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notasoupbowl

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Posts posted by notasoupbowl

  1. Awesome guide. Still dunno what I'll bind when I get to 100. I don't have 95 mage, 99 defense or 99 attack. Prom rapier perhaps?

    Rapier, or get the mage level for ccs.

    I don't even have the stats for rapier or a Csb.

    So I gusse I have to at least get 70 runecrafting?

    Based on your stats, get 70 rc asap along with 83 magic for air surge.

    At 100 dng, bind gorgonite rapier, or maybe gorgonite gauntlets, until someone gives you a blood neck (if ever).

    90 attack should be a priority if you can stand it.

  2. Boots are +10, gloves are +12

     

    @ Oscar, I hardly do abandoneds now so I've only had that boss once since I got hex, but why are you comparing with prayers activated? You have to turn them off after a bit otherwise it heals I thought?

    It is probably worth it to hex with armour if this is true then, and definitely useful to have hex if you get bound.

    @ Everto, What is your point? If it has high defense to ranged and melee then melee would win since it has much higher accuracy.

     

    However, I am skeptical due to not knowing the player. But is something to keep in mind.

  3. Imo For keyers;

    Hex > CCS > Emp fire > Plate > Blood neck > Sag body > Gaunts > Rapier

    Although that is only if you are good at safespotting, and assumes your team is good enough to sometimes make you range armour & usually fire runes.

    With bad teams, plate and ccs switch.

    Also plate is very close to CCS & emp fire for occult, but not nearly as good for warped.

     

    @ Everto, no.

  4. arrows aren't horrible if you are between 54 and 64 rc

    imo bloods from 65-69 is better if 83+ mage

    and laws save a bit of time / cash at the begining, but arrows are good for necrolord

    I'd personally have arrows bound 77 - 82 dng if I were 54-64 rc and didn't key

    then laws / bloods 83+ dng

    maybe even arrows 83+ with 54-64 rc

     

     

    also:

    [spoiler=NICE HEX]

    110504210739.png

     

     

     

     

     

    I dc'ed and logged back in like 5x before it finally let me finish the floor, lol. When I saw this I was like -.-???

    But I figured my binds were safe cuz it said people were on w99, and they were! Made for a cool pic tho?? (because I'm not wearing anything & inv was empty)

     

  5. Counting on having a wingman who makes you fires doesn't seem like a good model to me. Sure, you might have it sometimes, but that's not going to be an every floor thing, and when you don't you're going to suffer for it.

     

    I'm not sure where your logic that keyers can't melee is coming from. It's not very uncommon to hit a GD with one forgotten ranger or zombie or ranging skeleton in it and just take it out myself, and I'm definitely not going to be maging that. The last monsters left in a GD are also usually zombies and skeletons due to the whole hood thing, and those are by far best taken care of with a battleaxe and blood necklace. The healing effect of the necklace is non trivial as well.

     

    As for ending every GD maging from the door, that's usually not feasible for one reason or another, and is an extremely trivial benefit compared to running away from the last monster a couple hits before it dies and opening the door as the team finishes it off.

     

    This is not to say a keyer can't be effective with a cele cat, but I'd definitely strongly consider an empowered fire staff over it, and I think a blood neck is overall a superior bind. 10% extra Melee DPS and a passive healing effect is useful all the time.

    If you can't count on a wingman to do stuff for you, then you should have a plate bind. They make you dino armour, they can make you fire runes. Maybe on a good team there are other skilling things to do first, so that's why emp fire is an option.

     

    Also, you can always switch to berserker after killing something if you prefer. But maging w/ cat staff is supposed to be superior to prim 2h. You can mage skeles and zombs, just not forgotten rangers or mages etc.

    The healing effect of the necklace is very tiny for the keyer. As the keyer I do not want to purposely get meleers on me and have to waste pray.

    Being able to attack things as you run through gds or from the door is not a huge reason, but its still nice.

     

    Basically I think that although blood neck is a good dps bind, it is not as good for the keyer. The staff + magic allows for far more survivability than blood neck with safespotting melee'ers. You really have to hide behind people or monsters a lot though.

     

    It might be partially personal preferance, but I hated blood neck as a 3rd bind, I think it is way more suited to non-keyers.

