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Kenero wrote on 2010-09-04 13:47
Quote from Justified;146241:
Many of us who are using this are pretty far into the game. This build has seen a lot of use in Peaca, Advance Hardmode dungeons, and Hardmode Shadow Missions. If by "end-game" you mean flawless then no it's not end-game, but it certainly is good enough for a very broad amount of tasks.
"Using a potion" doesn't work as well in harder places. The point of auto deadly is that you'll only get hit once, as opposed to hit 3 times for 150 damage each and most likely die. Either that, or sacrifice damage for defense stats in order to live, and end up having to drink like 10-15 potions instead of a mere 3-4 with this build.
Not to mention, not all enemies will wound you (ie. Bone Fighters have like no wound rate). This means you simply pot your HP back up and you're good to go.
A common scrub probably wouldn't run anything that requires a build, much less a specially focused one like this.
That's why I said only people with ingenuity, intuition, and good judgment can pull this off in higher difficulties.
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mewball wrote on 2010-09-04 17:56
Does this work on giants? or is it beast to use other things?
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Chillax wrote on 2010-09-04 18:58
Quote from mewball;146361:
Does this work on giants? or is it beast to use other things?
It works on giants, although Charge can be substituted for some pet play.
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Fallenangel wrote on 2010-11-04 13:19
Quote from ;:
o-o:2thumb:
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Aliyah wrote on 2011-05-27 09:40
Quote from ;:
This build works great for alchemists! Playing a squishy elf alchemist who fights up close and personal with flame burst, meant that any little mistake could kill me. But with a low hp build, if I get hit, I load lifedrain as I'm being knocked back into deadly. I get fully healed in an instant, and the monster takes damage!
Edit: Sorry for the necro. I assumed it was newer because it came up on the side-bar thing ><
Though can guides even be necro'd? Rather than a regular thread, where the conversation is usually over after a certain period of time, a guide is meant to last and continue to guide players.
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Claudia wrote on 2011-05-29 13:22
Well, since this was necro'd I figured now would be a good time to ask the topic starter some questions...
So, as you can see i'm not near end-game, but I started thinking about what my end-game enchants would be. CM is still rF, so I was wondering, if my dream set looked like this, what rank CM could I comfortably rank to? I am ideally looking for 20-30HP in the end.
I picked Wizard over Knight for the +Mana and INT, didn't use Thief because i'm not interested in waiting until lvl 25 for my enchants to kick in. I also almost never use a 2h, but I would at least slap crocodile on one since i'm Giant-allied and could carry it as a backup.
Excluding accessories, assuming Deadman's will only give -16, I get -128HP for each of my weapon sets [Bow, 2h, or dual-wield].
Hat: Fearless/Deadman's
Clothing: [Insert prefix here, maybe one for dmg?]/Deadman's.
Accessories: prefer not to use due to repair cost, but if I had to, Fearless/Thief or Deadman's.
Gloves: Maltreat/Earth
Boots: Sacrificial/Earth
Weapons: Swift for a bow, 2x Wizard swords, Crocodile 2h
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Justified wrote on 2011-06-01 04:30
Topic starter is still on an extended leave from Mabi.
Enchants should be applied in the following order...
Using only Thief on most items, and Demi Lich Crocodile 2H, you can get -230HP, which is more than enough to let you get Rank 1 Combat.
After that, Maltreat, Sacrificial, and Plateau will subtract an additional 26HP, for -256.
If you still need more, throwing Lucky and Dawn on applicable items will subtract 45HP more, for -301.
Lastly, Fearless and Deadman will potentially take away 30HP, for a total of -331.
> On top of Maiz/Karu title, that's a grand total of -361/-381HP, which is possibly enough to negate having ALL HP skills ranked.
Demi Lich + Crocodile/Destruction are vital to this build, because they are both very strong enchants. They subtract a large amount of HP while still providing a large damage boost. This is the easiest way to make good use of the build. Likewise, Knight adds Str (more damage) while subtracting more HP than Wizard.
It should be noted, however, that with the release of several new enchants, this setup has lost a lot of it's standing as a high-damaging build. In certain new scenarios (Sulfur Spider, Theater Mission Trolls, Rath Cerberus), it also does not work as a survivability mechanic. However, it still performs very well in all dungeons, along with several Shadow Missions (Enemy Behind, SCC, Their Method, etc). Homesteads also make Wound Potions and HP potions very easy to obtain, making the maintenance of this lifestyle very cheap.
