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Gameplay | Topic subject | Transmuters and mobs | Topic
URL | https://forums.carrionfields.com/dcboard.php?az=show_topic&forum=6&topic_id=20882 |
20882, Transmuters and mobs
Posted by Timeshifter on Wed 31-Dec-69 07:00 PM
I have a transmuter, I have metabolic unity. No malleability yet. I need help killing mobs. I can try getting as much hp as possible, but isn't there any other way? If i have malleability, I can't use harderning. Then I need ABS, but I don't know where any of them are. Is there a way for me to kill mobs without those?
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20892, RE: Transmuters and mobs
Posted by Daevryn on Wed 31-Dec-69 07:00 PM
Generally, your best option is to team up with someone else. Failing that, mob help like a mercenary may help a bit.
A transmuter is to no small degree a support class, and generally shines the most when it has allies to back up.
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20893, RE: Transmuters and mobs
Posted by Isildur on Wed 31-Dec-69 07:00 PM
With wands, I'd say a transmuter's mob killing ability outstrips *most* warriors, assassins and shamans. Those aren't the strongest classes for that sort of thing, but they're probably classes most people would place above transmuter.
Last time I had a transmuter, for instance, I found I could kill the black chess king in one pass with two hammer pendants and protection vs. evil. This was as an elf, using a staff, with staff and parry both perfected. It was before edges came in, and I think accelerate as well.
Think I killed the lord of the manor once as well. Slow/soften/decalcified him, worded to galadon and spammed heal heal, then ran back and spammed disrupt before the other stuff wore off. Don't think I even used wands. (Could be wrong about that.)
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20883, RE: Transmuters and mobs
Posted by nebel on Wed 31-Dec-69 07:00 PM
Mobs can be tough for transmuters. If they are mobs that are immune to your spells it is nearly impossible.
Basically you've got two options:
1) Damage reduction route, using corporeal hardening, calification and petrify flesh. 2) Damage avoidance route, malleability.
As a human (20 dex), malleability sucked. Several times I got to see the side by side comparison of a dark-elf's malleability compared to my own, and mine just wasn't worth it.
The mob strategy I used was very tedious, but you could take things down eventually. Spell up, run in, hit it will all the prep spells (softening, decalcification, etc.) then run when you get hurt. Duo, slow and nap. Then spell up, return and hit it again. Since you have slow and nap you will heal faster than the mob. But like I said it is tedious.
You don't have duo yet either, so replace duo with "Run far enough away that the mob won't catch up to you before you're healed and ready to fight it again"
Maybe somebody else has better ideas...
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20884, RE: Transmuters and mobs
Posted by Timeshifter on Wed 31-Dec-69 07:00 PM
If I have metobolic unity, should I use accelerate and quickening when fighting mobs? Or will accelerate just slow me down because I can't sleep? I know I have accelerate, but it seems I can't figure out a way to use it properly. I read the suggestions that others had on my earlier question. But still not sure.
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20886, RE: Transmuters and mobs
Posted by nebel on Wed 31-Dec-69 07:00 PM
Once you have metabolic unity you will want to use quickening and accelerate any time you are tanking, mobs or pk. When you slow yourself after the fight, accelerate comes off first, then quickening (you have to slow yourself twice to get back to normal). So any time you want to sleep just take it off again.
That is one of the strong points about transmuters, you can change your speed at will, so if you need rest slow, when you're ready for combat, speed up again. Mana and hp regen while slowed is very fast. Even after taking a beating and using all your mana you can be back on your feet quickly.
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20888, Make use of mechanical magic
Posted by Mekantos on Wed 31-Dec-69 07:00 PM
Get yourself a wand/talisman/scroll that can poison and/or plague and add that to whatever "prep" spells you slap on the mob in the initial fight. These spells may have a detrimental affect on mob hp regen. If so, it can only help.
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20890, Gill growth stops health regen on land, like poison.~
Posted by ibuki on Wed 31-Dec-69 07:00 PM
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