Don't have an account yet? You can create one. Registered players can create up to three free characters to battle, team up with your friends and explore the worlds of the Nexus! To create a character once you have registered, click on Game Map at the top of the page.
Nexus Clash :: View topic - Conduit wardbasher and transport
Posted: Wed May 13, 2020 3:17 pm Post subject: Conduit wardbasher and transport
Main idea for the char is to open a portal to the target, bardbash with most of my ap, dispel any glyphs if necessary, and cast a bunch of my own glyphs once inside to disrupt any actives who may appear.
Had 41 CP left over, so I grabbed some quality of life skills/spells
30 20 Heal Self
30 20 Shadow Wrap
Heal self is just so I never have to worry about poison again (I don't like carrying healing items) and shadow wrap is something I always buy on my casters so I figured it would be nice on a conduit too.
I don't think you can cast glyphs inside another faction's stronghold. You can put down glyphs outside the stronghold while the ward is down, perhaps a Glyph of Protection to keep non-spellcasters from rejoining the fight, but notice that it will work against your own factionmates as well. Might be an issue for a Conduit, although less of a concern if you know you'll be in an evil/neutral faction and opposed to good factions.
Why are you opting for throwing? It's been awhile since I played, but I'd assume a rifle would be a vastly better option than a sling, if nothing else because it's easier to load and carry ammunition. Unless you are using rocks/sling/Stone Dart for a specific gimmick, at least. Even if you just wanted to AoE the place once inside, carrying around a Sub-Machine Gun for that purpose seems more practical than trying to find enough grenades to be useful. Strength could be replaced with Repair Item if you wanted to make the change, to maintain your gun and craft ammo easily at low levels.
I'll admit, I'm not sure what the point of Arcane Well is intended to be. It seems more useful to drop in your own stronghold, and for people who will be logging on frequently to take advantage of the faster MP recharge. It doesn't seem like something to be used offensively during a raid.
I'd also recommend picking up Stone Dart early (perhaps as soon as you can learn it) since there are some frustrating targets to deal with, and having some automatic damage you can just throw at them for the last few HP is very handy. _________________ A Quick Brown Fox (Lv.30 Revenant) | Set o Lockpicks (Lv.30 Fallen) | Trialist (Lv.27 Lightspeaker) | Scribalist (new mortal)
What faction is the conduit going to stay? I ask this because things like Arcane Well doesn't pay off when there's only a few benefiting from it like most AOE. You can argue that a constant flow of MR is much better. And if your faction lacks a smith, conduit can be built to not even need a forge. If you aren't in an evil faction then it means you can utilize your wisp form and go in with your tank and monitor his/her HP with First Aid>(Surgery) and help heal when tanking a huge petwall.
Throwing is the right way to go. Especially since you took Nexal Return. This means you can Bash for a Base 20 given the right conditions.
I think I'll drop arcane well then. It would allow me to buy some QOL skills I enjoy like heal self or shadow wrap, and I wouldn't need to grind power removed so I can skip engineering too. I would also be at full power earlier, around level 28 or so.
Thanks for the advice
Why are you opting for throwing? It's been awhile since I played, but I'd assume a rifle would be a vastly better option than a sling, if nothing else because it's easier to load and carry ammunition. Unless you are using rocks/sling/Stone Dart for a specific gimmick, at least. Even if you just wanted to AoE the place once inside, carrying around a Sub-Machine Gun for that purpose seems more practical than trying to find enough grenades to be useful. Strength could be replaced with Repair Item if you wanted to make the change, to maintain your gun and craft ammo easily at low levels.
A Perfectly Balanced Throwing Knife deals an extra 2 damage over the Rifle with Strength, has 5% more accuracy, doesn't decay, and you don't spend AP reloading. Nexal return also eliminates its only downside (it can be yanked if you lag or play on mobile), meaning the only barrier of entry is finding the damn thing.
Enchanted grenades now have increased per-target and max damage, so they can be hilariously strong single use AoEs. The SMG sadly doesn't have the same bonus.
A Perfectly Balanced Throwing Knife deals an extra 2 damage over the Rifle with Strength, has 5% more accuracy, doesn't decay, and you don't spend AP reloading. Nexal return also eliminates its only downside (it can be yanked if you lag or play on mobile), meaning the only barrier of entry is finding the damn thing.
Enchanted grenades now have increased per-target and max damage, so they can be hilariously strong single use AoEs. The SMG sadly doesn't have the same bonus.
Alright, thanks. Didn't know the PBTK is so good. Also kind of disappointing to hear about the grenades/SMB situation, although I guess it gives a reason to be searching for those grenades. Even if it isn't an intentional discrepancy. _________________ A Quick Brown Fox (Lv.30 Revenant) | Set o Lockpicks (Lv.30 Fallen) | Trialist (Lv.27 Lightspeaker) | Scribalist (new mortal)
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum