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Transcendence wrote on 2012-01-10 00:03
http://freepdfhosting.com/fb0fb6218a.pdf
So this guide is an extension of a guide made by an inactive Nationer (and former guildie). Pretty much the Low-HP build (30-40 HP at all times). Although there are indeed a few dungeon and SM instances in which Low-HP's effectiveness is severely reduced, this build can be very powerful. This is not a copy of the old guide, but merely the calculations for damage output (melee). If you like this build or are interested in it, please scour the guides to find Syrphid's Low-HP guide :skip:.
Below is Syrphid's guide (with introduction and pros/cons of the build):
http://mabination.com/threads/615-Second-Chance-The-Low-HP-Build?highlight=Syrphid
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Claudia wrote on 2012-01-10 00:05
holy **** this is so exciting
placeholder omg
this is the answer to all my prayers
I love Syrphid's guide and i've been looking for good equipment setups.
I do think it would be interesting to consider omitting combat mastery and seeing damage calculations then. You could lose all but one the Dawn most likely and opt for crit/dmg enchants instead.
Wizard is also a viable dual-wield enchant for characters who use Mana Shield/magic. Low HP can work with all styles, but is especially nice for melee.
Nice to see somebody taking Giants into consideration.
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Transcendence wrote on 2012-01-10 00:20
Hmm, I might consider expanding this guide to at least include a section about how much HP a mage could possibly have; I'll get right on it.
EDIT: You also make a good point about Combat Mastery that I just noticed. For Humans, the damage addition from CM is 34 (for Giants, it's 38). If I could rearrange the equipment build so that the damage gain from enchants is higher than damage gain from CM, then CM could be scrapped alltogether. (This is unlikely because Syrphid didn't mention it)
EDIT 2: It is entirely possible to just forgo CM.
EDIT 3: Actually, foregoing CM can be a hassle, because the base HP would be around 100 HP, and if you're using a 2hander, then HP goes to 1, which Syrphid cited as being detrimental. For dual-wield, it could be fine.
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Mentosftw wrote on 2012-01-10 00:31
What's the point of a low hp build? To abuse the deadly system? To be able to use a minimum amount of hp potions?
I think the effectiveness of this build might go both ways in effectiveness once windmill gets rebalanced.
Pros:
-able to stay above 50% hp to maximize deadly efficiency
Cons:
-it's easier to die since windmill doesn't have the invincibility frames anymore
Maybe a written introduction to as the pros and cons of this build as well as to why someone would want to use this build could be placed in the guide.
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Transcendence wrote on 2012-01-10 00:40
Quote from Mentosftw;730106:
What's the point of a low hp build? To abuse the deadly system? To be able to use a minimum amount of hp potions?
I think the effectiveness of this build might go both ways in effectiveness once windmill gets rebalanced.
Pros:
-able to stay above 50% hp to maximize deadly efficiency
Cons:
-it's easier to die since windmill doesn't have the invincibility frames anymore
Maybe a written introduction to as the pros and cons of this build as well as to why someone would want to use this build could be placed in the guide.
I'll go scour the guides myself to attach a link to Syrphid's to my own guide xD.
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Juno wrote on 2012-01-10 00:43
When it was originally posted, a major point was to make windmill safe to use without end. The idea was that at 10 hp, you could mill twice and still have an auto deadly. Also, one hp pot meant another auto-deadly.
With the changes to windmill and the diminishing effectiveness in some places...it's not as amazing as it used to be.
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Invisible wrote on 2012-01-10 02:29
There's a huge flaw in your calculation.
Each oblivion adds 8 hp.
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Transcendence wrote on 2012-01-10 04:02
Oh my bad, I still haven't switched enchants around to fulfill the 130% critical that endgame calls for.
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Claudia wrote on 2012-01-10 13:44
Indeed, I wonder what the future of the low-HP build would be for WM'ers. For non-WM'ers the build will be just as great.
Also my idea with the no CM was that you wouldn't need -HP on a 2H sword and you could instead shift -HP enchants to any other parts of the body, and in addition, add in more damage/crit. Unless you use the Warrior Destiny, chances are your base HP wouldn't go much higher than 100. Again, I don't know if that would work (and you wouldn't be able to use Knight/Maltreat), but the whole idea is to give more leeway for choosing weapons in addition to adding damage. Before, somebody with r1 CM would certainly need a Demi Lich 2h and pray for max Deadman rolls.
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Syrion wrote on 2012-01-10 15:19
this is very hard to play if you don't live in Cali
if you are going for endgame u may as well dualwield banshee swords
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Claudia wrote on 2012-03-04 03:16
Link is dead.
What about human rangers and low-HP, I wonder?
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Kouhai wrote on 2012-03-08 13:17
If u want to survive better just use manashield, capped manashield + 300int = a lot of mana efficiency, hardmode melee hits will do like 1 damage and all u need to do to charge ur shield is to have meditation or manapots.
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Scarlet wrote on 2012-03-08 14:12
[FONT="Times New Roman"]Main problems:
Get pwnd two attacks at once (and weak moves to this regard), especially in nearly any case of multiaggro.
Get pwnd by wounds
Get pwnd by weak monster explosions (especially if there are two or more)
There's a lot of stuff that would pwn through this, sometimes you just need to tank, or at least have HP as insurance for when you don't intend to be hit.
[/FONT]
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Claudia wrote on 2012-03-08 18:45
Ionno, I think mana shield + low-HP is pretty godly. Just gotta get the foundation for ms first (which, by level 100 you can easily have AT LEAST 100 int from all those lovely life skills).
I figure mana shield is kinda a last-ditch resort, but I think it'd work well due to potion efficiency.
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Kouhai wrote on 2012-03-08 19:30
If u have a decent amount of mana u can use it pretty consistently. going low hp build means not getting combat mastery which would be a pretty decent loss of damage. As what was said above, low hp will not be able to handle multi agroo very well. Think sulfer spider, those spiders will whack at you countless times. Sure you'll survive the first hit but the second one and the third...
Am not trying to detract from this unique build but when you have access to endgame content multi agroo is best handled by manashield