(Login KingOfPain) Realms Beyond Administrator Posted Nov 15, 2003 4:07 AM
by no mean completed, but lets get the ball rolling. Please fill in the gaps you see.
Open to discussions…
How does Poison work in 1.10, does one player’s poison overwrite another player’s?
Stat requirements for throwing weapons - 96 Str for Winged Axe, 142 Dex for Winged Knife
- Str – it boosts physical damage, so Str to wear items only.
- Dex – boosts physical damage also but needed for AR.
- Energy – gain by lvlups should be enough for some of the classes, no need to pump for others either.
Vit – Would no more than half of the points spent in Dex be too tough?
We need it. We are twinking to self nerf. Decent throwing weapon are hard to come by outside of normal difficulty, and rarer still with elemental throws. You are required to use weapons that does the most elemental damage of your chosen element– for example, if you are currently using a Cruel harpoon of Fire, and you find (or offered) a plain Balanced knife of Burning, you would use the Balanced knife of Burning. You would be trading a huge amount of physical dmg for a small gain in elemental dmg. However, if the physical damage is the same when choosing between two weapons, you can opt to use the one with lower elemental damage in case it has other desired mod(s). Buying weapons with your other characters from the same difficulty is allowed, same goes for gifts so long they can be found in the same difficulty your thrower is at. All non-weapon items should be team pure.
If mercs are to be used - Act 3 Iron Wolves only. My thoughts on this is that melee mercs and minions would ruin the feel of a thrower team - having meat shields would drastically alter our tactics. Rogues I would rather leave out because I would want to see them doing more elemental damage than physical damage. Other than that, I just think it would be cool to have a team of Iron Wolves. Please, don’t everyone pick a lightning merc ;p
As for minions-
Amz – Decoy only
Necro - Skel Mages only
Asn – Sorry, no Shadows
Druid – Nothing that does melee attacks, that includes Poison Creeper.
All Classes - Melee skills/attacks are prohibited other than Prereqs.
Skills mentioned are not necessarily required - it should give each of us some freedom for the build.
Amz – Uses Javelin type throws to enable
- Poison Jav – does 2659-2946 poison dmg over 46 seconds at Slvl 20. 12% bonus per lvl from Plague Jav
- Plague Jav – does 1888-1937 poison dmg over 10.6 seconds at plus 201% AR Slvl 20. 10% bonus per lvl from Poison Jav.
- Lightning Bolt - does 1-380 at Slvl20 with 4 other synergies that boost 3% per lvl. Converts 100% Physical Damage To Elemental Damage (actually ¾ of the damage she does with normal throwing attack). Example: Slvl 20 LB with two Slvl 20 synergies using a normal javelin (6-14 dmg) with 200 dex does 13-888 dmg. Normal throw dmg is 17-40.
Inner Sight – Prereq for Slow Missile. Useful at Slvl 1 as a monster marker.
Slow Missile – Awesome skill even at Slvl 1. Also lights up monsters in area of effect.
Critical Strike – Prereq is allowed but no more.
Valk – No meleer
All bow skills
Asn – Any throwing weapon
Throw Mastery - Damage bonus can not be avoided but it won't matter much at later diffs
Druid – HoW
Shock Wave (?)
Necro – Bone Spear
Bone spear is uber on a unrestricted character, therefore, it should be restricted. There are 4 synergies that will boost Bone Spear 7% per lvl. I suggest it be restricted to have it’s bonus boosted by Teeth and Bone Prison only. I choose Bone Prison over Bone Wall because it is less annoying than and less cheesy then Bone Wall.
Pal – Holy Fire/Shock/Freeze
Sorc – Enchant
Both Warmth and Fire Mastery will increase Enchant’s Fire damage.
All skills not listed above. Although Frozen Armor and Shiva Armor should be ok, Chilling Armor is more in the theme of a thrower and give an incentive to use this under used skill.