Sapphire
Member
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What I have been doing is maybe a bit odd, but it's working. It involves grinning jack, troposhield, havarti blade, either Rhubzard guest or werepyre bat swarm energy/fire guest, frostval crown, and meteoid jelly, and/or Ghost Hound...using Tempest. First, Tempest just got buffed by changing magic weapon damage to melee strength. This seems like a buff for hybrids, but it is also a buff for charisma weapon wielding Beastmages. Since the skill is weapon-based, any attached effects work. Havarti blade's is pet and guest celerity. It has a high inflict rate. Tempest's first turn's +50% damage is applied to guests and pets, too. If the effect activates, it's two turns each at +50 damage. First turn, get the celerity. Drops your SP. Let's say you have the 493 you get on turn one. That's 3 left. On second turn, equip frostval crown and cast arms of dragonguard. These attacks/casts if holding Troposhield get the 142% bump upon successful infliction due to the energy element (the shield only triggers on energy, fire, earth), so damage just increased for all players on my side. Remember, this is *142% *and* +50% for TWO turns. Meteiod jelly, with the +50 damage buff, *142% damage buff, and lucky strike damage at 1.5X, is full healing my SP on 1 turn, much less two... In the event I am caught vulnerable considering I am in a glass cannon armor, holding a shield that isn't going to protect me, I need something else to help me out defensively. Oh yeah, I just do this before I attack. Wield Grinning Jack, get the imbue, and Afraid amount is based on ENERGY DAMAGE.. Last time I checked, Tempest has second highest energy damage in the game. This would work decently well with Voltaic Bloodzerker I imagine. So it's basically huge damage buffs + killer guest damage + nice pet damage with full SP heal + pretty close to stun-lock all bowled up into one.
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