View Full Version : Voln Fu Wizard
Viable, or will thier Fu be too weak.
I'm working on a young halfling mage right now and thinking it may fun to switch over before my 30 days is up.
Revial
01-01-2011, 10:48 PM
I'm going to say it's viable but not a very wise decision. Just go warmage path and use a shield unless you throw.
Yeah been there, bought the tshirt.
Just looking for something I haven't tried out.
Anebriated
01-01-2011, 11:31 PM
Id say it would be viable and done right would probably be very lethal. fu with 1 second RTs is just sexy.
Revial
01-01-2011, 11:40 PM
Yeah been there, bought the tshirt.
Just looking for something I haven't tried out.
I'm not sayin' roll up as a warmage, I'm saying to go a similar route as you would a warmage. Shield and Brawling instead of THW and Edged.
I'm not sayin' roll up as a warmage, I'm saying to go a similar route as you would a warmage. Shield and Brawling instead of THW and Edged.
Oh yeah that makes sense.
Basically path would be
1x shield
1x brawl
2x percept
2x spell
1x physical
1.5x lore (thinking earth for stone skin)
1x Harness power
so 31/51
Will fill in aux skills with extra points
Revial
01-01-2011, 11:52 PM
Hm, maybe it's just me but I'd go 1x in Perception. Unless it directly affects your Voln Fu. If so, then I'll STFU.
Anebriated
01-01-2011, 11:55 PM
I would definitely get a little bit of air lore to drop 1 sec off your rt. kick is 4 second base and 2 sec with haste.
Don't mage haste start at -3 rt?
Tonis starts at -2 rt though, I know that.
Also, just came to mind....
Stone Fist would be a great setup if my mb is too low. Well on corporel undead.
I've heard it rules early on but near cap it can tail off. You can always fixskill out of it if you make it that far and that's true.
I've heard it rules early on but near cap it can tail off. You can always fixskill out of it if you make it that far and that's true.
That works, I'm never going to hit cap on Sile, or at least not for a long time, So I doubt cap would be an issue on my mage.
Anebriated
01-02-2011, 12:34 AM
Theres minimal undead near cap anyway
Ok just got the first punch. Don't have my agi high for mb bonus, but here is a clip of it in action.
[bigshot]>punch #2524350
You attempt to punch a snow spectre!
MB: 95 vs MB: 12 = 83 -- Gain advantage!
THT 88, d100 roll: 44, modified: 127
and hits for 7 points of damage!
... +1 extra hits. Strong strike.
Roundtime: 3 sec.
Roundtime changed to 1 second.
R>
[bigshot]>punch #2524350
You attempt to punch a snow spectre!
MB: 95 vs MB: 12 = 83 -- Gain advantage!
THT 88, d100 roll: 76, modified: 159
and hits for 14 points of damage!
... +1 extra hits. Strong strike.
Roundtime: 3 sec.
Roundtime changed to 1 second.
R>
[bigshot]>punch #2524350
You attempt to punch a snow spectre!
MB: 95 vs MB: 12 = 83 -- Gain advantage!
THT 88, d100 roll: 81, modified: 164
and hits for 15 points of damage!
... +6 extra hits. Double punch to jaw and kidney stuns foe.
Roundtime: 3 sec.
Roundtime changed to 1 second.
R>
[bigshot]>punch #2524350
You attempt to punch a snow spectre!
MB: 95 vs MB: -13 = 108 -- Gain advantage!
THT 88, d100 roll: 24, modified: 132
and hits for 8 points of damage!
... +2 extra hits. Strong strike.
Roundtime: 3 sec.
Roundtime changed to 1 second.
R>
[bigshot]>punch #2524350
You attempt to punch a snow spectre!
MB: 95 vs MB: -13 = 108 -- Gain advantage!
(Fumble! @ 3) rolled: 3
Clumsy! Failed to gain position.
Roundtime: 3 sec.
Roundtime changed to 1 second.
R>
[bigshot]>punch #2524350
You attempt to punch a snow spectre!
MB: 95 vs MB: -13 = 108 -- Gain advantage!
THT 88, d100 roll: 70, modified: 178
and hits for 18 points of damage!
Good aim but weak strike!
Roundtime: 3 sec.
Roundtime changed to 1 second.
R>
[bigshot]>punch #2524350
You attempt to punch a snow spectre!
MB: 95 vs MB: -13 = 108 -- Gain advantage!
THT 88, d100 roll: 99, modified: 207
and hits for 23 points of damage!
You hear a sound like a weeping child as a white glow separates itself from the snow spectre's body as it rises, disappearing into the heavens.
The snow spectre falls to the ground motionless.
Roundtime: 3 sec.
Roundtime changed to 1 second.
Revial
01-03-2011, 01:52 PM
Not bad, I guess.
Getting the improved versions will help too.
Anebriated
01-03-2011, 02:54 PM
get the second kick and youll be money.
Paradii
01-03-2011, 10:14 PM
I know it works fine well into the 60's.
[bigshot]>stance offensive
You are now in an offensive stance.
>
[bigshot]>wear #3022012
You sling a hoarbeam greatshield over your shoulder.
>
[bigshot]>throw #3697858
You attempt to throw a snow spectre!
MB: 98 vs MB: 12 = 86 -- Gain advantage!
Gained good position.
