| Vamp Fighter Def/Nuke Lock | |
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Guest Guest
| Subject: Vamp Fighter Def/Nuke Lock Thu Dec 17, 2009 7:59 am | |
| Race: Vampire
Class: Fighter - Warlock
Startup Runes: Lucky Military Training Wizards Apprentice
End Statistics: 120 Dexterity 96 Constitution 130 Intelligence - 5 Points from Strength and Spirit
Trains: Warlocky - 69 to get exact 115% Block - 62 to get to 100% Light Armor - 69 to 114% Mind Strike - 20 (farther range the the area of effect) Danger sense - 40 (don\'t know if i need to train if it stacks with the concoction) Psychic Shout - 40 (area of effect damage/stun) Break Enchantment - 40 (Dispel Debuff) Needs of the One - 25(area of effect mana drain, since all vampires its chill) Levitation - 1 (flight) Psychic Heal - 40 (heals) Shatter Will - 40 (mental debuff) Mind Snare - 20 (single target snare 40%) Mind Trap - 40 (area of effect Snare, excludes group 60%) Mental Projection - 1 (personal invulnerability for 10 seconds) Free Thought - 40 (+25 int buff) Surpass Limits - 1 (health to stamina) Dark Fortitude - 20 (vampire damage absorber) Vampires Kiss - 20 (vampire drain with no blood craft trains don\'t know)
Thinking about taking away the trains from dark/vamps kiss and maybe putting them in warlocks dmg absorber or somewhere else any ideas? Put would be to all fly, go in aoe stun, snare, mana drain for a little bit, then aoe/single target and do it till they die, and debuff of course. With being all vampires we could call for heals in vent if needed or just pop invuln and get out when needed if before 10 secs 1v1 grp doesn\'t look bad on paper but no idea what the atr/def would actually be. |
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Mongrel Holy Roller Member
Posts : 18 Points : 26359 Reputation : 0 Join date : 2009-12-12
| Subject: Re: Vamp Fighter Def/Nuke Lock Fri Dec 18, 2009 5:52 am | |
| when we were running Sunburned Pirates on test we ran a shade lock group that rocked i wouldnt mind doing locks again there alot of fun | |
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Hunt Holy Roller Member
Posts : 44 Points : 26619 Reputation : 1 Join date : 2009-10-27 Location : China
| Subject: Re: Vamp Fighter Def/Nuke Lock Fri Dec 18, 2009 6:00 pm | |
| seems allright, if i can i pull out my old shade build it's pretty ballin. | |
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Guest Guest
| Subject: Re: Vamp Fighter Def/Nuke Lock Mon Dec 21, 2009 4:04 am | |
| Wanted vamp to just make this a server start toon due to vamps not needing mana opposed to shades. Also better no runes at all needed to make decently viable but honestly we just have to roll one and see what its end atr/def/and spell dmg/hp is like to know. |
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Juiceman Holy Roller Member
Posts : 77 Points : 26654 Reputation : 2 Join date : 2009-10-27 Age : 31 Location : Georgia,USA
| Subject: Re: Vamp Fighter Def/Nuke Lock Tue Dec 22, 2009 8:01 pm | |
| Plus you can train their focus in obliv. PLUS the mobs in obliv don't aggro you. So you can run in the middle of the camp and kill them one at a time. | |
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Softy Holy Roller Member
Posts : 75 Points : 26667 Reputation : 0 Join date : 2009-10-29
| Subject: Re: Vamp Fighter Def/Nuke Lock Thu Dec 24, 2009 4:15 am | |
| id think a human would be better because more health is awsome, better atr is awsome, and humans are just awsome | |
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Mojo Holy Roller Member
Posts : 130 Points : 26720 Reputation : 0 Join date : 2009-11-01 Age : 43 Location : Vienna
| Subject: Re: Vamp Fighter Def/Nuke Lock Thu Dec 24, 2009 5:25 pm | |
| meh i dun like deflocks that much they're like fighter def sader good def but no power imo | |
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Guest Guest
| Subject: Re: Vamp Fighter Def/Nuke Lock Thu Dec 24, 2009 11:23 pm | |
| Ok reason for vamp, vamps don't use mana they use life, so in return if wanted we can just up the whole con thing take away from spi and max it and then be able to mana drain without taking any mana from our guys just theirs/their priest so they can't heal and we can just slowy kill or all target and drop em. |
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Guest Guest
| Subject: Re: Vamp Fighter Def/Nuke Lock Thu Dec 24, 2009 11:26 pm | |
| This is just my thoughts for our first spec toons since we won't have any runes at all, and it needs no runes and very basic gear to be good just needs to be well built honestly to last a fight since we can go invci for 10 secs and then fly back up and heal and stam and go again. In essence we shouldn't be easy to kill while dealing a lot of dps out to grps and have some def to not die easy. But won't know until i can try this out on paper looks good but yeah |
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CluckenClepto Holy Roller Member
Posts : 4 Points : 26276 Reputation : 0 Join date : 2009-12-26
| Subject: Re: Vamp Fighter Def/Nuke Lock Sat Dec 26, 2009 10:45 am | |
| Is this build a joke, or a joke? I hope it's a joke, cause if it isn't, your terribad. | |
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Mojo Holy Roller Member
Posts : 130 Points : 26720 Reputation : 0 Join date : 2009-11-01 Age : 43 Location : Vienna
| Subject: Re: Vamp Fighter Def/Nuke Lock Tue Dec 29, 2009 5:55 pm | |
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