Alex (Se7eN / leophanx)
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« Reply #1 on: March 14, 2008, 12:13:46 PM » |
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A request has been made that I point out the specifics when it came to stats and skill point allocation for both the blood-heal and full-heal build. Note that the following information has my own touch added to it. They are not exact replicas of the suggested builds on the 2Moons Acclaim forums. Besides, the guides that tell you how to do the builds aren't GM's or anything, they are gamers like you and me, only theirs is acknowledged by the 2Moons staff and mine is not.
Blood-Heal Build
Stat points allocation: The blood-heal requires almost as much physical damage as magical damage. So you want to put stats in both DEX and SPR. The minimum DEX requirements for whips are fairly high compared to the requirements for the SPR, so that will affect the way you allocate stats. You also want a decent amount of health. It's a good idea to create a patern that works with your build each time you level up and gain 5 points. For blood-heal, you should repeat this patern: 2DEX, 2Heal, 1SPR. Note that when doing this patern you will not reach enough DEX for your next whips. Even that being said, it's still the best way to do it. All you do to correct this problem is always get your weapon ahead of time, find out the DEX requirements of that next whip, and every once in a while, stick 3 points in DEX instead of 2. So basically its a combination of : 2DEX, 2Heal, 1SPR AND 3DEX, 2Heal. Repeat those paterns to accomplish the blood-heal build.
When switching from 2DEX 2Heal 1SPR to 3DEX 2Heal, you are sometimes left with a few points to play with, all of which are fine to add to either DEX, SPR or Heal. Personally, I would suggest putting those remaining points into heal, but either of the 3 is fine.
Skill points allocation: For blood heal, since you have a lot of dexterity, you want to concentrate on the hard hitting spells. I have a specific amount of spells that when put in a certain patern, I can loop it non-stop because the cool-down time of my spells workout that when I start the last spell of the patern, the first spell of the patern is ready again. All of the Segnale's skill is either physical damage or curse damage. Example, the blood hit spell I believe has 3 physical hits and 2 curse damage hits, for a total of 5 hits if the spell is level 1. If your DEX is as high as your SPR, both will deal good damage. Here is my suggested skill point allocation for the blood-heal build:
Skills to max: Healing Mastery, Curse Mastery, Blood Mastery, Curse Field, Hyper Heal, Fast Healing, Evil Crow, Blood Hit. Optional: Dread Nail, Paralyze
Skills you should use: Blood Hit, BackDraft, Dread Nail, Evil Crow, Curse Field, Hyper Heal, Fast Healing, Wound Heal, Self Heal, Revive, Paralyze, Evil Spear. Optional: Vampire, Death Scythe and ALL THE BUFFS.
Skills you put only one point into: Vampire, Death Scythe, Evil Spear, Revive, Self Heal, Wound Heal, ALL THE BUFFS EXCEPT PARALYZE.
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Full-Heal Build
Stat points allocation: What is suggested for Full-Heal builds is going with low level whips in order not to waste any points in Dexterity. Most people go with a Noble whip level 12, preferably with +1% Critical rate, and Curse Damage added as stats, socketed 3 times with 5% gems if you can afford them (2.5Mil). If you can't afford those 5% Curse Damage gems, go with the 4%, they sell for about 70-90k and you can probly find them for cheaper. Going with a noble whip is also optional but the more you have stats, the better it is. You can also go with a lvl 24 whip but don't go any higher because you lose that many points from putting it into the level 24's minimum requirements. You still get to put relatively the same amounts of points into SPR as you would with the blood heal, so your magical damage is relatively the same. The proper patern for this build is; MINIMUM DEX FOR A LEVEL 12 WHIP (23 DEX), and the rest you do, 4Heal, 1SPR.
As you get familiar with this build too, you'll notice you can play with a few stat points too and add your own two cents to the build. You can sometimes do, 3Heal, 2SPR.
Skill points allocation: Full-Heal build deals less damage when it comes to physicall, so you dont concentrate on the big ones like you do with the Blood-Heal build, you use almost all of them to your advantage.
Skills to max: Healing Mastery, Curse Mastery, Blood Mastery, Fast Healing, Hyper Heal, BloodHit, Evil Crow, Vampire, Paralyze.
Skills you should use: Hyper Heal, Fast Healing, Curse Field, Evil Crow, Paralyze, Vampire, Death Scythe, Evil Spear, BackDraft, BloodHit, Revive. Optional: ALL THE BUFFS
Skills you put only 1 point into: ALL THE BUFFS
*Note: While putting your skill points in your spells, you'll realise you're left with points to play with. You can save those if you wish, but I suggest calculating the amounts of skill points you really have left, while keeping in mind the spells you have to MAX. Meaning it doesn't mean that if you have 4 points left, you should use them all. Make sure your spells are on the right track for being maxed, there's no need to max them right away, but they are still on top of the priority list. Those few skill points that you can play with though, you can add in the Physical Damage or Curse Damage spells. I wouldn't put them into the buffs. What will make more of a difference is giving you either more magical or physical damage, you have more than plenty of shield and health as it is, a few 2 minute buffs wont make much of a difference, but by putting them into physical damage or curse damage spells, you kill faster.
Enjoy!
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