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Alrinia wrote on 2011-07-12 11:48
[S]Not sure if this has been asked before and if it has, could you link to the post before? Anyway I'm thinking of making a hammer Fiona but I'm not sure what skills I should get/rank and in which order. From what I heard, the hammer Fiona guide on the wiki is outdated. Also, could someone also tell me of any specific hammer Fiona techniques that I should know about? Lastly, for a hammer Fiona, is Pally or DK generally the better choice if there is one? Thanks in advance.[/S]
Something New: Well I've got my Fiona at lv 41 now and I'm wondering what skills to get for the Pally tree. The extra HP/Def looks nice but I'm not sure how good grasp is. Thanks in advance for the advice.
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Alexane wrote on 2011-07-12 11:55
I went pally because you are able to spam butterfly with slashing high a lot better *butterfly is your main dps attack*
i would say.... in this order
Weight mastery/armor mastery/long hammer mastery when ever you need it for armor and weapons.
Campfire A
Counter r9
Battle resp rank A
Heavy stander rA
Butterfly and stigma rank F asap.
Shield mastery r9
Large shield mastery F when ever you get it or higher if you start using it more than smalls like me.
Smash mastery r9
Combat mastery r9
Butterfly rank 9
Stigma rank 9
Strength mastery 9
Stamina mastery rank D
Then start capping what ever you find most useful.
I've only been a hammer fiona for like 2 weeks and only level 60 This is probably not the worlds best way to spend ap but it should work nicely.
Orchid strike LLR is the main soloing attack as its fast and strong
Stigma hammer LLLLR is for situational power attacks
Butterfly LLLRRRRRRRRRRRRRRRRRRRRRRR is your main spam attack for power, you don't get to spam it till you buy the book for 20k then you're allowed to spam it as long as your stamina lasts.
SP skills
Slashing high gives you non stop stamina and no knock back 30 seconds, as a paladin you have a lot more defense and damage absorbing powers to keep spamming it without stopping.
Shield charge allows you to do around 70% of 1 health bar on most bosses.
Shield repair lets you repair your shield mid combat really fast if you click roll right after the first hammer noise.
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Invertex wrote on 2011-07-12 12:00
I would cap HS at rA, as that's when it becomes a 100% damage reduction (if my memory isn't failing me).
Bump Shield Mastery ahead of Large Shield as it's a prereq for it, so thus needs to take priority.
Also, Campfire rA should top that list as it can act as a subsitute for all the masteries used to prolong shield life for a fairly long time.
Other then that, the above is a pretty basic but working build that works better for the current uses of hammers. I always sucked at skill building in Vindi (always ran near the cap AP), so I really can't help with much else. Main thing is to not waste too much time ranking up skills that don't make it significantly easier to survive or do damage. The game really throws you 300-500 AP each day for doing the dailies (at higher levels), so you should be able to easily patch up any mistakes fairly easily (by doing early game missions to boot).
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Alexane wrote on 2011-07-12 12:03
Quote from Invertex;509434:
I would cap HS at rA, as that's when it becomes a 100% damage reduction (if my memory isn't failing me).
Bump Shield Mastery ahead of Large Shield as it's a prereq for it, so thus needs to take priority.
Also, Campfire rA should top that list as it can act as a subsitute for all the masteries used to prolong shield life for a fairly long time.
Other then that, the above is a pretty basic but working build that works better for the current uses of hammers. I always sucked at skill building in Vindi (always ran near the cap AP), so I really can't help with much else. Main thing is to not waste too much time ranking up skills that don't make it significantly easier to survive or do damage. The game really throws you 300-500 AP each day for doing the dailies (at higher levels), so you should be able to easily patch up any mistakes fairly easily (by doing early game missions to boot).
Yeah i fixed it a bit, also added battle resp for the stamina
Also, if you have any more indepth questions about hammer fiona...read any thread in this section that i've made in the last 2 weeks, i was in the same boat as you were so it will probably answer all questions you have.
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Alrinia wrote on 2011-07-12 19:51
Thanks for all the feedback guys.
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Cucurbita wrote on 2011-07-12 19:58
I find LR to be far superior to LLR...
Its so much faster.
