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gundamweed wrote on 2011-04-26 20:37
Windmill damage is going to be nerfed on a golem. Maybe it'd be a nice idea to include that in your guide, no?
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Transcendence wrote on 2011-04-29 02:43
Windmill damage will be nerfed? owo. I believe this is still a rumor? The extent of which I know about golems is that their WM range will be nerfed, but it terms of damage potentials, I don't think golems will receive a nerf (at least to my knowledge).
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arklian wrote on 2011-04-29 02:54
Wm rank gets nerfed to r5 means the multiplier gets changed.
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arklian wrote on 2011-05-08 18:05
Eh Bumpish
But like why does purple weapons have less damage then blue ones?
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Transcendence wrote on 2011-05-09 00:00
Purple set of equipment are "next generation" in which most enchants are dropped from Peaca Inter (Steel Needle) or unreleased (Duke).
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arklian wrote on 2011-05-09 01:18
Still, shouldn't damage go up from midgame to end game?
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Transcendence wrote on 2011-05-09 05:26
Ohh, I thought you said Purple>Blue in damage count.
Green and Purple are R type upgrades. Red and Blue are S type upgrades.
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Transcendence wrote on 2011-05-25 00:24
Fully updated!
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Transcendence wrote on 2011-06-10 00:30
Updated!
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Loopster wrote on 2011-06-10 02:00
Handicraft before refining? I think that's not a very good choice in my opinion.
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Transcendence wrote on 2011-06-10 21:59
Ah, I just figured Handicraft to r9 for Peaceful would be sufficient/easy before ranking Refine.
I'll change dat right away!
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Transcendence wrote on 2011-08-13 05:38
Updated!
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Ekaterin wrote on 2011-08-26 00:31
OK, it's been a while since I read this, so time for a new round. For the record, total 4k+ giant here.
Skills -
I don't see why you emphasize r9 Stomp as an early priority skill. Stomp is useful for the STR, and the title, but the skill itself has VERY limited applications. Aside form Snow Zombies, Wendigo, and Spiders, it has little to no real use, due to the minute damage output.
Also, Charge is far more important than Taunt. It may not be as much strength, but it's a mainstay tactic for giants. Smash->Charge->Smash will kill most things in the game at one's current level of play.
As for Trans skills, you definitely want to rank Demon of Physis first. I was a late-comer to GFS, but now it's far and away my favorite skill. :D I'd also rank Shield/Life/GFS all to r7 or so before taking any to r1. You can get all 3 to r7 and get 2/3 the effectiveness of each for the cost of ranking any one to r1.
Life Skills... Prod Mastery should be number one in terms of effectiveness. The only problem is that it would make ranking refine that much harder, but if you get to refine early you should still be OK. Giants are Stam-eating machines, and the 150 stam from r1 Mastery is a must-have. And why would you suggest ranking Enthrall before First Aid (or at all really)? It's 1 less dex for 4.5x the APs, and FA gives 40 HP too. Other skills would be far more useful.
I find your magic section seriously lacking. Don't get me wrong, Mana Shield is an awesome skill, but without a mana pool and added INT for efficiency, it's very weak. At the very least max out Magic Mastery and Meditation for the MP. Ranking Thunder to r6 or so is also very useful for both the MP and the ability to raft solo, and fairly AP-efficient (AP cost skyrockets in the last 5 ranks). You also need to learn at least rank F heal.
As for Alchemy, Cold is an obsolete ES so I would remove Frozen Blast entirely. Shock Master title was also nerfed, so I'd remove it. Shock is a huge AP sink for its new, small boost. Also, you need to add Life Drain to the mix -- giants eventually have huge HP pools, and will get pot poisoned easily if you use HP pots. LD is a great way to avoid that.
