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Help choosing a weapon for PvP & Hit Spells.

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Wolfthistle

Guest
Hi,

I'm currently trying to have one of my char's get into PvP a little bit, but I'm not sure what kind of weapon to equip him with. The main problem is that most my my post AOS experience has been in trammel doing PvM and I am unsure as to what hit spell I should use on a weapon or even whether I should use a hit spell.

For example, I have a heavy ornate axe with:

Hit Lower Defense: 48%
Hit Harm: 44%
Luck: 40
SSI: 25%
DI: 47%
Lower Requirements: 50%

The problem with this one is in PvM, on my mage, I almost never use harm because its effects are so low, so I'm not sure if this is a viable weapon for PvP. I have the same problem with the next weapon:

Also a heavy ornate - so specials are disarm and crushing blow:

Hit Magic Arrow: 50%
Defense Chance Increase: 15%
SSI: 25%
DI: 47%
If I were to use it, I would enhance with gold to get 50% lower requirements and 40 luck as above - not for the stats, but for the ability to dye my weapon with tokuno dyes.

Again, magic arrow, wussy spell, but I don't know its effects in PvP.

Another choice is also a heavy ornate (they're all heavy ornates come to think of it) but it has a wasted skill, at least for my template:

Hit Lightning: 46%
Mage Weapon: -21 Skill
SSI: 25%
DI: 47%

Now, I realize many of these don't have hit lower defense, but I run around wearing a set of mace and shield glasses which have 30% hld on them anyway, if that makes any difference.

Sorry for the long post, I only have 2 more heavy ornates to choose from and then I'm done:

This one doesn't have a hit spell at all, so I don't know if its any good or not:

Hit Lower Attack: 44%
Hit Chance Increase: 14%
SSI 30%
DI 47%

And the last one, again with magic arrow:

Hit Life Leech 45%
Hit Magic Arrow 44%
SSI 30%
DI 47%

Again, sorry for the long post. Any help anyone could offer would be great.

Thanks a lot for your time.

Sincerely,

Wolfthistle.

**Edit**
In case it makes a difference, my skills, as of right now, are:

Bushido 120
Parry 120
Swords 120
Anatomy 100
Healing 90
Chiv 70
Tactics 65
Necro 35

I'm planning on losing necro and bringing tactics up. Also, I'd like to make room for resist but not sure how to go about that yet.
 
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Good_Ole_Lefty

Guest
There are 2 ways of looking at hit spell effects. Either extra damage or as a disruptor.

Hit harm is probably the weakest.

Hit lightning is the most common sought property, but it is kind of buggy. At times just the lightning goes off, totaly ignoring the base damage or a direct damage special move.

Hit Magic Arrow - good for a disruptor.

Hit fireball - my favorite. A notch less powerfull than lightning, but at least I can land my hits with a slight pause before the fireball. So I don't get jipped out of any damage or mana. It's well balanced giving damage as well as a disruptor.

*disruptor - An effect that disrupts healing,curring, as well as other spells..
 
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Wolfthistle

Guest
Thanks for the response. I'll keep an eye out for a good hit fireball weapon. Until then, I'll make do with what I have. Thanks again.

Wolfthistle
 
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Guest

Guest
Unless you need the lower req from gold I'd use dull copper to enhance and get double the durability. Gold seems to work on a different level with enhancing and breaks WAY more than any other ore.


Rey~
 
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Wolfthistle

Guest
Thanks for the advice. I usually use a +60 ASH on my legendary smith to enhance items and I don't usually get too many broken weapons, but I have noticed that gold breaks more often than not. Also, these all get treated with powder of fortifying and maybe dull copper would save me a bit of bod running in the end. It doesn't really matter to me what it is modified with as long as I'm able to dye it at the end of the day... I'm odd that way, I dye and name (weapon engraver) all my weapons


Thanks again to both of you for replying, I think my main problem was just in understanding the hit spells and their damage or effect in PvP. For now I've opted to use a heavy ornate that I have named, Vengeance and dyed shadow dancer black. It has Hit Lower Attack 44%, Hit Chance Increase 14%, SSI 30%, DI 47%, which I can use in conjunction with the Hit Lower Defence on my mace and shields. I've also raised my tactics to 70 to allow me to use the disarm special on it.

Again, thank you for your patience.

Sincerely,

Wolfthistle.
 
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Good_Ole_Lefty

Guest
I would go with a minimum of 90 tactics , that way you have both specials. You will need the crushing blow to kill. Also focus on adding stamina increase into your armor. At 180 stamina swinging that ornate is like swinging a dagger :]
 
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EB_Arcbolt

Guest
stam increase, and mana inc/int , both go over the 150 cap
 
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