 25
Harness Power......................| 199 99
Elemental Mana Control.............| 50 10
Spirit Mana Control................| 170 70
Spiritual Lore - Summoning.........| 160 60
Survival...........................| 199 99
Perception.........................| 199 99
Climbing...........................| 140 40
Swimming...........................| 160 60
First Aid..........................| 199 99
Spell Lists
Minor Spirit.......................| 20
Spell Lists
Ranger.............................| 125
-------------------------------
You gesture at a triton radical.
Dozens of long thorns suddenly grow out from the ground underneath a triton radical! Several of the thorns jab into the radical!
... hits for 37 points of damage!
... 30 points of damage!
Great shot penetrates thigh and shatters bone!
It is knocked to the ground!
... hits for 15 points of damage!
... 35 points of damage!
Strike clean through neck, what a shot! Good form!
The triton radical gurgles once and goes still, a wrathful look on his face.
The dully illuminated mantle protecting a triton radical begins to falter, then completely fades away.
A white glow rushes away from a triton radical.
The dull golden nimbus fades from around a triton radical.
The brilliant aura fades away from a triton radical.
The very powerful look leaves a triton radical.
The white light leaves a triton radical.
The warm glow fades from around a triton radical.
A triton radical seems slightly different.
Cast Roundtime 3 Seconds.
You gesture while summoning the spirits of nature to aid you with the Spike Thorn spell...
Your spell is ready.
You gesture at a siren.
Dozens of long thorns suddenly grow out from the ground underneath a siren! Several of the thorns jab into the siren!
... hits for 19 points of damage!
... 35 points of damage!
It is knocked to the ground!
The siren is stunned!
... hits for 31 points of damage!
... 35 points of damage!
Shot knocks the siren's head back by pushing on the inside of the skull!
The siren gives a plaintive wail before she slumps to her side and dies.
The brilliant luminescence fades from around a siren.
Cast Roundtime 3 Seconds.
You gesture while summoning the spirits of nature to aid you with the Spike Thorn spell...
Your spell is ready.
You gesture at a siren.
Dozens of long thorns suddenly grow out from the ground underneath a siren! Several of the thorns jab into the siren!
... hits for 10 points of damage!
... 45 points of damage!
It is knocked to the ground!
The siren is stunned!
... hits for 37 points of damage!
... 45 points of damage!
... hits for 38 points of damage!
... 40 points of damage!
Beautiful shot pierces both lungs, the siren makes a wheezing noise, and drops dead!
The siren gives a plaintive wail before she slumps to her side and dies.
The brilliant luminescence fades from around a siren.
The bright luminescence fades from around a siren.
Cast Roundtime 3 Seconds.
---
You gesture while summoning the spirits of nature to aid you with the Spike Thorn spell...
Your spell is ready.
You gesture at a triton combatant.
Dozens of long thorns suddenly grow out from the ground underneath a triton combatant! Several of the thorns jab into the combatant!
... hits for 14 points of damage!
... 15 points of damage!
Well aimed shot, punctures calf!
... hits for 24 points of damage!
... 15 points of damage!
Well aimed shot, punctures calf!
... hits for 22 points of damage!
... 25 points of damage!
Well placed shot pierces knee, that hurt!
It is knocked to the ground!
Cast Roundtime 3 Seconds.
You gesture while summoning the spirits of nature to aid you with the Spike Thorn spell...
Your spell is ready.
You gesture at a triton combatant.
Dozens of long thorns suddenly grow out from the ground underneath a triton combatant! Several of the thorns jab into the combatant!
... hits for 34 points of damage!
... 25 points of damage!
Neck skewered, sliding past the throat and spine! That looks painful.
... hits for 26 points of damage!
... 35 points of damage!
Strike to left arm cleanly severs it at the shoulder!
The combatant's brine-stained parma falls to the ground.
... hits for 27 points of damage!
... 25 points of damage!
Well placed shot pierces knee, that hurt!
Cast Roundtime 3 Seconds.
>
You gesture while summoning the spirits of nature to aid you with the Spike Thorn spell...
Your spell is ready.
You gesture at a triton combatant.
Dozens of long thorns suddenly grow out from the ground underneath a triton combatant! Several of the thorns jab into the combatant!
... hits for 30 points of damage!
The triton combatant gurgles once and goes still, a wrathful look on his face.
The warm glow fades from around a triton combatant.
Cast Roundtime 3 Seconds.
----
You gesture at a triton radical.
For some reason, you feel extremely lucky.
Dozens of long thorns suddenly grow out from the ground underneath a triton radical! Several of the thorns jab into the radical!
... hits for 23 points of damage!
... 35 points of damage!
Well placed shot pierces knee, that hurt!
It is knocked to the ground!
... hits for 33 points of damage!
