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    Posts made by Yalah

    • RE: Patch b.1.0g - Economy, PvE & PvP Balancing

      (Set / Total Physical Defenses / Total Magic Defenses / Total Defenses)

      Leather set + Mountain Dragon Leather (No Mage Armor) 20/16 Encumbrance:
      Leather / 2050 / 2200 / 4250
      Ranger / 2550 / 2850 / 5400
      Rogue / 2350 / 3200 / 5550

      Leather set + Mountain Dragon Leather (Mage Armor 20 wis, 0 Prof) 20/16 Encumbrance:
      Leather / 2530 / 2360 / 4890
      Ranger / 3030 / 3010 / 6040
      Rogue / 2990 / 3360 / 6350

      Plate set base 80/64 Encumbrance:
      Full Plate / 2100 / 1800 / 3900
      Knight / 3000 / 2400 / 5400
      Slayer / 2100 / 1200 / 3300

      Plate set Blood Iron 80/64 Encumbrance:
      Full Plate / 2700 / 1800 / 4500
      Knight / 3600 / 2400 / 6000
      Slayer / 2700 / 1200 / 3900

      Plate set with Mithril 64/52 Encumbrance:
      Full Plate / 2100 / 3000 / 5100
      Knight / 3000 / 3600 / 6600
      Slayer / 2100 / 2400 / 4500

      Best case scenario for Plate/heavy, you have slightly better defenses than what Rogue armor can give you. Leather needs to use one skill slot and mana reservation, while Heavy/Plate has 32 more encumbrance than them. (-7.2% Attack Speed, -7.2% Movement Speed, -10.8% damage, -72% chance to dodge).

      Additionally, Mage Armor numbers could be increased by (420 / 140 / 560) by maxing WIS and Proficiency.

      Heavy/Plate not the best tanking gear. The fact that these numbers are even close says there is a big problem.

      posted in News & Announcements
      Y
      Yalah
    • RE: Patch b.1.0g - Economy, PvE & PvP Balancing

      TLDR to my above post: If your goal is to mitigate the most damage, Heavy armor is not the best solution or even the second best. It might be third if you ignore the penalties of using it over other options.

      posted in News & Announcements
      Y
      Yalah
    • RE: Patch b.1.0g - Economy, PvE & PvP Balancing

      "Mage Armor physical armor bonus lowered from 20 x WIS to [8-12] x WIS, but now stacks with physical armor from other sources."

      This change, plus the evasion nerf in the last patch, continues to make heavy armor even worse for tanking when compared to several other armors - In defenses and especially for damage. (I assume that the change to Encumbrance that reduces damage is now is linear between -0 to -30% from 0 to 100 encumbrance.)

      *In the second and third image, I forgot to include the Mage Armor/Wisdom numbers. They are unchanged from the first image.

      Armor values with Mage Armor and no special materials (at the shown values of WIS/Proficiency):
      MageArmorValues.jpg

      Armor Values with Mage Armor and physical defensive materials (Mammoth Cloth, Mountain Dragon Leather, or Blood Iron - sorry Hide):
      MageArmorValues_defenses.jpg

      Armor Values with Mage Armor and physical defensive materials only for Leather/Cloth and Mithril for Chain/Plate:
      MageArmorValues_Mithril.jpg

      This comparison obviously does not include the bonus from different armor sets.
      It does not include the 7.5% crit from Assassin and the 10% mana cost reduction from Scholar.
      It does not include other material options for say Leather that would keep better defenses than the heavy armor options, but give, say, 10% crit chance.
      This ignores the "power loss" from losing access to all spells while wearing Heavy armor.
      Armor Mastery was ignored because I already made 3 charts while it will lower the penalties of Leather up to Plate, it doesn't change the reality that the best tanking sets are not Heavy/Plate and not even Medium/Chain.

      posted in News & Announcements
      Y
      Yalah
    • RE: Not A Guide: Druid Background (Pre EGC)

      Not a Guide: Druid Background - Conclusion:

      TLDR: I do not recommend anyone start as the Druid background. Druidcraft has few options for damage until you can hill the hardest PvE monsters and the Mace Fighting options, which also have Spell Channeling, are very limited and subpar when compared to just being a pure melee build. I have shown that you can hit rank 50 by starting with this background, but it is slower than several other options. If you wanted to try making a Druid build at endgame, I would suggest you pick a different background, grind ranks, and then try making a Druid build after rank 50. END TLDR

      When I picked this background I did so with the opinion that it was the worst background currently available. At the time, several new players were complaining about starting with it and struggling to maintain the "feel of being a Druid," while still trying to rank up. My goal was to stay as true to the "Druid feel" as I could while still progressing to rank 50. Getting to rank 50 was achieved, but there is basically no Druid left.

