PK Hunter Build?
Posted: Fri Jan 30, 2015 4:11 pm
Since nearly every PK on the server is a hally/mage with some minor variation, I am taking it upon myself to try and find a competitive solution. Most PK’s have more experience than I do and better equipment, so making a Hally/mage would likely be a losing proposition for me.
I’m going the Dexxer route with sword primarily so I can get some hally cycling in with a nice katana for interrupt, both deadly poisoned. I decided to GM poisoning on this character so I can reapply deadly poison in the field because it’s really time (they use up all the orange pots) that will make this effective. Being able to reapply in the field was something I felt was essential. I also felt deadly poison would be essential due to the faster ticks and the better damage, primarily the interrupts on the faster ticks.
Taking on a mage as a dexxer, I’ve found the most important thing is to get the mage flipping to defense as quickly as possible. If I can get them into a defensive mode and keep them in a defensive mode, the fight will go my way. The damage of the hally, the deadly of the poison, should cause them to switch pretty quickly. Once I get them defensive the speed of the katana and the deadly of the poison should hopefully keep them there. I also plan on not wearing my helmet at the outset of battle, so they are using the wrong tactics at the beginning, and equipping it as time permits once the chase ensues.
I’ve got most of my build mostly figured out, but I’ve got 50 points left over. I’m not sure what to do with it. There’s no sense bringing magery to 100, because I won’t have the mana to cast above 6th circle. The 70 in magery gets me a casted recall every time without a scroll, greater heals when necessary, and invisibility among other versatile spells.
Swords
Tactics
Anatomy 80
Healing
Magery 70
Resist
Poisoning
So here are my options as I see them:
Parrying 50
Hide 50
Track 50
Archery 50
I love hide but at 50 it’s unreliable. I’ve got enough invis rings, that it shouldn’t be a problem to drop it. The 50 parrying should help me stay in a fight against a dexxer and helps from a PVM perspective. Would archery even hit a hally mage at 50? Tracking would be helpful for when the mage tries to get away.
Now I do have one more option. I could lower magery to 37 (100% to recall with a scroll). That would allow me to put 83 points in one of those skills. Hiding is a very viable option now and could give me the time I need for a bandage to hit. Parrying and Archey at 83 should both be viable skills, with archery requiring a high tactics magic weapon which I have.
I love parrying. I really do, but it takes too long to equip both hands. I want to be able to switch weapons and chug potions like a mad man. I really don’t know when I would equip a shield when taking on a Hally/mage, but it would certainly allow me to hang with a dexxer.
So what do you think? Out of those options, which do you prefer? Any help is greatly appreciated.
I’m going the Dexxer route with sword primarily so I can get some hally cycling in with a nice katana for interrupt, both deadly poisoned. I decided to GM poisoning on this character so I can reapply deadly poison in the field because it’s really time (they use up all the orange pots) that will make this effective. Being able to reapply in the field was something I felt was essential. I also felt deadly poison would be essential due to the faster ticks and the better damage, primarily the interrupts on the faster ticks.
Taking on a mage as a dexxer, I’ve found the most important thing is to get the mage flipping to defense as quickly as possible. If I can get them into a defensive mode and keep them in a defensive mode, the fight will go my way. The damage of the hally, the deadly of the poison, should cause them to switch pretty quickly. Once I get them defensive the speed of the katana and the deadly of the poison should hopefully keep them there. I also plan on not wearing my helmet at the outset of battle, so they are using the wrong tactics at the beginning, and equipping it as time permits once the chase ensues.
I’ve got most of my build mostly figured out, but I’ve got 50 points left over. I’m not sure what to do with it. There’s no sense bringing magery to 100, because I won’t have the mana to cast above 6th circle. The 70 in magery gets me a casted recall every time without a scroll, greater heals when necessary, and invisibility among other versatile spells.
Swords
Tactics
Anatomy 80
Healing
Magery 70
Resist
Poisoning
So here are my options as I see them:
Parrying 50
Hide 50
Track 50
Archery 50
I love hide but at 50 it’s unreliable. I’ve got enough invis rings, that it shouldn’t be a problem to drop it. The 50 parrying should help me stay in a fight against a dexxer and helps from a PVM perspective. Would archery even hit a hally mage at 50? Tracking would be helpful for when the mage tries to get away.
Now I do have one more option. I could lower magery to 37 (100% to recall with a scroll). That would allow me to put 83 points in one of those skills. Hiding is a very viable option now and could give me the time I need for a bandage to hit. Parrying and Archey at 83 should both be viable skills, with archery requiring a high tactics magic weapon which I have.
I love parrying. I really do, but it takes too long to equip both hands. I want to be able to switch weapons and chug potions like a mad man. I really don’t know when I would equip a shield when taking on a Hally/mage, but it would certainly allow me to hang with a dexxer.
So what do you think? Out of those options, which do you prefer? Any help is greatly appreciated.