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Nexus Clash :: View topic - GOAL: Evil Tholaghruvian Nexus Champion
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GOAL: Evil Tholaghruvian Nexus Champion
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Nook
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Joined: Oct 26, 2015
Posts: 233

PostPosted: Fri Jan 22, 2016 12:08 pm    Post subject: GOAL: Evil Tholaghruvian Nexus Champion Reply with quote

What makes or breaks this build?

What can be improved?


Level CP Skill
1 10 Search
1 0 -- Saved --
2 0 -- Saved --
3 0 -- Saved --
4 10 Ranged Combat
4 20 Archery
5 0 -- Saved --
6 0 -- Saved --
7 30 Advanced Archery
8 0 -- Saved --
9 0 -- Saved --

10 become a Myrm

10 0 Critical Hit
10 20 Meditation

10 Join Sires

11 0 -- Saved --
12 40 Enhanced Senses
12 20 Super Reflexes
13 0 -- Saved --
14 0 -- Saved --
15 0 -- Saved --
16 0 -- Saved --
17 10 Hand to Hand Combat
17 20 Dodge
17 30 Evasion
17 10 Sense Magic
17 10 Planar Protection
17 20 Thrown Weapons
18 0 -- Saved --
19 0 -- Saved --

20 become Nexus Champion

20 0 Tattoo of Altered Luck
20 30 Tattoo of the Wandering Way
21 60 Tattoo of Leaguestep
22 30 Tattoo of Strength
23 0 -- Saved --
24 0 -- Saved --
25 30 Tattoo of Sorcery
25 30 Tattoo of the Origami Tiger
26 0 -- Saved --
27 0 -- Saved --
28 60 Tattoo of the Bengal Tiger
28 30 Tattoo of Resistance
29 60 Tattoo of Adaptation
30 30 Tattoo of Opposition
30 5 Swim
30 4 Firestrike
30 -40 40 Exploration Badges
30 40 Advanced Critical Hit
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Repth
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PostPosted: Fri Jan 22, 2016 12:39 pm    Post subject: Reply with quote

I'm not a huge NC theorycrafter but why the thrown without going for Adv. thrown?
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Tathers
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PostPosted: Fri Jan 22, 2016 12:48 pm    Post subject: Reply with quote

Either way you should join up with the Bikers!
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GreatCatatonic
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PostPosted: Fri Jan 22, 2016 1:00 pm    Post subject: Reply with quote

First of all: Enhanced Senses at level 10.

Why thrown weapons when you already have a ranged damage type?

Why learn Sorcery for only one spell? A ranged one that you'll rarely hit with and will do barely any damage, to boot?

--Great
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Nook
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PostPosted: Fri Jan 22, 2016 1:22 pm    Post subject: Reply with quote

Repth wrote:
I'm not a huge NC theorycrafter but why the thrown without going for Adv. thrown?


I ran out of CP to put towards Adv Thrown but I might switch out Adv Crit and take thrown.



GreatCatatonic wrote:
First of all: Enhanced Senses at level 10.

Why thrown weapons when you already have a ranged damage type?

Why learn Sorcery for only one spell? A ranged one that you'll rarely hit with and will do barely any damage, to boot?

--Great


I like grenades for AoE.

Learning one spell let's me get past adaptation, Firestrike was the cheapest and works on most non demons.
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SocialJusticeWarrior
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PostPosted: Fri Jan 22, 2016 1:25 pm    Post subject: Reply with quote

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.
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GreatCatatonic
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PostPosted: Fri Jan 22, 2016 3:03 pm    Post subject: Reply with quote

Nook wrote:
GreatCatatonic wrote:
First of all: Enhanced Senses at level 10.

Why thrown weapons when you already have a ranged damage type?

Why learn Sorcery for only one spell? A ranged one that you'll rarely hit with and will do barely any damage, to boot?

--Great


I like grenades for AoE.

Learning one spell let's me get past adaptation, Firestrike was the cheapest and works on most non demons.


Okay, makes sense. A couple of suggestions for the Adaptation issue:
  • Don't worry about it and just pass up the occasional Adaptation NC.
  • Use your Bengal Tiger for slashing damage (the preferred option).
  • Take Fire Dart as SJW mentioned; autohits are WAY better for uses like this.
  • Carry a spare bow enchanted with another damage type.