      I'm going to break this Conclusion into three parts, "Why you should avoid," "Suggestions to make it work," and, "Endgame Druid Possibilities."

      Why Druid you should avoid the Druid background:

      I guess to start, in my mind a Druid is a tanky melee/casting hybrid. The combo of Mace Fighting and Druidcraft (and spell channeling in general) do achieve this feel, but the reality of Fractured is that the game does not truly support a capable melee that can also cast spells. The reason for this is that many weapon skills scale partially based on weapon damage. For example Crushing Assault, a Druid starter skill, is, Weapon Damage plus 8x STR. This means that the optimal weapon for this skill is the weapon with the highest base damage. In Fractured that means a 2h weapon with a slow attack speed.

      (The one exception to the above statement would be a Knife Fighting build that stacks on hit effects (poison, Strike Wounds, ect) and then casts spells. If and when Martial Arts becomes a thing, Unarmed might also achieve the same status. All other melee/casting hybrids, that I can think of, are not really utilizing melee weapon skills. They do exist, but they do not fit "the feel of a Druid.")

      Melee Skills:

      If we take a look at 2H weapons with the Slow speed, to take advantage of melee skills, and also Spell Channeling, because we want that Druid feel, we find exactly zero options. Quarterstaff and the Shortbow are the only 2h weapons that even have spell channeling. Both are medium speed, the Shortbow doesn't feel very Druid to me, and Quarterstaff is the highest damage option of any of the rest melee options. To give you an idea of the melee damage difference between the Quarterstaff and a "true" 2h melee weapon..

      At 22 STR:
      Quarterstaff damage: 143
      Warhammer damage: 238

      That means, even staying in the same weapon school, each and every Mace Fighting ability that you use, the Warhammer is flat out 95 more damage. That's 60% less base damage on every single Mace Skill. If you followed the guide, you'll notice that I was choosing to use Shouts for damage over Mace Fighting abilities. The reason for this is that Shouts scale purely off of STR and, with similar cooldowns, they were actually more DPS than using Mace Fighting.

      This information applies to 2/5 of the Druid starter skills and 5/6 Mace skills (two of which are passives and cannot be used at the same time).

      Druidcraft (and casting):

      On the magic front, Druid starts with Verdant Regrowth, Sprouting Pulse, and Crushing Roots.

      Verdant Regrowth is a solid spell for a couple of reasons. First, it clears bleed stacks and provides immunity during it's effect. Second, its "heal" is not actually a heal. It's a bonus to your heath regeneration. This means that talents that give a bonus to healing will not work on this ability, but it also means that debuffs that block healing, won't effect this skill. On any Spell Channeling character I play, I get this early.

      Sprouting Pulse does crushing and applies a root (snare) effect. Crushing Roots does crushing damage, has stacks, but only to a target that is rooted. This means that Crushing Roots is totally unusable on anything that is not currently rooted or that cannot be rooted at all (Ogre come to mind right away). In practice you hit a monster or monsters with Sprouting Pulse and then spam Crushing Roots. If Sprouting Pulse only hits one monster you only get one use of Sprouting Pulse. If several monsters get hit by Sprouting pulse, you usually only have time to hit two different monsters with Crushing Roots before the root ability wears off.

      As individual spells, I don't actually have a problem with them and I think the synergy of Crushing Roots is kinda cool. The problem I have is that as a new Druid these are the only two spells that you have, One has a 12 second cooldown, and the other is only castable immediately after the first. Other casters can pop one spell, run around, pop another, and repeat. Druids slam two spells as fast as humanly possible and stand there for 12 seconds. It's not fun to play. (Additionally, when half your skills are melee, the root doesn't actually do anything because you want to be right next to the monsters anyway.)

      Looking at the other Druidcraft spells:

      • Barbed Skin is great for a melee that doesn't use evasion. It's attainable early on Arboreus.
      • Cobweb and Entangling Web are non damaging snares. Both are attainable early on Syndesia.
      • Bramble Wall is a non damaging root/wall that would offer synergy with Crushing Roots. Attainable only from high CR Ogre Druids.
      • Entangling Roots is a damaging roots spell with a fairly large AOE. Attainable only from high CR Treants and Arboreal Dragons
      • Insect Swarm is a non damaging area effect that confuses and gives poison stacks. Attainable only from high CR Ogre Archdruids.
      • Arboreal Dragon Breath is a channeled damaging spell that also gives poison stacks. Attainable only from high CR Arboreal Dragons.

