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You're not going to face too many enemy NCs anyway, and if you do, the thrown weapons class already has different options as far as damage types go. Pack a sling and a hatchet or throwing knife and you've got two damage types right there at your disposal. If you really wanted to use a spell, you'd be best off with one of the autohit spells, as your hitrate with non-autohit spells will be pretty poor.
I don't think HtH + dodge + evasion & super reflexes are worth getting unless you're stacking with equilibrium's dodge at 0 MO. I was originally going equil NC myself, but plans have changed, and The Fool is going to be an Opp NC.
Also just before you become a myrm, get your 20 exploration badges so you can hit lvl 10 and get enhanced senses immediately. This also means you can get Leaguestep at lvl 20 instead of waiting for lvl 21, since you'll arrive with 90 CP, instead of 70 at T3.
Regarding getting past adaptation. Instead of super reflexes and the HtH dodge tree, get focused attack. Mr. Topsy Turvy did this. He's killed 2 or 3 adaptation NCs so far. The last one did involve using a 20% to hit kick before going back to the bow.
So this is what I would have done, dropping the dodge skills, adding in Focused Attack. There's 120 CP left over since I'm not sure why you'd want Tattoo of Sorcery unless you have more planned for spell casting. It should be said, some people might drop search, and add Strength there instead.
Thrown weapons are great, as other people mentioned you'll survive nicely with just thrown and no archery. Multiple damage types, reusable ammo, great damage. It can be a bit slow in active combat, but a small price to pay for not spending days searching for ammo. Plus better grenades
Don't skip the myrm offensive skills, combat mastery and strong attack. Cheap, useful stats.
Planar protection is of dubious use to a NC, since you'll only take a couple points of damage due to teleportation getting from A to B.
I think it's nice to buy a damage aura spell, especially if you don't have people to charge gems for you to use.
I also like some of the other spells like sharp vision, glyph erasure, mystic shield, blur. They're very useful at the right time. If you have people to charge these gems for you, you don't strictly need to buy them but I find it inconvenient to have to keep getting things charged.
So here we have: Archery, the ability to repair bows (important) and make arrows (VERY important) by yourself, the improved travel skill, opposition, a bunch of spells that are cheaper than actually buying the skills (blur costs 6 cp while equilibrium costs 60 and you have to be neutral and shit you gotta be crazy not to like it) and the tiger. You'll be dealing 12 damage at 80% (90% with sharp vision, a shitload with sharp vision + CC) and you can get an enchant on that bow to deal 16 damage, and that's before you count opposition. If you attack a good character with that bow it's going to deal 19 damage, which isn't crazy but is nothing to scoff at.
Then, if you want to go for throwing weapons instead (I wouldn't because I can't handle picking up rocks) you can drop bowyer and, I don't know, buy adv. crit with the t2 cp? Slings deal 13 damage and I'm fairly certain you can enchant them for a total of 20 damage. Plus you can use your grenades and shit whenever you like. _________________ IF WE LOOK AT ROME AND SEE OUR HOME, THE END IS ON ITS WAY
Joined: Jul 05, 2011 Posts: 609 Location: Behind you
Posted: Sat Jan 23, 2016 6:21 am Post subject:
I hate those stupid T2 charged attacks that don't scale well to T3. An enchanted weapon will fix your dealing with adaption problems and/or offset from your tiger's damage.
Also personally I don't do exploration badges until I have a travel skill. AP for AP it's more efficient to wait, and I'm in no hurry to get 1 more skill than I would have had otherwise.
I like dodge/evasion and reflexes on my equilibrium guy... On opposition only? Up to you, but if you've got the CP go for it. Personally I'd be repairing my own weapons and crafting ammo.
If you're factioned and take sorcery, get enough spells, mainly support types, to make it worthwhile. _________________ DS Vengence (10321)|Exar Kun (9839)|Odysseus (6385)|Sac II (3599)|Secundus Nulli (3900)|Spécïâl Chàrăcŧẽr (6153)|Darth Bane (5067)|The occasional shadow (4078)|Ventis Secundus (3858)
Also if you plan on Sires of Retribution, you will not gain max flesh unless feral. As you are a Neutral class.
If you are planning feral, Sires will work. If you are none feral, I wouldn't recomend the Sire pet. _________________ “I'm a man of simple tastes. I'm always satisfied with the best.” ~Oscar Wilde
"Everyone loves to hate a good villain!" Dr. Cleaver
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