... 35 points of damage!
Elbow punctured, oh what pain!
... hits for 38 points of damage!
... 35 points of damage!
Well placed shot pierces knee, that hurt!
Cast Roundtime 3 Seconds.
You gesture while summoning the spirits of nature to aid you with the Spike Thorn spell...
Your spell is ready.
You gesture at a triton radical.
Dozens of long thorns suddenly grow out from the ground underneath a triton radical! Several of the thorns jab into the radical!
... hits for 13 points of damage!
... 25 points of damage!
Well aimed shot, punctures upper arm!
... hits for 28 points of damage!
... 25 points of damage!
Loud *crack* as the triton radical's sternum breaks!
... hits for 16 points of damage!
The triton radical gurgles once and goes still, a wrathful look on his face.
The dully illuminated mantle protecting a triton radical begins to falter, then completely fades away.
A white glow rushes away from a triton radical.
The dull golden nimbus fades from around a triton radical.
The brilliant aura fades away from a triton radical.
The very powerful look leaves a triton radical.
The white light leaves a triton radical.
A triton radical seems slightly different.
The warm glow fades from around a triton radical.
The guiding force leaves a triton radical.
Cast Roundtime 3 Seconds.
----
You gesture at a triton dissembler.
Dozens of long thorns suddenly grow out from the ground underneath a triton dissembler! Several of the thorns jab into the dissembler!
... hits for 18 points of damage!
... 30 points of damage!
Strike pierces calf!
It is knocked to the ground!
The triton dissembler is stunned!
... hits for 20 points of damage!
... 30 points of damage!
Well placed strike shatters a rib!
... hits for 12 points of damage!
... 30 points of damage!
Attack punctures the eye and connects with something really vital!
The triton dissembler gurgles once and goes still, a wrathful look on his face.
The deep blue glow leaves a triton dissembler.
A triton dissembler loses its focused look.
A shadow seems to detach itself from a triton dissembler, swiftly dissipating into the air.
The dull golden nimbus fades from around a triton dissembler.
The light blue glow leaves a triton dissembler.
Cast Roundtime 3 Seconds.
-----
You gesture at a triton executioner.
For some reason, you feel extremely lucky.
Dozens of long thorns suddenly grow out from the ground underneath a triton executioner! Several of the thorns jab into the executioner!
... hits for 34 points of damage!
... 40 points of damage!
Strike punctures thigh and shatters femur!
A triton executioner falls to the ground grasping his mangled right leg!
The triton executioner is stunned!
... hits for 23 points of damage!
... 35 points of damage!
Awesome shot shatters spine and punctures lung!
... hits for 16 points of damage!
... 35 points of damage!
Blow shatters knee and severs lower leg!
Cast Roundtime 3 Seconds.
>
You gesture while summoning the spirits of nature to aid you with the Spike Thorn spell...
Your spell is ready.
You gesture at a triton executioner.
Dozens of long thorns suddenly grow out from the ground underneath a triton executioner! Several of the thorns jab into the executioner!
... hits for 30 points of damage!
... 40 points of damage!
Beautiful shot pierces both lungs, the triton executioner makes a wheezing noise, and drops dead!
The triton executioner gurgles once and goes still, a wrathful look on his face.
Cast Roundtime 3 Seconds.
----
You gesture while summoning the spirits of nature to aid you with the Spike Thorn spell...
Your spell is ready.
You gesture at a triton radical.
Dozens of long thorns suddenly grow out from the ground underneath a triton radical! Several of the thorns jab into the radical!
... hits for 22 points of damage!
... 35 points of damage!
Blow shatters knee and severs lower leg!
A triton radical falls to the ground grasping her mangled right leg!
... hits for 30 points of damage!
... 25 points of damage!
Well placed shot pierces knee, that hurt!
... hits for 15 points of damage!
... 25 points of damage!
Well placed shot pierces knee, that hurt!
... hits for 19 points of damage!
... 30 points of damage!
Deft strike to abdomen penetrates several useful organs!
Cast Roundtime 3 Seconds.
A rush cheetah saunters in.
>
You gesture while summoning the spirits of nature to aid you with the Spike Thorn spell...
Your spell is ready.
You gesture at a triton radical.
Dozens of long thorns suddenly grow out from the ground underneath a triton radical! Several of the thorns jab into the radical!
... hits for 21 points of damage!
... 40 points of damage!
Beautiful shot pierces both lungs, the triton radical makes a wheezing noise, and drops dead!
The triton radical gurgles once and goes still, a wrathful look on her face.
The dully illuminated mantle protecting a triton radical begins to falter, then completely fades away.
A white glow rushes away from a triton radical.
The dull golden nimbus fades from around a triton radical.
The brilliant aura fades away from a triton radical.
The very powerful look leaves a triton radical.
The white light leaves a triton radical.
The guiding force leaves a triton radical.
Cast Roundtime 3 Seconds.
---
You gesture while summoning the spirits of nature to aid you with the Spike Thorn spell...
Your spell is ready.
You gesture at a siren.
Dozens of long thorns suddenly grow out from the ground underneath a siren! Several of the thorns jab into the siren!
... hits for 26 points of damage!
... 30 points of damage!
It is knocked to the ground!
The siren is stunned!
... hits for 38 points of damage!
... 35 points of damage!
Awesome shot shatters ribs and punctures lung!
... hits for 27 points of damage!
... 30 points of damage!
Deft strike to the back cracks vertebrae!
Cast Roundtime 3 Seconds.
You gesture while summoning the spirits of nature to aid you with the Spike Thorn spell...
Your spell is ready.
You gesture at a siren.
Dozens of long thorns suddenly grow out from the ground underneath a siren! Several of the thorns jab into the siren!
... hits for 21 points of damage!
... 40 points of damage!
Strike to abdomen skewers the siren quite nicely!
The siren gives a plaintive wail before she slumps to her side and dies.
The brilliant luminescence fades from around a siren.
The bright luminescence fades from around a siren.
The silvery luminescence fades from around a siren.
Cast Roundtime 3 Seconds.
You gesture while summoning the spirits of nature to aid you with the Spike Thorn spell...
Your spell is ready.
You gesture at a triton executioner.
Dozens of long thorns suddenly grow out from the ground underneath a triton executioner! Several of the thorns jab into the executioner!
... hits for 12 points of damage!
... 35 points of damage!
Blow shatters knee and severs lower leg!
A triton executioner falls to the ground grasping her mangled right leg!
The triton executioner is stunned!
... hits for 34 points of damage!
... 35 points of damage!
Awesome shot shatters spine and punctures lung!
... hits for 40 points of damage!
... 40 points of damage!
Beautiful shot pierces both lungs, the triton executioner makes a wheezing noise, and drops dead!
The triton executioner gurgles once and goes still, a wrathful look on her face.
Cast Roundtime 3 Seconds.
----------
You gesture while summoning the spirits of nature to aid you with the Spike Thorn spell...
Your spell is ready.
You gesture at a spectral triton defender.
Dozens of long thorns suddenly grow out from the ground underneath a spectral triton defender! Several of the thorns jab into the defender!
... hits for 29 points of damage!
... 20 points of damage!
A fine strike immobilizes the left leg for an instant.
The triton defender looks miffed.
It is knocked to the ground!
... hits for 31 points of damage!
... 25 points of damage!
Massive blow strikes the triton defender and drives it back!
Good thing those ribs aren't made of bone.
Cast Roundtime 3 Seconds.
>
You gesture while summoning the spirits of nature to aid you with the Spike Thorn spell...
Your spell is ready.
You gesture at a spectral triton defender.
Dozens of long thorns suddenly grow out from the ground underneath a spectral triton defender! Several of the thorns jab into the defender!
... hits for 35 points of damage!
... 30 points of damage!
Attack whistles right through the lower back encountering little resistance!
... hits for 10 points of damage!
... 30 points of damage!
Attack whistles right through the lower back encountering little resistance!
... hits for 23 points of damage!
... 20 points of damage!
Strong hit rips arm from wrist to elbow.
The wound vanishes as the ethereal flesh swirls around in chaotic patterns.
Cast Roundtime 3 Seconds.
You gesture at a spectral triton defender.
Dozens of long thorns suddenly grow out from the ground underneath a spectral triton defender! Several of the thorns jab into the defender!
... hits for 13 points of damage!
... 35 points of damage!
Painful attack flays the leg from thigh to calf.
New skin lies, snakelike, beneath the old.
You hear a sound like a weeping child as a white glow separates itself from the triton defender's body as it rises, disappearing into the heavens.
The spectral form of the triton defender tenses in agony as he begins to dissolve from the bottom up!
Cast Roundtime 3 Seconds.
My understanding is the only way to solve the mana issue is to be Sunfist. Or at least the best way.
droit
04-26-2010, 01:31 PM
If you're only casting, CoL would work just fine.
If you're only casting, CoL would work just fine.
No DS problems?
droit
04-26-2010, 05:50 PM
Low spirit has a miniscule effect on DS compared to its effect on AS. It starts at 10% of EPB DS (not total DS) and maxes out at 30%.
Oh yeah, that really isn't much. Voln gets shafted again.
SpiffyJr
04-26-2010, 07:51 PM
Oh yeah, that really isn't much. Voln gets shafted again.
Unless you're a halfling voln-fuing Ranger! HEEE-YA! Hrm, if I ever play again THAT sounds kinda fun.
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