      Of the 7 additional Druidcraft spells, 4 do no damage (one does apply poison stacks), one is a good, early, passive option, and two are only attainable from the toughest monsters.

      Like I said at the start, you can start with the Druid background and make it work, but it's going to be slower than other options and much slower if you don't branch out into other ability schools.

      Suggestions to make starting with the Druid background easier:

      1. Don't start it. That's my number one advice. Start with a different background and try to switch over to "Druid" once you have many more skills to pick from.

      2. Starting as a Druid, and focusing melee: Start with DEX instead of STR. Immediately focus on getting Strike Wounds and switch to a dagger after. Use poisons. From there, go for any other Strike skill from Knife Fighting. Bleeding strike has many low level options and would synergize with Bloodlust if you wanted to do that. If not, many of the other strike abilities are good. Daggers, with poisons and Strike Wounds will do a lot of work for you. You can supplement those with whatever spells you want.

      3. Starting as a Druid, and focusing casting: INT/WIS/CON to start. Get any magic that is not Druidcraft and be a mage.

      Endgame Druid Possibilities:

      If you wanted to use melee weapon skills or rely on melee damage, I think the only option is daggers. Poisons and Strike Wounds are on hit effects that do solid damage, if a little slow in ramping up. Scimitar and a Shield are an option, but they are defensive options.

      I think the more realistic option is as a pure caster that has WIS and INT. In this build, your roots will help you keep distance and the two strongest Druidcraft spells offer Poison synergy. Your INT will let you more effectively use Venomancy skills, specifically Infectious Burst, to ramp your poison damage even higher. From here, the world is your oyster. You can fill in your other slots with supports, heals, or other damage types. If you wanted to avoid INT, you do have other damage options, but you're mostly going to be limited to Energy damage.

      Concluding the Conclusion:

      While I don't recommend starting as a Druid background, this, Not a Guide, proves you can start with basically any background and make it to rank 50. I tried to lay out the weaknesses of this background and the "feeling of playing a Druid" as it is presented in Fractured, but you all have to make your own choices.

      As said in an earlier post, I will be doing another Postscript for this Not a Guide where I explore the Endgame Druid I described just before this. Maybe not immediately, but in the next couple of days for sure.

      If you have any questions about this specific build, I'll watch and can try to answer them. You can also post them in the thread for this Not a Guide, over in the share-your-builds channel of the Discord.

      For other questions about the game, #player-help on the Discord is a good place for general questions.

      posted in Character Builds
      Y
      Yalah
    • RE: Not A Guide: Druid Background (Pre EGC)

      Day 7 Results:

      TLDR: About 4.5 hours of farming to reach rank 50. 20k-ish in gold and an Orb of Hunting. Mountain Dragon Rogue set was a smashing success. END TLDR

      There is not much to talk about today, but there hasn't been too much to talk about since Day 5. As with the Gladiator Not a Guide, at some point all that you have left is the grinding.

      I headed for Terra as soon as my Mountain Rogue set was finished. I did take my basic Leather set as well. Upon arrival in Terra, I went strait for the Industrial Ogres. I started with just my Leather set, but I also used the talents seen in the Day 7 plan, "In the Mountain Rogue set, I might try," and the Day 6 Jotunn skills. I had no problems killing anything except the Ogre Lord. I tried the Ogre Lord three different times in my Leather Set, with slightly different skills, and I got him to about ~30% on my final try.

      At this point, I decided I was more lazy than cheap so I whipped out the Mountain Rogue set (I never went back to the Leather set after this point) and went with the following skills:
      ogrelordskill.jpg

      He went down almost with bandage heals alone. I found about 4 of them and did a little rotation until Ogre Lord was at 100%.

      After that I switched to these skills to 100% all of the rest of the Ogre.
      ogregeneralskill.jpg
      And I used these talents:
      finaltal.jpg

      I needed all the mana regen I could handle because of the Rogue Set Bonus. As a general Rule, when I was at full mana, I used Concussive Strike (which also gets the bonus) because that was the highest DPS option I had, but when I got low on Mana, I shut it off to use the shouts which are more mana efficient.

      With my Fortitude at 1k, I didn't even bother with Protection from Fire for the Ogre Masters. Ogre Mages were the only problem child because they would dispel Glass Barrier and break my Bloodlust synergy. I did group pulls of up to 4 ogre at once as long as I didn't have more than 1 Master and I only did solo/duo pulls if a Mage was present.