When you come to the Enchants section, I find your guide very confusing. First off is your use of the Tragic Enchant. Potion poison status is not something you want to be in for melee. HP poison lowers your STR and WIL, MP lowers INT as well. Avenger also has a pot poison boost, which you seem to factor in. Frankly, this is where your guide drifts too far into theory and not practice. Theoretically, you can maintain the fine line between maintaining pot poison status and not having it drop stats, but in practice, things do not work out that way. When you need stam or MP for mana shield or HP (since you have no LD skill in your build) you gotta pot, and it's gonna affect you. I would totally remove Tragic and any Pot-poisoned effects from your guide. Burst Knight is a good replacement for Tragic as low-end ES go.
Also, with enchants like Conceptual, you should use the ES-related titles, in that case the Maiz title. That title gives 12 max and 3 crit on top of the 5 max from the enchant, which is better than the Stomp title (16 max). Also, I think using titles in the enchant section at all is a mistake, unless the enchant requires them.
I also think you have too much of an emphasis on max and not on crit. You overuse the Oblivion ES, which kills Luck. For someone age 17 with a non-Artisan weapon that may work out ok, but for someone age 10, using dual artisan-upgraded warhammers, or using luck ES like Ancient and White Horse, it works counter to their build. Boots for example -- I would take Fleet (9 max +2 crit) over Oblivion (10 max -15 Luck). +1 max is not worth losing 5% crit. Losing crit is especially bad since your calculations further operate on the theory of having an R5 or R6 weapon.
Here's my current (endgame, but not theoretical best) gear:
Vine Dexterity Cowboy Hat (+13 crit, +10 max). Blunt Dex would work for Helms.
Ancient Glass Fragment Flamerider (+4 crit, +16(17) max, +5% bal)
Fleet Viscount Val Boots (+2 crit, +17 max)
Expansive Peaceful Val Gloves (+5 crit, +16 max)
I have 2 EQ accs, but no Stouts yet. working on it. (+28 max)
If I were to change it, I'd be looking at something like this (theoretical max)
Vine Marauder Hat (+15 crit +10 max)
Relax White Horse clothes (+4 crit +17 max 5% stam reduce)
Restored White Horse clothes (+21 crit, +5 min, +12 max)
Steel Needle Peaceful gloves (+9 crit, +22 max)
Crit ES you can replace with max ES once you reach ~130% crit. Very few mobs have >50% protection, and the ones that do are so much over it's pointless to try to include them. So anything over 130% is pretty much overkill. But if you don't have that kind of crit, you're better off sacrificing a point or two of max here and there for a few points of crit.
EDIT:
Sorry, with all the negative criticism, I just wanted to say that even if it has its shortcomings (IMHO), it is still a very helpful set of information for a player looking to be one of the Awesome Race. :D
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Zlatka wrote on 2011-08-26 03:15
@ekaterin
your endgame stuff, tbh i'd replace vine for oblivion. +10 max opposed to +14 (?) crit just seems a bit better. though i still don't fully understand critical and how it works (higher crit percent=higher crit damage?) if you're going with an end-game melee build, oblivion would be better. since you're going for the raw damage, and shouldn't rely too much on crits.
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Archibald wrote on 2011-08-26 04:04
Quote from Zlatka;565620:
@ekaterin
your endgame stuff, tbh i'd replace vine for oblivion. +10 max opposed to +14 (?) crit just seems a bit better. though i still don't fully understand critical and how it works (higher crit percent=higher crit damage?) if you're going with an end-game melee build, oblivion would be better. since you're going for the raw damage, and shouldn't rely too much on crits.
Endgame relys on criticals for alot of things. For a giant getting that crit smash is very very nice. Since elite mobs have like 4-7k HP. The things crit doesnt effect is windmill and GFS right? If you play with those two skills as your main damage and don't care about others then focusing on max damage seems smart.
I don't main a giant so I can't speak to it for all things (they do smash alot from what I've seen) but I would focus on getting a max ego iron mace with r6 Warhammer (perfectly enchanted) and R6 Broad Axe for full swing and focus all of my enchants on max damage. But everyone plays different.