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Topics - Szilent

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Magician / Magicians versus "a pile of haunted bones"
« on: March 20, 2020, 03:52:14 AM »
in the Drusella's Vault raid event, a pile of haunted bones has the effect on it Highly Flammable, making it take 100x damage from fire. This effect sounds great for magicians, but it functions to make all non-fire damage almost worthless. Further, as a pile of haunted bones is a non-agro object rather than a fighting monster, it has no agro list. This means the "of Many" nukes which depend on pets_on_the_agro_list do 0 damage. Not "very little" - actual 0.

So. Special multibind just for killing a pile of haunted bones:

Chaotic Pyroclasm
Rain of Molten Komatiite
Spear of Molten Komatiite
Spear of Molten Arcronite

These spells will hit for millions of damage at a time on a pile of haunted bones.

The list has no Servant spell, because Servants aren't fire damage so compared to just another fire spell they're real bad on a pile of haunted bones. The list has no "of Many" nuke because there's no pet agro list on a pile of haunted bones.

Magicians should have their fire pet summoned for hitting on a pile of haunted bones. The fire pet's nuke damage is normally less than a water pet's backstab damage -- but the fire pet's nukes are fire so incredible on a pile of haunted bones. It should be armed with summoned fire swords; fire pets won't rush up to their target, but if Summon Companion AA is used to position them, they will melee to get even more fire damage procs.

Dedicated magicians can also add Tonic of Resonant Fire. This is a lower level potion than Restless Focus, but it makes fire procs so it's amazing on a pile of haunted bones.

Same with augments:
Living Golem Heart
Heroic Golem Heart
Spirit of the Gorgon
Sodkee's Sympathetic Stone (special: fits range slot)

are all much lower level procs than modern Sympathetic augments -- but they're fire, so they're amazing on a pile of haunted bones.

Beastlord / Beastlord Ice Weapons & Augments for Drusella's Vault
« on: December 09, 2019, 07:40:32 PM »
These weapons and augs just for the special task of killing "A glob of goo" because it has Highly Freezable modifier on it for x100 damage from ice things. Most classes struggle to contribute in killing them because regular damage is near worthless; those classes contribute better just suppressing adds. Not beastlords; beastlords if they go for it have tons of ice-specific damage with which to move Phase 2 toward a win.

That's just the "A glob of goo". Everything else takes regular damage so bst should use regular weapons and cast regular spells for killing animated weapons and undeads and noodles and golems and sarnak.

The regular kit for beastlords should already include Nra`Vruu's Sympathetic Stone slotted to their range item.

Beastlords should have Tonic of Resonant Frost for this task, to add more ice damage to the ice spells they chain cast on A Glob of Goo. Chain casting Chill dot is highest dps.

Gelid Rending AA adds ice procs to beastlord attacks with h2h and 1hb weapons. Not piercers, not 2h. So, weapons:

1hb Teal Sky from named Triumphal Still Sky in Stratos, with augment Frosted Topaz from A Ry`Gorr Inspector in Crystal Caverns (level 100 RoF version)

1hb The Calm from Head Boiler Akett in Gorowyn with augment Deepwater Freeze from Eldaa Kemph in Cooling Chambers

the Siren's Demise augment from TDS mission currency is stronger than the listed augs - it's for sure an available upgrade if the beastlord has Immortal Gem of Stone to go with Venomous Tear in their "real" weapons, but may already be occupied.

Warders should have magician-made Summoned: Gorstruck Iceblades

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