      Once I 100% all of those, I went up to the tree hugger Ogre and basically only targeted the Druid and Archdruid. Both had skills I wanted and I did not need to 100% the others to hit rank 50.

      And that makes the Not a Guide for the Druid Background officially concluded. It looks nothing like a Druid anymore, but it is over none the less. I will write up the official conclusion and my thoughts tomorrow for me, but later today for most of you. There will also be a Postscript for this Not a Guide where I attempt to make an "endgame" Druid build that actually resembles a Druid, kinda.

      posted in Character Builds
      Y
      Yalah
    • RE: Not A Guide: Druid Background (Pre EGC)

      Day 7 Plan:

      I came here looking for my Day 7 plan so I wouldn't forget to take anything to Terra with me. I discovered that I forgot to make the Day 7 plan. (I was actually too tired, but I forgot that so it still counts as forgetting)

      TLDR: Make and take Mountain Dragon Rogue Set to Terra with me along with my current leather set. CRUSH OGRE and get their POI (both kinds). Hit rank 50. END TLDR

      Today is basically return to Terra and kill Ogre, which should be very doable. If I don't hit rank 50 off of them, then I will go for Huskworms/lizards in the tree hugger Ogre area. They have good concentrations of both lizards and Huskworms so it will go quickly. I'm pretty confident that will get me to 50. After that I will try some of the harder things such as Ogre Lord, and the big dragons.

      I'm going to start out on my basic Leather set because I'm cheap and I don't want to wear down the better stuff if I don't need to. I will almost certainly use it for the Ogre Lord and Dragons.

      As a reminder my imbues are (mats used can be seen in previous posts):
      Armor: T2 mana regen and T2 evasion.
      Weapon: T2 Lifesteal and T2 Accuracy
      Necklace: T2 STR and T2 Accuracy

      My Mountain Dragon Rogue set materials look like this:
      mtndgn.jpg
      Rogue mats.jpg
      (That is Shadium Oil btw.)

      In the Mountain Rogue set, I might try something like this for talents:
      tald7.jpg
      That will put be just under 1k fort (on top of 1k evasion and 1k accuracy). I don't think that much fort will be needed when I'll likely use protection spells for ailments, but I've never tried fort that high so we'll see.

      If I decide to drop the fort, I'll probably put those points into magic defenses or mana regen.

      For the Skills, I'm not actually sure. Assume Jotunn for now. (I will for sure drop battle jump for something else.)

      posted in Character Builds
      Y
      Yalah
    • RE: So, what happened to Myr?

      Yea, Jacopo basically said it was a shit map and that Aerhen and Terra were so much better that it needed to get the boot.

      I have lots of memories of Myr, but I kinda agree, it wasn't up to snuff when compared to the new maps.

      posted in Discussions & Feedback
      Y
      Yalah
    • RE: Patch Log - b.1.0f - Bug Fixes

      @Prometheus said in Patch Log - b.1.0f - Bug Fixes:

      • Charcoal Piles are now smaller and fit in a standard land parcel tile.

      puts down the pitchfork

      Best patch ever! 😄

      I'm so glad that I can rebuild a bigger house now.

      posted in Minor Releases
      Y
      Yalah
    • RE: Not A Guide: Druid Background (Pre EGC)

      Day 6 Results:

      TLDR: Aehren more or less finished. Elementals, undead, and Jotunn mostly complete. 357k kp, rank 47, added 30k to the bank. New Jotunn friendly build below. 5x orbs END TLDR

      Started with Storm Elementals and had my second PvP encounter. This time a duo initiated on me while I was finishing a normal Storm Elemental. They came from above me so I had better vision than them. I looted my kill and then proceeded to immediately kite them into packs of monsters. Once again, my build made me basically safe from the monsters while the duo was getting beaten up. When they turned back out of the monsters, I took the opportunity to run like a bitch through more monsters.

      I was never really in any danger, but my elemental killer build is not really what I want to PvP in and I had 12k and two orbs on me. After hitting a bank I went back out to 100% Storm and their POI. Then I took a few boats around to snag the remaining Undead POI and 100% everything but the ghouls and horrors (they're not common enough for me to want to farm and I don't need the KP).

      After that I decided to give Crystal Elementals a try with my magic defense talents and these for skills:
      crystals.jpg
      I didn't really need Globe of Spell Protection (since I wasn't using anything they could dispell, but it gives flat magic resistance so I kept it. The important bit is Dispel Magic. This can remove the Crystal Skin buff from the elemental and allow a melee to kill them without the mana drain. It's not a 100% chance to dispel so I just cast it until it went off and then attacked. The elementals will recast skin, but it has a channel time and you can use Shockwave to stun them and keep it off. (Shockwave has the same cooldown as skin.)

