adventurer idea: telekinetic archer

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grobblewobble
Archmage
Posts: 336
Joined: Tue Jan 28, 2014 4:39 pm

Re: adventurer idea: telekinetic archer

#16 Post by grobblewobble »

jenx wrote:Every archery talent is duplicated. So arrow echoes sends 8 arrows, arrow stitching sends 6 etc.
I know. The things I one-shotted with Multishot.. on nightmare mode I also one-shotted a fire wyrm and all of his offspring instantly with a duplicated scatter shot.

Finer energy manipulations is really important for bow & arrow, because without it your arrows deal only 30% willpower, 42% cunning. With Resonant Focus that will become 50% willpower, 70% cunning.

For sling & bow the difference is less dramatic: 92% cunning without, 120% cunning with Resonant Focus.

jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Re: adventurer idea: telekinetic archer

#17 Post by jenx »

grobblewobble wrote:
jenx wrote:Every archery talent is duplicated. So arrow echoes sends 8 arrows, arrow stitching sends 6 etc.
I know. The things I one-shotted with Multishot.. on nightmare mode I also one-shotted a fire wyrm and all of his offspring instantly with a duplicated scatter shot.

Finer energy manipulations is really important for bow & arrow, because without it your arrows deal only 30% willpower, 42% cunning. With Resonant Focus that will become 50% willpower, 70% cunning.

For sling & bow the difference is less dramatic: 92% cunning without, 120% cunning with Resonant Focus.
Now I have Wardens Call I'm doing insane damage per turn. It's great.

Still, madness remains very tough to beat.
MADNESS rocks

jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Re: adventurer idea: telekinetic archer

#18 Post by jenx »

Ok, I've got this setup pretty well now.

I have multiclass - adventurer + temporal warden, with Flexible Combat prodigy and Warden's Call maxxed, at about 50% hit chance.
I have Arcane Combat with Earthen Missilies at 5/5.

I have two bows of recursion :-)

So, I shoot Arrow Stitching, and I can get:
My Arrow Stitching 1 + TK
Clone's Arrow Stitching 2 + 2 TK
Shoot (recursion) 1 + TK

That's 8 arrow shots.

Each of these has 50% chance of Warden's Call, giving on average 4 melee hits, which is 8 hits in total on average (main and offhand)

Each of these 8 melee hits has 60% chance of Flexible Combat, but once one hand triggers, the other can't, so about 3 on average.

Each of these Flexible Combat hits has 20% chance of cripple. For each cripple you get another main and offhand hit. So about 1 on average (of 2 hits).

On the training dummy, I've scored 25k dmg with one Arrow Stitching, but tbh, my gear is pretty ordinary at this stage, I haven't got much t5 gear. So I reckon I could double that.

Plus, with lots of earthen missiles, you quickly get 4000+ bleed dmg per turn on top of this.

I've prioritised speed so I 've taken rapid shot, to try to maximinse blessing (I'm thinking of unlocking scoundrel :-) )

So, I average between 20k and 35k dmg per turn atm, and as I said, that's with randart t3-t5 gear. At level 37 for the character.

So the experiment is going very well !!!!
Last edited by jenx on Fri Dec 02, 2016 1:00 pm, edited 1 time in total.
MADNESS rocks

St_ranger_er
Thalore
Posts: 172
Joined: Fri Jul 18, 2014 11:48 am

Re: adventurer idea: telekinetic archer

#19 Post by St_ranger_er »

...Each of these 8 melee hits has 40% chance of Flexible Combat...
Hey flexible combat has 60%, not 40%.
So, I average between 20k and 35k dmg per turn atm, and as I said, that's with randart t3-t5 gear. At level 27 for the character.
Maybe 37 level? I mean, the prodigy point granted at lvl 30.

jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Re: adventurer idea: telekinetic archer

#20 Post by jenx »

St_ranger_er wrote:
...Each of these 8 melee hits has 40% chance of Flexible Combat...
Hey flexible combat has 60%, not 40%.
So, I average between 20k and 35k dmg per turn atm, and as I said, that's with randart t3-t5 gear. At level 27 for the character.
Maybe 37 level? I mean, the prodigy point granted at lvl 30.
oops - edited
MADNESS rocks

grobblewobble
Archmage
Posts: 336
Joined: Tue Jan 28, 2014 4:39 pm

Re: adventurer idea: telekinetic archer

#21 Post by grobblewobble »

jenx wrote:i've tried many insane archers and slingers and the fundamental problem is that almost all procs are melee only. So it is very hard to get the bonuses that are so easy to get on melee. And all the mlee proc talents, like Arcane Combat don't work either :-(

Rings which give gloom are one of the few exceptions, but two t5 gloom rings will still only give you about 26-30% gloom chance. Ammo and bows can give a good number of procs, but nothing compared to what you get with weapons.

You can't proc Flexible Combat and many other great talents with bows.

Still, I'd be interested to see if you could get it to work.
Well, my telekinetic slinger finished insane now, using nothing but archer talents to deal damage.

I defeated Athamathon as well, but lost three lives in that fight because of Reflexive skin. My gloves of dispersion kept failing to disable it. :oops:

http://te4.org/characters/150033/tome/3 ... a91aecae0b

The combo with the temporal warden talents sounds awesome, how is it going?

jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Re: adventurer idea: telekinetic archer

#22 Post by jenx »

wow again! A double ego bow will give arrow stictching minus 2 turns. Two of them and you are down to 2 turns for arrow stitching. you could probably get to zero with meta, or spell cooldown digger or boots.
MADNESS rocks

pizdabol
Halfling
Posts: 109
Joined: Sun Sep 29, 2013 8:03 pm

Re: adventurer idea: telekinetic archer

#23 Post by pizdabol »

Now I'm scared to play the game for fear of TK bow-wielding TW rares.

jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Re: adventurer idea: telekinetic archer

#24 Post by jenx »

ok. I realised doing this that I'd be better off going melee, and have shooting from warden's call.

so i rolled adventurer, added TW from multi-class, on madness level, and it put two bows in second set.

the dmg is nuts! here is a single flurry, with GWF and FC, and 40% crit on double warmaker gloves :-)

That's about 21 hits. i also got several shots from warden's call, which are separate. I can do 100k dmg in a single hit of flurry.

Code: Select all

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lightning#LAST#, #LIGHT_GREEN#<70% slow>#LAST#, #LIGHT_STEEL_BLUE#<20% chance to energize>#LAST#, #YELLOW#<gloom stun>#LAST#, #LIGHT_STEEL_BLUE#56 temporal#LAST#, #LIGHT_RED#236 fire#LAST#, #aaaaaa#21 physical#LAST#, #PURPLE#51 arcane#LAST#, #LIGHT_STEEL_BLUE#68 temporal#LAST#, #{bold}##aaaaaa#6456 physical#{normal}##LAST#, #{bold}##aaaaaa#310 physical#{normal}##LAST#, #YELLOW#134 light#LAST#, #ROYAL_BLUE#51 lightning#LAST#, #LIGHT_GREEN#<70% slow>#LAST#, #LIGHT_STEEL_BLUE#<20% chance to energize>#LAST#, #YELLOW#<20% gloom chance>#LAST#, #LIGHT_STEEL_BLUE#56 temporal#LAST#, #LIGHT_RED#236 fire#LAST#, #aaaaaa#21 physical#LAST#, #PURPLE#51 arcane#LAST#, #LIGHT_STEEL_BLUE#68 temporal#LAST# (89605 total damage).
MADNESS rocks

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