This is an awesome project but I can't see how you get around the lack of 425 AS much past the mid levels or so. As it stands, a melee warmage needs a gang of enhancives to remain viable swinging at cap, and that's with 425 maxed out. Good luck!
This is an awesome project but I can't see how you get around the lack of 425 AS much past the mid levels or so. As it stands, a melee warmage needs a gang of enhancives to remain viable swinging at cap, and that's with 425 maxed out. Good luck!
I'm having fun - the only thing that's been pissing me off so far are those stupid ass 'mini-boss' creatures. Most can be avoided without penalty, but a few of them have stupid fucking cheap mechanics; such as dispelling and causing damage at the same time or that SMRv2 based stun they do. You can't even try to run by them without fear of getting tagged by these cheap mechanics.
He does use a few enchancives and with the use of 509 and 902 on top of a 5x weapon he mainly uses, his AS is 293. I could get it to 303 if I switched to a 7x weapon, but I haven't felt the need for it yet.
It's been an entertaining experience learning to how to hunt with a crippled build. I don't have access to the spells I'm used to with my other wizards and I don't have the CMAN/Shield abilities like my paladin and rogue get.
I'm trying to sink in any spare TPs to get CM closer and closer to 1x, but right now it's only just over .5x. I just hit level 43 and slowing getting closer.
[redux: Level: 43]
[redux: Primary skills: 44]
[redux: Secondary skils: 112]
[redux: Tertiary skills: 44]
[redux: Redux points: 1020.0]
[redux: Spell ranks: 33]
I'd like to think that the help of redux could make running bandits a bit easier. They have a tendency to put me into short stuns or a small stack of RT and then plink away at me right now.
Here's what a normal bandit encounter generally looks like for me:
A human outlaw leaps out of his hiding place!
[Roll result: 80 (open d100: 64)]
A human outlaw feints low, and you almost buy the ruse, but you recover just in time.
Roundtime: 2 sec.
>
Your disk arrives, following you dutifully.
>
A half-elven mugger leaps out of her hiding place!
A half-elven mugger swings a broadsword at you!
AS: +249 vs DS: +278 with AvD: +34 + d100 roll: +81 = +86
A clean miss.
>
[Roll result: 114 (open d100: 32)]
A half-elven bandit springs upon you from behind and delivers a blow to your head!
You feel dazed!
>stomp
You are still stunned.
>
An urgh trots in!
>
A half-elven mugger swings a broadsword at you!
The energy surrounding you condenses into hard stone, softening the blow!
AS: +249 vs DS: +245 with AvD: +34 + d100 roll: +79 = +117
... and hits for 4 points of damage!
Flashy swing!
You're lucky that it only bopped your nose.
>
A half-elven bandit swings with a fist-scythe at you!
AS: +279 vs DS: +245 with AvD: +28 + d100 roll: +37 = +99
A clean miss.
>
A human outlaw swings a morning star at you!
AS: +229 vs DS: +245 with AvD: +32 + d100 roll: +80 = +96
A clean miss.
>stomp
You are still stunned.
>stomp
You are still stunned.
>stomp
You are still stunned.
>
A half-elven mugger swings a broadsword at you!
The energy surrounding you condenses into hard stone, softening the blow!
AS: +249 vs DS: +245 with AvD: +34 + d100 roll: +90 = +128
... and hits for 8 points of damage!
Deft slash across chest draws blood!
You take a deep breath.
>stomp
You are still stunned.
>stomp
The glowing specks of energy surrounding you intensify!
A half-elven bandit swings with a fist-scythe at you!
The energy surrounding you condenses into hard stone, softening the blow!
AS: +279 vs DS: +265 with AvD: +28 + d100 roll: +70 = +112
... and hits for 2 points of damage!
Glancing blow to your back.
That could have been worse.
>
You are still stunned.
>stomp
You are still stunned.
>stomp
You are still stunned.
>stomp
A human outlaw swings a morning star at you!
AS: +229 vs DS: +245 with AvD: +32 + d100 roll: +40 = +56
A clean miss.
>
You are still stunned.
>stomp
You are still stunned.
>stomp
You are still stunned.
>stomp
You are still stunned.
>
A half-elven mugger swings a broadsword at you!
AS: +249 vs DS: +245 with AvD: +34 + d100 roll: +12 = +50
A clean miss.
>stomp
You are still stunned.