      I tried the Greater Crystals and they shit on me pretty hard. After the second try I just bailed because I didn't really need the KP. After getting back to the house I decided to take my Day 5 equipment out and see what I could do with Jotunns.

      I used the following skills:
      jotunn skill.jpg
      Fear is nice in that it has great uptime. I wanted to use Barbed Skin, but if you dodge there's no thorns damage. (I probably should have mentioned this is why I dropped Barbed Skin a while ago.)

      I switched to the following talents for Jotunn:
      Jotunntal.jpg
      This is basically my physical defense build with points dropped out of Crit Damage and put into Mana Regen. The extra mana regen was needed to help me keep Fear up and spam heals/skills.

      It went well. Full clear of POI and 100% on all Jotunn (including Stormborn). When you first engage Stormborn and Warriors you should kite them out until their buff wears off (about 8 seconds on each). Then you can engage. Stormborn still hit like a truck even with Fear. And because they also fear (Intimidate), I don't have 1k evasion. Slow and steady on them was enough. I usually only used Shockwave as my offensive then spammed heals and Fear.

      The only other Jotunn that put up a fight worth mentioning is the Sorcerers and it was mostly because I dropped magic defense skills and wasn't running an aura for them. Never got close to dying, but they were #2 after the Stormborn.

      After the show at Jotunns, I am very confident that Rank 50 is attainable at this level of gear and abilities, which is the point where I decided to stop the Gladiator Background Not a Guide. I will continue this one for at least one more day because I'm going to hit rank 50 and do some "extra" testing of other things so there's no reason not to catalog Ogres tomorrow.

      I ended Day 6 after 7 or so hours (40 hours total with 8-10 of that house/crafting. I have 357k KP, rank 47, and I added about 30k to the bank. Plus orbs for Pyromancy, Archery, Restoration, Necromancy, and Illusion.

      posted in Character Builds
      Y
      Yalah
    • RE: Game closing

      You're much more likely to get help in the player-help channel on the discord.

      Can you take a screen shot of the error message when you try to log in? Have you ever been able to log in before?

      posted in Bug Reports
      Y
      Yalah
    • RE: Not A Guide: Druid Background (Pre EGC)

      Day 6 Plan:

      TLDR: Finish out Aerhen KP (Elementals, undead, and a poke at Jotunn). Then make my "final" equipment set for the return to Terra. It's looking like the imbues will be the same as the Day 5 set, but with Mountain Dragon Leather used for a Rogue Armor set. END TLDR

      Day 6 plan is basically the Day 5 plan with different targets. I will definitely finish Storm Elementals to 100%. I'm not sure if I will do Crystals or not since they need some extra effort as a melee build. Skipping them will not heavily impact our goal of rank 50. I will hit all of the Undead POI, mostly out of a sense of completion, and get most of the undead to 100%.

      The last area to hit will be Jotunn. I will snag all of their POI for sure, but I may get picky about which I try to 100%. Stormborn are almost certainly off the table, but I think my Day 5 set can handle all of the rest. If I have time I'll do all the prep for a return to Terra. Thinking ahead to my "final build" set, I'm leaning towards using the Mountain Dragon Leather for a Rogue Set, mostly because the rogue bonus is actually useful for me whereas the Ranger set bonus is completely unusable for me. There are two concerns that I have with this choice.

      First, the Rogue Set will need much improved mana sustain to truly make it worthwhile. I already have T2 mana imbues so this means sinking points into the INT tree for Mana Regen. That is possible and I might not even need to sacrifice too much to make it happen. I also might need to reassess my skills to take better advantage of the lowered cooldowns. Second, the whole point of the Dragon Leather it to maximize my physical defenses to help me push the limit on soloing. The Ranger set has 100 more slashing, and 50 more piercing/crushing defenses.