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Aliyah wrote on 2011-06-01 04:44
The nice thing about using this build as an alchemist, is that you don't need to rank combat mastery, so the amount of -hp enchants is quite small. For my flame set, I sacrifice just three enchant slots (2xthief accesories + the dawn gloves) for relative safety. I could put regular damage enchants (no fire damage suffixes for most things) but 3 wild boar enchants would be only 9 damage total. Plus the extra crit and stam comes in handy ^^
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Evasivetony wrote on 2011-06-14 01:12
I really love this build a lot, but i'm unsure if i'm past the point of no return. Can someone help me out here?
-The Facts-
Combat Mastery - r2
First Aid - rF
Smart Mind - rF
Life Drain - rN
Defense - rF
Dual Wield gladii
Currently at 218 hp as of total level 433 and current level 37.
Also, just a question. Everytime you level, don't you gain hp? And if so, wouldn't this mess up the whole build? I'm really confused :l
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Claudia wrote on 2011-06-14 01:34
Quote from Evasivetony;478478:
I really love this build a lot, but i'm unsure if i'm past the point of no return. Can someone help me out here?
-The Facts-
Combat Mastery - r2
First Aid - rF
Smart Mind - rF
Life Drain - rN
Defense - rF
Dual Wield gladii
Currently at 218 hp as of total level 433 and current level 37.
Also, just a question. Everytime you level, don't you gain hp? And if so, wouldn't this mess up the whole build? I'm really confused :l
You do gain HP when you level up, but it depends on age. Age 17+ works best with this build because you gain only .5HP per level, which is easier to manage and to adjust your equipment accordingly.
As for your skills, I wouldn't say you're past the point of no return, but you're going to have very limited options as far as weapons go. You'll almost certainly need a Demi Lich 2h, and you're going to have to hope for max rolls with Deadman's and other -HP enchants.
One possible options is deranking to r8 and dual-wielding with Knight, and using a Demi Lich or Crocodile 2h as a backup.
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Evasivetony wrote on 2011-06-14 19:59
Quote from Claudia;478506:
You do gain HP when you level up, but it depends on age. Age 17+ works best with this build because you gain only .5HP per level, which is easier to manage and to adjust your equipment accordingly.
As for your skills, I wouldn't say you're past the point of no return, but you're going to have very limited options as far as weapons go. You'll almost certainly need a Demi Lich 2h, and you're going to have to hope for max rolls with Deadman's and other -HP enchants.
One possible options is deranking to r8 and dual-wielding with Knight, and using a Demi Lich or Crocodile 2h as a backup.
Thanks. I've decided to de-rank to r8. At the moment i'm 10 years old, so I guess I'll have two sets of some items so I can lower my hp even more as I level. I'll start to slowly make my way up to age 17, and everything will be awesome :D. Hopefully :D
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Transcendence wrote on 2011-07-14 11:55
As mentioned before, there are only seven skills that contribute to HP gain: Combat Mastery, Defense, Sharp Mind, Windguard (Giant-only), First Aid, Rest, and Life Drain. Only the first skill is really necessary for this build.
(you want as little defense as possible to take as much damage as to knock you back without dying)
(Sharp Mind is useless in general)
(Windguard makes you a sitting duck, at least in the case of the LowHP build)
(First Aid is primarily a party skill and you don't need too many bandages to recover 30 HP's worth)
(Rest is a personal skill for personal tastes)
(Life Drain for 30 HP's worth?)
At age 20, level 50, exploration level 15, and Combat Rank 1, a Human has a maximum of 245 HP
At age 20, level 50, exploration level 15, and Combat Rank 1, a Giant has a maximum of 251 HP
Endgame Equipment (Two Hander):
Accessories (x2): Oblivion Earthquake
Head: Oblivion Dexterity
Body: Ancient White Horse
Hands: Maltreat the Dawn
Feet: Oblivion the Dawn
Weapon: Demi Lich Crocodile
Total HP Loss: 215 HP
Maximum HP: 30~36 HP
Maximum Damage Loss: 19~29 Damage
-Will continue this laterr