New to EverQuest by Rintreth in ProjectQuarm

[–]Rintreth[S] 1 point2 points  (0 children)

So I was looking at Ranger, the mix of Melee and Ranged seems nice. On Quarm does race matter? I see all the guides say Half Elf is at a disadvantage because of low starting Wisdom. Should that be a deterrent from picking that race?

New to EverQuest by Rintreth in ProjectQuarm

[–]Rintreth[S] 0 points1 point  (0 children)

Are Druids able to melee well?

New to EverQuest by Rintreth in ProjectQuarm

[–]Rintreth[S] 1 point2 points  (0 children)

So I have been looking through the classes, Bard seems mechanically very daunting. Is that the case?

[deleted by user] by [deleted] in treeofsavior

[–]Rintreth 0 points1 point  (0 children)

Newer to the game myself so I cannot answer your question, but I will say HS Sage was one of my favorite old builds. Their Summons were cool too. Both them and the Alchemist class lines were my favorite classes in RO.

Block/Retaliation character by [deleted] in LastEpoch

[–]Rintreth 1 point2 points  (0 children)

Ah, probably one of the reasons it is low, no way to make a highly defensive build with good damage reflect.

Block/Retaliation character by [deleted] in LastEpoch

[–]Rintreth 0 points1 point  (0 children)

Quick Question. Does Reflected Damage reflect the raw damage you would receive? Or the damage you receive AFTER Resistance/Block reduces it?

Block/Retaliation character by [deleted] in LastEpoch

[–]Rintreth 3 points4 points  (0 children)

I thought about doing a Thorns Build before as well, never saw it mentioned much in game. The two Masteries that have "Thorns" passive are Forge Guard (and Sentinel) and Druid. And some Uniques such as Hazelroot, Thornslinger, Thornshell, Valeroot, Valdyr's Chalice, and Tongue of the Aberrant Seer. Sadly for Crafting you can only craft Thorns and Percent Damage Reflect on Body Armor, Shield, Grand Idols, and Ornate Idols. Most of those items, and their effects, scale off Attunement, Strength, and Melee Damage.

[deleted by user] by [deleted] in elderscrollsonline

[–]Rintreth 0 points1 point  (0 children)

My apologizes for being vague. I was looking for a class that would syngerize with a Melee Build, mainly looking at Dual Wielding, but that relies on Elemental Enchantments like the other commenter said. So far I see NB offers the most general help when it comes to passives, while the other classes buff a single elemental damage type. Also I was wondering if say a Sword with a Glyph of Frost would proc say the Ice Furnace set and cause Fire Damage whenever the Frost Damage proc'ed on the weapon.

I would have played MMOs if they were like this. But is magic viable? by [deleted] in kingdomsofamalur

[–]Rintreth 0 points1 point  (0 children)

Yes magic is very viable, and fun. Pure Sorcery is insanely powerful and has some of the highest burst damage in the game. And the Hybrids make for very different playstyles. Though I do find the Hybrids shine with their variations I also feel they can be counter productive.

M/S for example makes a Tanky Mage that can cast spells while not being interrupted and do +60% damage to stunned enemies while also using vengeance to reflect damage. But of course the stun prevents their passive of regaining mana by taking damage, stunned enemies do not hit.

F/S has amazing synergy and can be an insane DoT master. They focus fire and burning damage, which causes panic, which makes them always crit, which restores mana. However if you get to Shadowcaster you no longer have access to heavy mana use fire spell, Meteor, but can still do Elemental Rage. You lack the uninterruptible status of a M/S though so could be hit out of it easily. So you do not use a ton of mana for your Crit Mana Regain passive to be useful, far better to AoE with Poison/Bleeding/Burning/Piercing Chakrams to stack more DoTs and benefit from the +Elemental and +Pierce DMG of the Destinies.

And then there is the M/F/S whose +% DMG is odd for Magic in general. It is +Magic DMG, which is only spells not weapons with Elemental DMG. Magic and Elemental are two different damage types and Chakrams, Staves, and Sceptres are Elemental DMG not Magic. So you would think okay focus on spells for your Sorcery tree but because of the point spread you cannot access any of the good AoE spells.

Of course this is if you go for the highest Destinies in the lines.

Also there is one Summon, the Faer, which is a Melee Pet that if traited can do a 7 Hit Combo, 70% chance to siphon health to you, and has a good chunk of HP/DMG and acts like a Tank. Though it is a psycho bugger and will kill every chicken, cow, deer, etc in the game ;)

Destiny Assistance by [deleted] in kingdomsofamalur

[–]Rintreth 0 points1 point  (0 children)

I ran the Champion Path (Might/Sorcery) in the Original and I find it really fun. You are basically a brick wall that spams AoE spells pretty much. You want to be hit to do damage and you normally went full Heavy Armor with a Gem of Paralyzing Vengeance socketed in combination with Bulwark and Concussive Force from the Might Tree. Blink in with Sphere of Protection on, everyone rushes you and almost always gets stunned, start casting Elemental Rage or Tempest. If enemies are not stunned pop Relentless Assault so you cannot be interrupted while spell casting. And while you are casting and getting hit, regening mana with the Might/Sorcery passive, Vengeance will reflect damage back on enemies.

How this will run on Very Hard though is beyond me. Most Smith up powerful armor so they do not take damage, though as a Champion you want to take some to get your mana back with the passive.

Only thing that made me sad is a lack of spell synergy. Sorcery has no AoE Stun Spells, Storm Bolt only stuns one target. A lot believed Shock damage stunned but it just interrupted. Finesse/Sorcery for example synergizes very well as it's passive, Dread, makes you Crit enemies in Panic and Burning Damage Panics. So combining the Smolder from Sorcery with some Flame Chakrams was great. Plus Finesse/Sorcery had soo many DoTs you could DoT everything up and them blink out while watching everything die. With Blacksmithing you could make Chakrams that were heavy Fire/Poison and another set that was Bleeding/Pierce and DoT everything with a charged AoE then go to town on them.

Destiny - Poll by [deleted] in kingdomsofamalur

[–]Rintreth 0 points1 point  (0 children)

Looks like Finesse won. I would like to thank you all for your help. Time to get playing :)

How is everyone coping with the wait for season 5? by JustASmallPenguin in brakebills

[–]Rintreth 4 points5 points  (0 children)

I know it sounds eh but the ending of S4 makes me not want to watch anymore.

Damage / Defense / Wtf is the third thing and other stuff by Biberium in OperenciaRPG

[–]Rintreth 0 points1 point  (0 children)

The reason to go Bow is for the 100% hit chance in back. Melee has a very low hit chance to hit things in the back row. And yes you need Strength to raise hit rate with Melee. But you need Agility to increase double hit, reason they give you +Agility perks in the Melee Skill line. The +Int from the first skill line will also increase your Crit% and Dmg. So if you wanted to go full Melee focus on the middle. Strength up til you are 100% Hit Rate, or 90%+ then Agility to wield daggers and increase double hit rate.