      Realistically, there's not much of a choice here. The way physical resistances scale, mean that the 100/50/50 defense loss wont be that large of as % damage taken increase and the potential of much quicker cooldowns might make some things valid that I've not even considered up until this point. It'll likely be Rogue and if it was the wrong choice, oh well.

      posted in Character Builds
      Y
      Yalah
    • RE: Not A Guide: Druid Background (Pre EGC)

      Day 5 Results:

      TLDR: Everything went to plan. Finished at 302k KP, rank 41, and added about 30k to the bank. I did use two different builds, outlined below, for fighting elementals, and everything else. Both worked well. New set of gear and imbue shuffle. END TLDR:

      Time played today is a little rough because I broke it up into several different chunks as I was working on other stuff. Lets call it 5 hours to be on the safe (upper limit) side. The first thing I did, with my old gear that was literally falling off my body, was hop over to Jotunn Clerics to get Physical Recovery (60). I targeted the chest events for them (which are good farming spots for KP or otherwise). As I said way up in Day 2, Physical Recovery clears a lot of the physical debuffs and is pretty handy when you start to stuff your hotbar with stuff. (I also did some hide farming to get my leather up to 2/4. Not quiet there yet, but I just need to do more processing.)

      After that I made a new set of gear and started throwing imbues on it. I hinted about some imbue switching for my "final" set of gear, but decided to go ahead and do it now. The end result was 980 evasion and 630 base accuracy/1k with Feint up (which is often). I'll post all the build images and specifics down below.

      In addition to the places I'll list after this, I spent a fair amount of time killing random monsters in the wild for their KP. Nothing specific or targeted, just whatever I came across and needed. First two stops were the bandit POI. Because I already had max knowledge on them, I spent more time here killing than I needed to. Between the two areas, I walked out with about 10k gold, an orb, and a recipe. Oh and a PvP kill.

      The PvP encounter came as I was, on foot, training out of the last bandit POI towards the exit. A red saw me "in distress" with lots of aggro and attempted to take advantage of it. They initiated on me, but I was able to maintain distance because of Battle Jump, my Aura of Oppression, and them being more encumbered. My plan was to continue to chain aggro until I made it to the exit and use my speed advantage to dump all of the bandits onto the red.

      I was relatively safe running out and they actually fled around and ahead of me to escape monster aggro, so I think the plan worked pretty well. Unfortunately, in the excitement, I forgot to swap my PvP toggle on after I also exited. I took a chunk of damage from them before remembering to turn it on and then we battled it out. I think they realized I was not what they signed on for and they tried to escape, but weren't able to get enough distance. It was a close fight, but I was victorious and sent em to jail (thanks for the 5k).

      At the time I was rank 39 with the below gear/imbues and Physical Defense/Damage build. They are a fairly high placed pvper, rank 50, had a 2h axe with bear helm and chainmail. Fully imbued, but the only imbues that I remember is that they were 10/10 Axe Fighting. I have been worried about this build's pvp survivability, which is why I am keeping Battle Jump handy, but, at least in this case, it performed well despite my blunders. I felt much better when I realized they were 10/10 Axe Fighting.

      Back to PvE. After Bandits, I swapped to the Magical Defense build and 100% the Ice Elementals and their POI and then went and gathered the Fire Elemental POI. The only monsters I bothered getting to 100% were Fire Primelings. All of the other monsters in this area can be finished on Terra.

      I finished out the day at"5 hours" (33 total with 8-10 of that on house/crafting), with 302k KP, Rank 41, and I added about 30k to the bank (including the PvP money). Plus a Knife, Mace, and Cryo orb and, a Rogue Armor and Scholar boot recipe. (Value not added to gold totals.)

      Current Gear: Reptile Hide for the leather just to get some more durability out of it. Quarterstaff is Ironwood.
      d5gear.jpg

      Imbues (mats listed above unless listed below):
      Armor: T2 mana regen and T2 evasion.
      Weapon: T2 Lifesteal and T2 Accuracy Holy Water, Infused Embers, Moonbeam Flowers, Sneezeweed Pollen, Termidian Bile.
      Necklace: T2 STR and T2 Accuracy

      My skills and talents are split between, "Physical Defense with more damage," and, "Magic Defense." The latter is the build I use specifically for handling elementals.

      Physical with Damage:
      d5pdefsk.jpg
      d5pdeftal.jpg
      Physical with Damage notes:
      Battle Jump is not needed for PvE, but it is pretty mandatory to have some kind of solid movement skill if you get attacked by another player. Protection from Poison was mostly when I was clearing Bandits and some spiders en route. I swapped it out for Healing Wave later on. (More healing was not needed, but it's a nice backup.)

      STR tree is the same as standard (without the carry weight this time). Thick Skinned and Natural Shield to help even more with physical defenses. I drop some points out of Crit Damage to Push for Feint and The One. This setup gives me, with the new imbues, the 980 evasion and 630/1k Accuracy.

      Magic Defense:
      d5mdefskills.jpg
      d5mdeftal.jpg
      Magic Defense notes:
      Battle Jump for the same reason as the Physical version. Protection from Fire is swapped out to the element needed. Globe of Spell Protections keeps those pesky elementals from nuking your Protection. Concussive Strikes because we have no source of bleed for Bloodlust (Glass Barrier cannot be used with Spell Protection).

