Sapphire -> RE: Armors or items that can convert melee damage to magic (9/19/2021 7:35:50)
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I actually change frequently, and am going back and forth from beast hybrid and hybrid w/ luck using werepyre, but I do own several pay to play items. What I am doing currently is playing a "Darkness resistance focused PCO style", meaning every battle I PCO the monster to get a favorable darkness resistance, and every item I have either boosts darkness damage, or overall damage..and stack it. And nearly all my weapons are darkness, for different effects. Working crazy good. I buff and purple rain with buffalot and arcane amp, since it gets me 210 more stats, and I either use Terror misc for 40/40 int/str or unbound revelation for 50 str/int/end. I'm pushing over 400 stat in both str and int...resulting in huge damage. Pretty much nukes no matter weapon attacks or spells. I train luck, and do arms of dragonguard crit . Weapons: eclipsed dragonlord insight (MP heal), eclipsed dragonlord might (SP heal), atrea dream rod (lucky strike damage), arcane cutlass of abyss (spell casting boost;werepyre gets +50% to spells in beast form), Silver Olympic axe (Nocturu clan, so darkness) for general all around damage. Other miscs is zfinity gauntlet power, time, and space, and silver olympic medal for darkness empower.. Of course essence orb, shadowfeeder. Guests-essence of carnage for MP heal, boosted spells. But usually use Necromoglin that boosts darkness. I think full boost using mainstat + charisma is 68%, but here with th quick cast boosts and no charisma I can get it to 67% since I'm guessing the formula is 75/25 mainstat/charisma. So who cares about the 1%. Pets Poelala mostly, dunamis, porcelhino for bleed, model 294 for ele vuln to darkness, other stuff for effects. I have just finished trying 250 int/charisma/end on werepyre using all backlash. doomlight shield, dread fiend guest, frostwyrm misc, angra linnorm, and using magic weapons. It's nice too. Tried 250 str/int/charisma just the other day for a little bit. This build should boost charisma and use charisma weapons, as they override any and all type-switching. It even says it in the werepyre info subs. Charisma weapons because they are magic, get the 33% boost, but then only use charisma for stats. It turned out nice. The same works for tempest. The melee conversion uses charisma for stats, and hits for melee damage. So it does huge damage. Its the only "mage" variant that can use tempest. I am undecided on if I will stay in any one thing, but I do know element-focused PCO style is the way to go because you can find an element or two or three and get everything aligned and find the best synergies and just stack it...work great. In Sol Neko on my beast mage I switch to, I use earth and fire. Necromancer/here I use darkness. I now need to try water with the new water charisma weapon, and use double rhubzards. 334 luck boost on a celerity turn is legit. Might try a 250 int/char/dex beastmage, but just use water on everything, and and essentially get a 4th maxed out stat in luck using double rhubzards since you can spam clever disguise (hugely powerful misc) Think about this? With quick casts to int/str/charisma, you can train three of them to only 150, boost them to 255 each, and you still have 300 to use. Maybe train something else to 250, maybe end. Leaving 50 for something else, maybe just put it on something you already trained. (prob INT, boost MP) Then quadforce to boost dex. Then use dual rhubzards to boost luck. You could have a character with a 250+ stats to every stat....in moments. Just throwing some ideas at you. I get bored and try stuff too.
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