javasirc
13-12-2005, 04:27
ive been designing a new character. basically, it absorbs fire/light/cold, and resists 90% poison. the resistances would be 95/95/95/90, and stacked enough to withstand conviction + lower resist.
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GEAR:
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helm: coa [ber,ber] //skill, fhr, resist, dr, 2 sockets
armor: g angel [ohm] //ohm will add +5 max cold, which totals 95.
gloves: hellmouth (may replace) //fire absorb
boots: hotspur //adds the +5 max fire, totaling 95.
belt: tgods //adds the +5 max light, totaling 95 (also lightning abosrb)
ammy: rising sun //fire absorb
ring: dwarf //%fire absorb
ring: wisp //%light absorb
weapon: wiz spike [15 res jewel] //cast, mass mana, mass resist
shield: luna //cold absorb, socket (perhaps ber)
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CHARMS:
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torch
anni
9x res gcs (each 13-15 res)
10x 5res scs
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SKILLS:
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teeth: 20
spear: 20
spirit: 20
wall: 20
prison: 20
armor: 1
lr: 1
1 all prerequisits
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STATS:
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str: enough for gear
dex: enough for max block
vit: rest
eng: none
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BATTLE STYLE:
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casters: they cant hurt, period. spirit/spear, maybe some teeth can take them.
melee: regular ww/conc barbs shouldnt be too hard, just keep casting spirit at them, same with zealots. chargers might be hard, but the same plan against barbs, and i think spirit stops their charge, not entirely sure. bvc's are probly impossible to beat. just a lot of running is the only chance of survival.
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ADVICE
------------
is this a pretty good setup for public duel games? i know its a bit corny, but it may be fun.
would making it into a ES sorc be wiser? i would lack serious damage, but i can resist more damage from melee chars.
what would be the best gloves to replace hellmouth with? rising sun has like 60 fire absorb, hellmouth's 15 wouldnt help a whole lot.
------------
GEAR:
------------
helm: coa [ber,ber] //skill, fhr, resist, dr, 2 sockets
armor: g angel [ohm] //ohm will add +5 max cold, which totals 95.
gloves: hellmouth (may replace) //fire absorb
boots: hotspur //adds the +5 max fire, totaling 95.
belt: tgods //adds the +5 max light, totaling 95 (also lightning abosrb)
ammy: rising sun //fire absorb
ring: dwarf //%fire absorb
ring: wisp //%light absorb
weapon: wiz spike [15 res jewel] //cast, mass mana, mass resist
shield: luna //cold absorb, socket (perhaps ber)
------------
CHARMS:
------------
torch
anni
9x res gcs (each 13-15 res)
10x 5res scs
------------
SKILLS:
------------
teeth: 20
spear: 20
spirit: 20
wall: 20
prison: 20
armor: 1
lr: 1
1 all prerequisits
------------
STATS:
------------
str: enough for gear
dex: enough for max block
vit: rest
eng: none
------------
BATTLE STYLE:
------------
casters: they cant hurt, period. spirit/spear, maybe some teeth can take them.
melee: regular ww/conc barbs shouldnt be too hard, just keep casting spirit at them, same with zealots. chargers might be hard, but the same plan against barbs, and i think spirit stops their charge, not entirely sure. bvc's are probly impossible to beat. just a lot of running is the only chance of survival.
------------
ADVICE
------------
is this a pretty good setup for public duel games? i know its a bit corny, but it may be fun.
would making it into a ES sorc be wiser? i would lack serious damage, but i can resist more damage from melee chars.
what would be the best gloves to replace hellmouth with? rising sun has like 60 fire absorb, hellmouth's 15 wouldnt help a whole lot.