      The primary difference between the Physical Tree and this one is that I go all the way with magic resistance nodes. The very heavy reserved mana cost of this build caused me to pop some points into flat mana. I dropped points from Thick Skinned and Crit Damage.

      posted in Character Builds
      Y
      Yalah
    • RE: Teddy

      Good question, no idea. It's a system that has been around a very long time and I don't know if it's still a thing or a legacy item from the olden days.

      posted in Welcome to Fractured
      Y
      Yalah
    • RE: Teddy

      Welcome! I suggest you come over to the Discord (link on the main page). The forums are pretty inactive since Discord provides a similar set of features and is pretty widely used.

      posted in Welcome to Fractured
      Y
      Yalah
    • RE: Not A Guide: Druid Background (Pre EGC)

      Day 5 Plan:

      TLDR: Make a plain leather and likely do the standard enchants that I listed on Day 3. Snag all of the Bandit POI then either hit the Undead areas or the various elemental areas for POI and kill knowledge. (The order is not super important.) I may also try to snipe Jotunn Clerics quickly at the start for Physical Recover (60). END TLDR

      Nothing fancy today. I need to make a new set of gear so I will do that first, with Day 3 imbues. If I had more talent points I might drop some of the Evasion for additional Accuracy, but I don't think I will do that with this basic set. (I probably will in the future.)

      Once that set is done the plan is Bandit POI (which are already 100% on kills) then head to Undead areas and or the various elemental areas. All of them will get hit on this Not a Guide, so the order isn't too important.

      Because we have Spell Channeling, we can skip special armors or elemental imbues. Instead, we'll use Protection from <element> in combination with Globe of Spell Protection. The reason for the latter is that the elementals will use Shatter Wards and Pierce Magic which cancels our protection spells without the Globe of Spell Protection.

      When doing undead, I would suggest Protection from Acid, but you can drop the Globe of Spell Protection. Dispel Magic from the Skeletal Priests should bypass it since it targets an area and not you as a target. (I've never actually tested.)

      I'm not positive yet, but this will probably be close to my skills for the elementals:
      skillsd5.jpg
      Edit: This has been updated since the first post. I realized that two skills conflicted and that had a slight domino effect.

      My talents for them will look similar to:
      D5talents.jpg
      I may drop some crit for more mana regen.

      posted in Character Builds
      Y
      Yalah
    • RE: Not A Guide: Druid Background (Pre EGC)

      Day 4 Results:

      TLDR: Spend a massive amount of time completely rebuilding house and getting my crafting going. Managed to 100% Goblins. Finished at 244k KP, rank 37, and an additional 8k in the bank. END TLDR

      Played this for about 8 hours today. A little over 6 of it was all of the crafting I described in the plans and also rebuilding my house from scratch because I needed more indoor room and could manage with less outdoor. Really trying to think of anything that came up during this process, but it was all what I planned (except the whole house thing).

      For the last 2 hours I boated over to Goblins and then got them, and their four legged friends, all to 100%. There weren't a lot of people there and I continued with my, "everything you can pull" strategy. There are some bad combinations in there and I did die once on a 6-7 pull that involved a fire shaman, several enforcers (knock you around) and several cutthroats (who fear and tank my mana with the passives I had up). Not many people around so it wasn't bad at all.

      I ran the following skills. I dropped Crushing Assault because the movement is just a pain in the ass given how hard it can be to get positioned. Battle Jump was included as a PvP choice to at least give me a shot.
      d4 skills.jpg

      These were my talents by the end of the night. I dropped mana regen nodes to get carry weight because I was packing very nearly 300kg of weight with all the warg hides that I picked up.
      d4tgalents.jpg

      I ended Day 4 after 8 hours (28 total with 8-10 spent on the house/crafting), with 244k KP, Rank 37, and 40k+ in the bank (I forgot to write it down). Plus 2x Ranger Armor and one Battle Mage (something) recipes, and a Witchcraft Orb. (Not counted in the gold total.)

      posted in Character Builds
      Y
      Yalah
    • RE: Not A Guide: Druid Background (Pre EGC)

      Day 4 Plan:

      TLDR: Headed Back to Aerhen and taking materials and reagents to make a couple more Leather Sets that should carry me to the end of this Not a Guide. I still need to 100% Goblins, but they might be packed. Bandit POI and or Elementals are next up. KP farming day after I get everything to the house. END TLDR

      At the end of the Day 3 BONUS EDITION, I popped over to Ogre to see if I could clear them. I could, but it was slower than I was hoping for (but still better than that Life Drain thing I did before). If I stay on Terra, my options are some combination riding around getting POI, fighting stuff that is still kind of slow for me to kill, or getting knowledge on stuff that isn't always concentrated (read as, easy to farm up knowledge). I feel very strongly that Mace Fighting excels at AoE farming and I'm just not able to do that with the strongest monsters (at least with my current gear). I do want to kill Colossal Huskworms to get Magic Reflection (80), but that is mostly to test the skill, not because I need it for a plan.