    I also have not tried emp cat staff, but I have bound emp fire staff twice before as my 3rd bind (plate > staff > plate > neck > plate > staff > hex I think)

    (I'm 98 mage)

    But I do admit I prefer plate bind to staff or neck, having to eat a lot is really annoying

    Only would want a staff with a good team

     

     

    Does anyone know what the dps of emp fire staff w/ blazer compares to prom 2h / primal b axe / primal 2h etc.

  6. Cele cat would not be good for a keyer, because it requires you to hunt out fire runes, which the keyer shouldn't have time for. Primal gauntlets would be good though, if you want to no armor it up. I key with a blood necklace and like it a lot.

    keyer should not be meleeing as others, so mage / range bonuses are better

    so no primal gaunts are bad, same with blood neck

    often you should be finishing a gd maging standing by the door

    or with hex you start all gds with it

     

    mage also lets you kill stuff over grapple rooms if ur low total

    helps a lot more in warped than in occult though

     

    cele cat is good if you have a wingman who will make you fires

    if not, for the keyer I suggest emp fire staff or plate

     

    Also I do agree that platebody is a good bind for the keyer assuming you don't have someone making you dino armour

     

     

    to survive with mage you really have to safespot most melee monsters by walking around them, you can also pray range during gds since being bound doesn't matter w/ mage, and with fire runes you should be maging most things

     

    edit: obt pointed out that cel cat staff has 20 mage def, which is also nice for shades or gds w/ range pray

  7. surgeboxes are a lot more common in large floors, because the mages are higher leveled

    be on the lookout for any high level mage that's holding a surgebox

     

    don't clear all monsters, just guardian doors or if you must a puzzle room

    you do get more xp in a floor for clearing more monsters, but it takes a lot more time and isn't worth it

  8. I took berserker from Xpx when he died 3 times (more prayer)

     

    And I didn't die that floor. GET UNDER ME.

     

    Honestly, losing a title means [cabbage] all when someone else dies more than twice. The extra dps is non-trivial. I noticed when tui was trying to get it's too easy she was maging random [cabbage] in non gds...It's getting to the point where titles are there because people are focusing on them instead of the dungeon, lol

     

    I still get sharp most though@

    I was maging stuff in the room I gated waiting for gds

    But yes I usually instead skill during downtime and was therefore wasting supplies

    (and you started ranging stuff in the non-gd with me lol)

    Besides, non-keying is boring as hell, might as well try and get its too easy if not running a path (2/3 that fl >_>)

     

    also grats on the fl mc! Ima max my skills and key 15s brb

  9. gda, stick with prom 2h for now

     

     

     

    I find that fairly often in my floor I'll be exploring, and multiple paths will open up with puzzles, and I'm the only one exploring. People too often just treat this as down time to skill

    so I've decided to start saying 'fork' (a fork in the path) when multiple paths open up

    and people who have free gates should then gt and explore and gate when they can't go further

    I used to sometimes say gt explore in this situation but nobody really does

     

     

    also a random reminder to people to know you gate(s), be watching the keyer's inv, etc

    take incentive to explore, but don't stalk the keyer during gds, and if you have something gated then you probably shouldn't explore much

    and gate stuff without the keyer having to ask (but do NOT gate over stuff unless asked)

    also don't be offended when I make someone else gate what you just gated. I choose who gates what for a reason (usually total lvl or dng experience)

  10. Hey what is the best suggested bind for a keyer?

    I have about 99% of the time and have the SSH, prim pl8, and prom 2h

     

    I'm thinking i can upgrade from using prim pl8, since I'm above average keying, but I'm uncertain what item I should bind

    Empowered fire staff + csb

    Or cele cat staff if you trust your team enough to make you fire runes

    emp fire w/ fire surge is 310 max, cele cat w/ air surge is 282

    w/ blazer it's 387 / 352

     

    or hex if you get one

     

    I don't really suggest a blood neck for a keyer, pretty useless

    neither do I suggest primal rapier

     

    personally I think plate is good for keyer unless your team makes you dino armour (so on pro teams it's definitely worse)

    it also lets you do some rooms easier without backup/suicide

     

    So it's a lot up to preferance and trust of teammates

     

    Personally if I didn't have hex I'd be either platebody + laws or emp fire + csb

    also I think 2h's are better for keyers since often I hit something once while running through a gd, without having time to piety flash

     

     

     

    also lol a floor:

     

     

    110429010722.png

     

     

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