>stomp
You are still stunned.
>
A half-elven bandit swings with a fist-scythe at you!
The energy surrounding you condenses into hard stone, softening the blow!
AS: +279 vs DS: +245 with AvD: +28 + d100 roll: +94 = +156
... and hits for 16 points of damage!
Quick slash catches your cheek!
Dimples are always nice.
>stomp
You are still stunned.
>stomp
As you stomp your foot sharply, the dirt shakes wildly!
The ground begins to shake violently, making it hard to stand.
An urgh loses his balance and falls over.
A half-elven bandit loses her balance and falls over.
A half-elven mugger loses her balance and falls over.
A human outlaw loses his balance and falls over.
>stance o
You are now in an offensive stance.
>at
You swing a perfect zorchar short-sword at a half-elven bandit!
AS: +309 vs DS: +151 with AvD: +27 + d100 roll: +50 = +235
... and hit for 49 points of damage!
Strike pierces gall bladder!
That's gotta hurt!
The half-elven bandit is stunned!
Your zorchar short-sword fades some.
Roundtime: 4 sec.
Roundtime changed to 1 second.
Then I go on to STOMP to keep them controlled best as possible, it may not generate RT for them, but it keeps them from wanting to hide on me again. Then I just focus on swinging and beat the crap out of them.
With 520 active getting and STUNNED I hit the Masterfully crit padded range, which helps keep some of the more serious hits under control some. I should probably look into adding some damage padding to my armor since I get free 5 points of crit padding with 520 active.
what are your skills at now?
Skills pre-enhancives
Armor Use..........................| 144 44
Shield Use.........................| 144 44
Combat Maneuvers...................| 102 24
Edged Weapons......................| 144 44
Physical Fitness...................| 144 44
Harness Power......................| 144 44
Elemental Lore - Air...............| 120 30
Elemental Lore - Earth.............| 151 51
Perception.........................| 102 24
Climbing...........................| 134 37
Swimming...........................| 134 37
Spell Lists
Major Elemental....................| 20
Spell Lists
Wizard.............................| 13
Skills with enhancives on
Armor Use..........................| 144 44
Shield Use.........................| 151 51
Combat Maneuvers...................| 102 24
Edged Weapons......................| 155 55
Physical Fitness...................| 144 44
Magic Item Use.....................| 3 0
Harness Power......................| 144 44
Elemental Mana Control.............| 2 0
Elemental Lore - Air...............| 120 30
Elemental Lore - Earth.............| 151 51
Stalking and Hiding................| 10 2
Perception.........................| 102 24
Climbing...........................| 134 37
Swimming...........................| 137 38
Spell Lists
Major Elemental....................| 20
Spell Lists
Wizard.............................| 13
EL:A is to get any 5 second OHE swing down to 1 second with 506 with him. Right now a scimitar (5x w/ air flares) and a falchion (5x w/ earth flares) he can swing at 1 second. I use a 7x/T1, lightning flaring short sword against squishy targets (scale armor and down). I use the scimitar against creatures with immunity to stun or have some kind of natural padding - the air flares can knock down consistently on lower flares and it has a better DF than the short sword. I use the falchion against heavier armor targets.
EL:E this helps boost 509 and 502 bonus. This one is a must for a warmage to help give them a better than just +1.5 to AS every level past 40 ranks of their weapon skill.
I did 2x in lores right away to get his Air up high enough and also get a jump on his Earth lore to help out. I've since dropped to only doing 1x every training in EL:E.
At 51 EL:E he gets an extra +5 to his Weapon Ranks bonus (over the initial 10 that spell 902 gives) and he gets an extra +7 to his AS from the Strength spell. +12 AS might not seem like much, but every bit helps when you're limited with what spells you have in your arsenal.
I didn't start perception right away, precious TPs and all at the start. I'm working on keeping that a skill I always train in from here on out. With Perception and CM both at 24 ranks, they're a combined 48 ranks and that is just over 1x to go towards SMRv2 defense. Most pures don't do more than 1x PF (which I do) and 1x Perception pre-cap. In terms of SMRv2 defense, I'm right on par with them.
Creeping ever so closer:
[redux: Level: 44]
[redux: Primary skills: 45]
[redux: Secondary skils: 116]
[redux: Tertiary skills: 45]
[redux: Redux points: 1049.0]
[redux: Spell ranks: 33]