      Ultimately, I think my best bet is to load up with loot and go back to my house on Aerhen. There is still some easy KP to get there from Goblins, Bandit POI, miscellaneous POI, and the Elementals and their POI. What I would like to bring back is some Reptile and Mountain Dragon Skin to make a couple of Leather sets that will hopefully push me through to the end of this Not a Guide. I also want to be sure to bring back enough reagents to imbue the sets and new weapon (see Day 3 for the reagents). I have the reptile skin and reagents just from hunting/gathering. I bought 50 (ignore that the image says 40) Mountain Dragon Skins (35 each) and 10 Vitriol (100 each). I had the reagents for the extracts already so I will bring them too.

      I am planning to make normal Leather sets, but I might make a Ranger or Rogue set with the Mountain Dragon Leather just to double up on the defenses. A Ranger set has more physical defenses, which I kind of want, while the Rogue set has more magical defenses and a set bonus that is actually useful to me. I'm undecided on what I will do, but I might go with Rogue just to see if I can work the set bonus into a build. Either way, I'll need to get my Leather mastery up before I could craft them and since I did not plan on making T2 leather sets with this character, I don't have any hides saved.
      mtndgn.jpg

      Between last paragraph and here, I guess I've decided to try a T2 set (probably Rogue). After I get home, I need to put some leather on and grind hides while I gather a batch of metal to make an Extractor and Distiller. Then continue to grind hides while bringing home a batch of crystals. (All in that order.) Today might not be a KP heavy day, but I will be making progress on various fronts. I could just buy the hides and the oils, but then I'd still need the extractor and I need KP on everything that drops hides anyway. I also need to bring in some Ironwood for new staves.

      So... I think the plan is, move a bunch of stuff home, start running batches of leather and farming more hides when I gather ore for extractor/distiller and get crystals for oil. Then once I have enough hides to run some loads with my alt, I can run out and do the KP stuff mentioned earlier.

      Edit: When making long wagon runs, I will often take 8 cloth with me to the location, create a wagon there, and ride back with a wagon full of loot. Depending on the distance, it can be a lot quicker than hauling a wagon with you to the spot.

      posted in Character Builds
      Y
      Yalah
    • RE: Same name shouldnt be possible?

      What he said. Names are not exclusive unless you buy the pack with the perk of Name Reservation. If "Bob" is not reserved anyone can use it for any number of characters. If you've reserved, "Bob" then you can name any number of characters Bob. (I'm unsure what would happen if you reserved a name after someone else already has a character named, but not reserved, that name.

      posted in Bug Reports
      Y
      Yalah
    • RE: Not A Guide: Druid Background (Pre EGC)

      Day 3 BONUS EDITION:

      No TLDR cause this will be short. I was feeling good from earlier and decided to get naked... And kill some Greater Woodland Wisps for Healing Wave (20) and Absorb Elements (40). I rotated between 3 camps with the Greater Wisps and it took about 20 minutes. (It would take you longer to find the camps. I already knew where a bunch were.) Healing Wave is a nice mid range heal while I got Absorb Elements basically just because I thought I might try it somewhere.

      I made a Primitive Staff and got otherwise naked. I went with these skills:
      wiscaster.jpg
      I used Mind Strike to pull the wisps out of their packs. Shimmering Sphere was just extra damage (be careful of it's bounce). Life Steal was also just damage. You can ignore all of the other skills. Some just weren't used (like healing) and the others were for testing something else.

      These were the talents I went with for this:
      wiscastertalents.jpg
      The entire WIS tree was just for WIS. You can Ignore Cantrip Expert and Cantrip Master. I was hoping I would get a bump to Lifesteal Damage, I did not.

      If you have Death Circle is can also be nice cause it will block healing and you will kill the Greaters a little faster. (I would cast it somewhere around the first time you hit 50%.) Crawling Horror/Ogre Witch (80).

      posted in Character Builds
      Y
      Yalah
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