11-03-2007, 03:55 AM
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#1013 (permalink)
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| This is not 'Nam. This is bowling. There are rules
Join Date: Aug 2002 Location: Denmark
Posts: 713
+13 Internets | Quote:
Originally Posted by Steamrice for some wondering how the game plays
got to 31 on my marksman specced for beacons + reflected shots and working on tactical stance now.
normal mode is easy up to act 4 where you might start dying. rare mobs or bosses and giants require that you actually have a weapon made for killing single strong mobs. then when you get to nightmare mode, you might want to consider some thought into what you wear because you will get destroyed FAST and repeatedly unless you know what you're doing. you basically start at the beginning of the game again but the initial zombie encounters are now level 31 and drops are all high level stuff.
some want to know some basic mechanics that work in this game so heres some info. this game plays heavily on what elemental strength you go with and their elemental damage and how you mod them. if you have an electrical dmg gun, you don't want to mod it with +ignite or +poison strength because it won't do anything. the higher the elemental str you stack up, the better chance it will inflict conditions such as phased (+50% dmg taken, -50% dmg dealt), poisoned (dot/no regen), ignite (5% dmg/sec) etc. the numbers you see on a weapon is not the damage, its just a rating. you have to inspect them to see their true stats.
also everytime you level up, you get 5 stat points to distribute. depending on what you distribute determines what kind of armor/weapon you can wear. each armor/weapon has a stat requirement called feed. when you equip them, it takes up that much stat and you have leftover stat to equip other gear. if you find an armor that exceeds your total stats say sta, you won't be able to wear it.
weapon variety: theres a crap load of different type of guns. since i use 2h guns ill describe some of them
thermo cannon which shoots like a cannon and does a huge explosion on impact
zeus gun that chains lightning to another mob
cluster rifle that shoots a small bomb that blows up into 8-10 shrapnels
venom lances that shoots a poison based beam that is great on regenerative type mobs. stops them from healing back
bladesaw frisbee shooter
some gun that shoots 8-10 pelts of flame
a rocket launcher that shoots out 10 mini rockets in a big spread
couple of different elemental standard rifles that pewpews
shockgun which blasts anything in front with 6 lightning balls like a shotgun
firefox gun that shoots a missile and spreads flames where it hits and does dmg over time
Mirv gun that shoots a ball out and breaks into a ton of purple explosions all around
those are just some i can think of for 2h guns. there are duel weid guns which i don't like using atm like mine layers, stun gun, darts blahblah
speccing: currently im focusing on beacon which starts out at +50% dmg taken on any single target i cast on. the 2nd tier of beacon is elemental beacon which adds elemental defense reduction to it. at 3 points into it, it reduces 218 elemental defense. i'd have more but short on skill points but this skill is amazing for trying to get ignite proc on bosses as their defenses are high.
5 points in reflected shot and it has a 50% chance on crit to activate a 10ish second buff that makes all my shots bounce off from a mob to another x2. amazing crowd killer
and the usual +crit passive skill and tactical stance which makes me crouch but gain +range/accuracy/velocity and +crit. the more crit, the better chance at reflected shot going off, the more ownage i get.
1 point in escape which is like a vanish on 15 sec cooldown. needed if i don't want to die from an ambush or playing hit and run.
. | You play almost exactly as I do. In fact, I think it's the only viable way to play a MM.
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