--Great
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ten_of_swords
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PostPosted: Fri Jan 22, 2016 6:26 pm    Post subject: Reply with quote

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.
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ten_of_swords
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PostPosted: Fri Jan 22, 2016 6:44 pm    Post subject: Reply with quote

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.
Code:

Level   CP   Skill
1   10   Search
1   0   -- Saved --
2   10   Ranged Combat
3   0   -- Saved --
4   20   Archery
5   0   -- Saved --
6   0   -- Saved --
7   30   Advanced Archery
7   -20   20 Exploration Badges
8   0   -- Saved --
9   0   -- Saved --
10   0   Critical Hit
10   20   Meditation
10   40   Enhanced Senses
11   20   Strong Attack
12   0   -- Saved --
13   40   Focused Attack
14   10   Strength
15   20   Combat Mastery
16   10   Planar Protection
16   20   Stamina
17   0   -- Saved --
18   0   -- Saved --
19   0   -- Saved --
20   0   Tattoo of Altered Luck
20   30   Tattoo of Resistance
20   60   Tattoo of Adaptation
21   30   Tattoo of Opposition
22   30   Tattoo of Strength
23   30   Tattoo of the Wandering Way
24   30   Tattoo of the Origami Tiger
25   0   -- Saved --
26   60   Tattoo of the Bengal Tiger
27   0   -- Saved --
28   0   -- Saved --
29   0   -- Saved --
CP banked:   120
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klapaucius
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Joined: May 04, 2010
Posts: 39

PostPosted: Fri Jan 22, 2016 7:16 pm    Post subject: Reply with quote

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 Very Happy

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.
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Kharn
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PostPosted: Sat Jan 23, 2016 6:21 am    Post subject: Reply with quote

Excuse me, it just so happens that I am an EXPERT at making builds for classes I have never played (and will probably never play)

Take a look at this. Order of skills doesn't matter.

Code:
Lv    CP    Skill
1   10   Ranged Combat
1   0   -- Saved --
2   0   -- Saved --
3   20   Archery
4   0   -- Saved --
5   0   -- Saved --
6   30   Advanced Archery
7   10   Search
8   0   -- Saved --
9   0   -- Saved --
10   0   Critical Hit
10   20   Strong Attack
10   20   Combat Mastery
11   10   Strength
11   10   Sense Magic
12   0   -- Saved --
13   0   -- Saved --
14   20   Meditation
14   40   Enhanced Senses
15   10   Repair Item
16   20   Bowyer
17   30   Master Bowyer
18   0   -- Saved --
19   0   -- Saved --
20   0   Tattoo of Altered Luck
20   30   Tattoo of Opposition
20   30   Tattoo of Strength
21   30   Tattoo of Resistance
22   0   -- Saved --
23   60   Tattoo of Adaptation
24   30   Tattoo of the Origami Tiger
25   0   -- Saved --
26   60   Tattoo of the Bengal Tiger
27   30   Tattoo of Sorcery
27   10   Sharp Vision
28   10   Stonefury
28   20   Greater Glyph Erasure
29   0   -- Saved --
30   30   Tattoo of the Wandering Way
30   -30   30 Exploration Badges
30   60   Tattoo of Leaguestep
30   -10   10 Exploration Badges
30   6   Blur


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.
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Sac
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PostPosted: Sat Jan 23, 2016 6:21 am    Post subject: Reply with quote

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.
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RaelCleap
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PostPosted: Sat Jan 23, 2016 8:19 am    Post subject: Reply with quote

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.
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Nook
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PostPosted: Thu Mar 31, 2016 3:17 am    Post subject: Reply with quote

My goal is to make folks spend alot of AP going for a kill, not become unkillable (which is impossible)


- attacked you with a Soft Strike and hit for 26 points of arcane damage. This attack was suffused with arcane power!

- attacked you with a Soft Strike and hit for 12 points of impact damage.

- attacked you with a Soft Strike and hit for 26 points of arcane damage. This attack was suffused with arcane power! This was enough to kill you!

So this happened, how can I make it more difficult to be killed?
I know I screwed up somewhere but I'm not seeing where it is.

Do I need to drop Tholagru and pick up AK?
Is there a skill or two I missed?
Is there no hope and I need to re-roll?

Coby
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ten_of_swords
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PostPosted: Thu Mar 31, 2016 3:36 am    Post subject: Reply with quote

You don't need to reroll. Going AK and having Equilibrium will help drive AP cost up.

Other than cost, it's not being in the wrong place. Spawning a pet will make any place the wrong one.

Also was that Immanent_Eschaton who got the kill? He's always had that soft touch.
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