THT 69, d100 roll: 41, modified: 127
... +2 extra hits. Throw staggers opponent who falls on rear end.
Roundtime: 4 sec.
Roundtime changed to 1 second.
R>
A snow spectre slowly stands back up.
>
[bigshot]>remove #3022012
You sling a hoarbeam greatshield off from over your shoulder.
>
[bigshot]>wear #3022012
You sling a hoarbeam greatshield over your shoulder.
>
[bigshot]>throw #3697858
You attempt to throw a snow spectre!
MB: 98 vs MB: 12 = 86 -- Gain advantage!
Gained good position.
THT 69, d100 roll: 48, modified: 134
... +3 extra hits. Foe thrown to ground and stunned in a nice move.
Roundtime: 4 sec.
Roundtime changed to 1 second.
R>
[bigshot]>remove #3022012
You sling a hoarbeam greatshield off from over your shoulder.
>
[bigshot]>kick #3697858
You attempt to kick a snow spectre!
MB: 101 vs MB: -63 = 164 -- Gain advantage!
Hard to follow! Fantastic position.
THT 79, d100 roll: 77, modified: 241
and hits for 54 points of damage!
... +5 extra hits. Well executed roundhouse knocks foe back.
...stunned!
Roundtime: 4 sec.
Roundtime changed to 1 second.
R>
[bigshot]>kick #3697858
You attempt to kick a snow spectre!
MB: 101 vs MB: -63 = 164 -- Gain advantage!
Hard to follow! Fantastic position.
THT 79, d100 roll: 17, modified: 181
and hits for 34 points of damage!
You hear a sound like a weeping child as a white glow separates itself from the snow spectre's body as it rises, disappearing into the heavens.
The snow spectre screams evilly one last time and goes still.
Roundtime: 4 sec.
Roundtime changed to 1 second.
IorakeWarhammer
01-04-2011, 11:05 AM
buy the 618 boots, profit.
[bigshot]>cast
You gesture.
A wave of dark ethereal ripples moves outward from you.
A zombie is buffeted by the dark ethereal waves and is knocked to the ground.
Cast Roundtime 3 Seconds.
(Forcing stance down to guarded)
>
[bigshot]>stance offensive
You are now in an offensive stance.
>
[bigshot]>kick #8825598
You attempt to kick a zombie!
MB: 160 vs MB: 40 = 120 -- Gain advantage!
Quick move! Gained great position.
THT 68, d100 roll: 51, modified: 171
and hits for 34 points of damage!
... +2 extra hits. Kick to side.
Roundtime: 4 sec.
Roundtime changed to 1 second.
R>
[bigshot]>kick #8825598
You attempt to kick a zombie!
MB: 160 vs MB: 40 = 120 -- Gain advantage!
Quick move! Gained great position.
THT 68, d100 roll: 40, modified: 160
and hits for 30 points of damage!
... +5 extra hits. Flying kick to body knocks foe down.
Foe is stunned and loses parry.
Roundtime: 4 sec.
Roundtime changed to 1 second.
R>
[bigshot]>kick #8825598
You attempt to kick a zombie!
MB: 160 vs MB: 15 = 145 -- Gain advantage!
Expert maneuver! Perfect position.
THT 68, d100 roll: 78, modified: 223
and hits for 51 points of damage!
... +6 extra hits. Fluid move followed by a leaping kick to back!
Foe knocked to the ground and stunned!
Roundtime: 4 sec.
Roundtime changed to 1 second.
R>
[bigshot]>kick #8825598
You attempt to kick a zombie!
MB: 160 vs MB: 15 = 145 -- Gain advantage!
Expert maneuver! Perfect position.
THT 68, d100 roll: 20, modified: 165
and hits for 32 points of damage!
... +8 extra hits. Flying kick to body knocks foe down.
Foe is stunned and loses parry.
Roundtime: 4 sec.
Roundtime changed to 1 second.
R>
[bigshot]>kick #8825598
You attempt to kick a zombie!
MB: 160 vs MB: 15 = 145 -- Gain advantage!
Expert maneuver! Perfect position.
THT 68, d100 roll: 77, modified: 222
and hits for 51 points of damage!
... +3 extra hits. Well placed kick to foot forces foe to parry down!
Roundtime: 4 sec.
Roundtime changed to 1 second.
R>
[bigshot]>kick #8825598
You attempt to kick a zombie!
MB: 160 vs MB: 15 = 145 -- Gain advantage!
Expert maneuver! Perfect position.
THT 68, d100 roll: 48, modified: 193
and hits for 41 points of damage!
You hear a sound like a weeping child as a white glow separates itself from the zombie's body as it rises, disappearing into the heavens.
The zombie shudders slightly then ceases her so called life.
Roundtime: 4 sec.
Roundtime changed to 1 second.
R>
Average 5-6 kicks to kill a zombie, not bad considering it takes me about 4-5 casts with bolts at my current lvl.
IorakeWarhammer
01-11-2011, 08:32 AM
should use tremor instead of e-wave. one less mana and you can get multiple knockdowns. would that be viable? also.. you could kick it like 2-3 times then use a firebolt to mix it up. might reduce hunting time
Rallorick
02-06-2011, 05:37 PM
could this build be adjusted to do a ranged/voln fu option? I was thinking about giving that an idea... I mean shield costs pretty similar to ranged weapons, so I guess it would work, but I wonder if it would be under powered to hunt at level.
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