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Intimacy wrote on 2011-07-12 20:12
Quote from Cucurbita;509776:
I find LR to be far superior to LLR...
Its so much faster.
Both work, fine, but if you can squeeze it in orchid is more power for the stamina used. i believe, this is what i was told for how to solo things.
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Gotejjeken wrote on 2011-07-12 22:13
IMO, LR is pretty useless (outside of PvP) until the extra strike is added. Then it will be useful on hero mobs and in PvP. LLR is basically what you will be doing all the time as it's fast enough to be practical and it hits on both sides of you for safety. That and it's reach is very long. Butterfly and especially stigma are far more situational.
As far as build order goes...just max smash mastery, campfire, and battle respiration right away. After that, do whatever you see fit. I wouldn't worry about any of the armor/weapon/weight masteries until you absolutely need them though.
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Andy-Buddy wrote on 2011-07-13 04:35
Quote from Gotejjeken;509905:
IMO, LR is pretty useless (outside of PvP) until the extra strike is added. Then it will be useful on hero mobs and in PvP. LLR is basically what you will be doing all the time as it's fast enough to be practical and it hits on both sides of you for safety. That and it's reach is very long. Butterfly and especially stigma are far more situational.
As far as build order goes...just max smash mastery, campfire, and battle respiration right away. After that, do whatever you see fit. I wouldn't worry about any of the armor/weapon/weight masteries until you absolutely need them though.
LR is the easiest way to KO easy mobs. Really, LLR takes too much time.
Build order doesn't matter as much as you'd think, since the vital skills are all very cheap.
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Gotejjeken wrote on 2011-07-13 04:55
Group them. You can easily take out three or four of the 'easy' mobs on both sides of you with LLR. If you don't take them out, you'll at least knock them down, which is long enough to get a butterfly in. Which WILL KO just about anything non-hero with current gear for the boat you are running.
Even before the hammer buff I rarely ever used LR. Even on bosses, it was use the shield and find a place to LLR.
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Andy-Buddy wrote on 2011-07-13 05:09
Quote from Gotejjeken;510296:
Group them. You can easily take out three or four of the 'easy' mobs on both sides of you with LLR. If you don't take them out, you'll at least knock them down, which is long enough to get a butterfly in. Which WILL KO just about anything non-hero with current gear for the boat you are running.
Even before the hammer buff I rarely ever used LR. Even on bosses, it was use the shield and find a place to LLR.
But LLR doesn't hit both sides, it hits forward and a bit to the left and behind your character.
The same Easy mobs could be taken down by an LR, too. I have found no mob (Save for Hammer Guards) from boats 5 and below that can survive a good solid LR. (And this is before the skill is even added in. With the +50% at rank 6, the damage will be much nicer than a LLR's.)
LR hits directly in front and to the right, with a larger range to the right. An LR and Butterfly can also take down any Non-Hero mob out there, up to the Lizardmen Warriors, even after they heal once or twice.
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Arendel wrote on 2011-07-13 05:17
Orchid takes too much time? I could see that if we were talking pre-buff, but the startup and delay have been drastically reduced. It's not too much slower than Calla now. Its reach also makes it quite safe.
Of course, Calla will probably be even more favorable once we get the skill for it.
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Gotejjeken wrote on 2011-07-13 06:02
By 'both sides' I meant exactly that, front and back. As you pointed out, it also hits a bit to the left also. So, if you position yourself right, you can take out an enemy behind you, in front of you, and possibly more than one to the left-front. I've taken out a good four or five enemies at once using LLR.
Also, I find LLR a lot more useful on the hemdrills in boat 7, as even with a +8 BH I can't take them out in a single LR. In fact, a LLR is just strong enough to take out the shaman lizardmen, and perhaps the 'ninja' ones if it crits.
This isn't to say LR won't become more useful when the new skills are added in. I can definitely see some potential there depending on its range and effective area.
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ThatNerd wrote on 2011-07-13 08:49
LLR, IMO, is not safe to use because:
-It's incredibly slow (even slow if it hits multiple enemies)
-Low recovery
-Not heavy cancel-able
And besides, I never fight with enemies behind me ever since boat 6. It's far too dangerous with spears and cannons attacking you at every angle. I prefer LR because it's safe, and heavy stander cancel-able