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| Subject: Guide Penting Fri Oct 25, 2013 9:10 am | |
| I got bored so I figured I would make a penting guide. These things will vary based on class greatly and even within a class slightly based on build so I will try to account for these variations. This guide will actually be created over a number of weeks or months as I get around to playing different classes or recommendations from others. Personally I am curious to see how the weapon mods turn out for each section.= based on class. It is recommended you have, at absolute bare minimum +5 weapon mod over whatever the highest rank is you are fighting. I recommend +15 or +20 to survive easily and not micro manage every action. Yes this can be supplemented with higher AV.. but usually getting AV that high is temporary and from things like MS which will wear down. ******************************** The two basic philosophies are pent high and slow and go for big scores or pent low and extremely fast in hopes of many solves and little fighting. Templar\Arch: You will be the slowest of penters as you will likely be doing much fighting, have no area spells or stealth. This will become a little easier once you get warcry. Due to your weak spells, get used to penting lower ranks than your counter parts. Seyan: Almost as slow as the templar in grolm pents since his mana doesn't afford him to stun. His stealth however is an asset in escaping and not being seen in the first place making him slightly faster. A strong / well shrined seyan sword is vital in strong penting. You're not really a seyan until you're shrined out. Hara\Arch: Blasting in large groups, but the lack of stealth makes you easily seen and hard to escape. In garg pents and above, curse will not only help you escape, but will be the key to your survival. C1/C2 make you near untouchable in gargs. Poison, C2, B2, B2 is often faster than C2, B2, B2, B2 if you choose not to go the comp route. Sorc: Relying on stealth for a stun/concentrate and run and is questionably the fastest of penters with a good mana income and strong stealth. Just don't plan on getting much in the way of kill XP. Warriors: Who cares.. no one plays them ;-). Mostly stealth and occasionally stun are their assets. They are a bit of a mix between a seyan and sorc when it comes to penting. At a glance "Strong" typically have +3 to +9 extra stats.. or roughly just shy of +1 rank stat wise. ******************************** - Grolms:
Grolms: Axe given is their mod value, which is the figure used in combat calculations. Other stats like str/prot..etc tend to generally go up in rough proportion with axe.
Axe, perception. Strongs.
PVT: 12, 10.
PFC: 20, 10.
LCP: 25, 10.
CORP: 37, 17.
SGT: 44, 20.
SSG: 57, 24. STRONG: 62, 25.
MSG: 72, 28.
GOLD AXE 1SG: 80, 30.
SGM: 105, 36.
2LT: 115, 43. STRONG: 118, 47.
1LT: 128, 50.
115 2h with 60 AV will get you trashed pretty fast here. 140 2h with 65 av or 145 2h with 60 av is a good stay alive point. 100 Stealth is adequate for escaping often, however they still see you at about half a screen+ with this much.
- Gargoyles:
Gargoyles: 2h given in base and mod. This is because curse will not drop them below their base weapon value.
2h, perception.
CPT: 75/114, 30/69.
MJR: 85/132, 40/87.
These guys will even attack a Warlord. LT COL: 90/141, 50/101.
BURNING 2H COL: 90/147, 60/117.
BRIG: 90/153, 70/133.
MAGEN: 90/155, 75/140.
LT GEN: 90/160, 85/155.
- Ice:
ICE 2H Ice Gargoyles: Curse, stun and magic shield FDM+ Also have stealth.
2h, perception, curse, stun. [Resis you need]. (Strong)
LT GEN: 77/139, 77/139, 77/139, 77/139.
FDM: 82/148, 82/148, 82/148, 82/148. [?] STRONG: 88/158, 86/156, 77/148, 91/162. [2nd 93/167, 84/155, 97/167 , 87/157]
BARON: 89/163, 89/163, 89/163, 89/163. STRONG: 98ish
EARL: 97/178, 97/178, 97/182, 97/182.
- Underwater:
Sea Golems: Curse, stun
FDM:
STRONG FDM:
BARON: 118/192, 89/163, 89/163, 89/163. () >239 to avoid stun.
BARON STRONG: 124/208, 101/187, 105/194, 103/192.
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