Tartarus Sorceror
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Armor for Hybrids
If I want to aim for a character that is melee with support spells, what armor and skills ought I shoot for?
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tedric wrote:A little bit of stealth is great for any character that's not wearing heavy armour, especially in the early game. It's not about stabbing, it's about being able to back away from things you don't want to fight right now.
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radinms wrote:Worship Chei and wear Gold Dragon Armour.
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Sandman25 wrote:I train stealth for Na early game but I avoid it with normal speed hybrids, early game I need attack skills and later I need to hybridize which is dangerous so I cannot afford wasting XP. I do train stealth all the game with casters when they can't become hybrids (Op/Fe is typical here).
In all seriousness, though, compromising on defense for spells is bad unless the spells are summons. If you want a "hybrid," get two runes and either FDA, storm DA, or shadow DA, then learn some good level 5 or 6 spells -- i.e. stuff that's not conjurations.
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Sandman25 wrote:Yes, I train stealth when training it becomes more efficient than everything else (spells, fighting, dodging, weapon at min delay). I love stealth in extended, it's awesome there.
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mps wrote:Yes, diminishing returns on physical skills tends to start after 2 runes.
Cloud spells are conjurations, hence bad.
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Utis wrote:Raising your weapon skill from 3 to 5 is huge. From 8 to 10? While still very good, not quite so huge.
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Hurkyl wrote:Utis wrote:Raising your weapon skill from 3 to 5 is huge. From 8 to 10? While still very good, not quite so huge.
You should check your assumptions. The most important effect of training weapon skill is usually the reduction in delay, and the relative benefit of that usually increases as you get closer to minimum delay. Wielding a +0 flail against a yak, raising skill from 3 to 5 might get 10% extra damage per aut, but 8 to 10 is more like 17% extra damage.
The higher your skill, e.g. your weapon skill, the less you gain in terms of survivabilty for every skill point. That starts early: Raising your weapon skill from 3 to 5 is huge. From 8 to 10? While still very good, not quite so huge.
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gammafunk wrote:It should be said that to many of us, "melee with support spells" means you actually don't cast damaging spells and instead use charm-type spells that are mostly low level
gammafunk wrote:in which case you do wear the heaviest armour available.
gammafunk wrote:If you're beginning these chars as a mage
gammafunk wrote:You shouldn't be taking more Str than what you need to deal with the ER of your armour
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Utis wrote:This is about staying ahead of the killing curve while at the same time adding options for surviving or avoiding threats above the current average threat level.
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Hurkyl wrote:Utis wrote:This is about staying ahead of the killing curve while at the same time adding options for surviving or avoiding threats above the current average threat level.
And training two levels of skill does a lot more to get there for a character with 8 skill who is at/behind the killing curve than a character with 3 skill at/behind the killing curve.
It's easy to spin the scenario to conclude anything you want here. e.g. raising a weapon skill from 3 to 5 has a negligible impact on survivability for a character who is already ahead of the killing curve because of conjurations.
I'm not trying to refute your point about diversification; I more or less agree with it. What I'm trying to do is to oppose the propagation of a misconception about physical skills. Raising your Fighting skill from 8 to 10 has less of a relative impact on how long you last in a fight than raising fighting from 3 to 5 (the absolute impact is the same, of course). Depending on your current AC number, raising your armor skill from 8 to 10 might have slightly more or slightly less impact on the rate you receive damage than raising it from 3 to 5. A lot of people seem to believe the same thing about weapon skill, but in reality raising weapon skill from 8 to 10 has a much larger relative impact on the rate you deal damage than raising it from 3 to 5.
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Utis wrote:mps wrote:Yes, diminishing returns on physical skills tends to start after 2 runes.
Let me rephrase my original statement: The higher your skill, e.g. your weapon skill, the less you gain in terms of survivabilty for every skill point. That starts early: Raising your weapon skill from 3 to 5 is huge. From 8 to 10? While still very good, not quite so huge. In addition to that the XP investment you need is much higher. If you use your XP instead to get e. g. Mephitic Cloud to ~25% fail rate, you are somewhat worse in most melee situations, but on the other hand you suddenly gained an escape option and have an edge when meleing certain foes.
I'm not saying something silly and stupid like: "Dude, you should always do that, whenever!!1 It's an epic strategy, whenever!!1". It depends a lot on aptitudes and what kind of equipment and consumables you find. I might do it with a Tengu, I won't do it with a Troll. For anything in between it depends on what I find. Excellent equipment means I can keep my edge in melee easier and can afford to diversify. On the other hand, lots of the right consumables means there might be little gained in doing so.Cloud spells are conjurations, hence bad.
Uhm, so ... "Conjurations are bad for melee chars." is literally an AXIOM for you rather than something to be argued for and against? I'm sure that makes a lot of discussions easier for you.
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Utis wrote:Out of curiosity: How does the fighting skill scale in on that damage progression, exactly? I was always under the assumption that an increase in accuracy is more important than a slightly better delay?
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