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Duckwad's Valewalker GuideVersion 1.0 All info as of DAoC version 1.84 Version 1.0: -Initial Release 8/20/06 Contents: Intro Stats and Race Selection Stats Races Specializations Parry Scythe Scythe Style Table Individual Style Info Style Chains Arboreal Path Pre-made Specs Toolbars Leveling Items/Gear Recommended Artifacts Realm Abilities and RvR Good RAs to Have Tips: Thidranki Tips: Braemar Tips: Wilton Tips: Molvik Tips: Leirvik Tips: Cathal Valley Tips: New Frontiers Special Thanks Intro: Welcome to the Valewalker guide. This guide features almost everything you could hope for in a guide. The only things that would be lacking is experienced RvR info (hopefully to come at a later date) and a template. Experienced RvR info (and experiences) and templates can be found on many DAoC forums throughout the web, a specific site would be the Camelot Vault at IGN. My Favorite forums would have to be the class forums at Catacombs. The Valewalker as a class is very versatile, and on the whole, fun to play. They have many tools such as Lifetaps, Roots, Snares, Diseases, Ablatives, DoTs, and can Fly. Okay, maybe they can't fly, but there isn't much they can't do. They may be stuck with cloth armor, but they get certain spells that augment their defenses such as Ablative Procs, a powerful Absorption Buff, and a Armor Factor Buff. They get more and more powerful as they level, so don't be put off by their fragility at the low levels. Stats and Race Selection: Stats: A valewalkers effective stats are Strength (STR), Constitution (CON), Dexterity (DEX), Quickness (QUI), and Intelligence (INT). Races: There are only 3 races that can be Valewalkers, and those are Celts, Sylvans, and Firbolgs. Here, we will look at the stats for the 3 races to help you decide which is best for you.
Celts are the most balanced of the 3 races, due to even 60's across the board. I would say that celts are a tiny bit less popular as Valewalkers than Sylvans. We will use the Celt's stats to compare the other 2 classes.As a Celt, you could put your points into any of the three, but I would reccommend 10 into STR, CON, and either DEX or QUI, because neither rise as you level (I usually go with DEX). Sylvans, from what I have seen, are the most popular race to be a Valewalker. It would seem that Sylvans are also naturally tailored to the class with both decent STR and INT (+10 to both) without sacrificing too much DEX (-5) or QUI (-15). Sylvans also look the coolest as Valewalkers, what with the long head and all. As a Sylvan you may want to put your points into areas where they are lacking, such as CON, DEX, and QUI. I always just put 10 into STR, CON, and DEX and just be done with it. Firbolgs sacrifice 20 in both DEX and QUI (40 total), 30 of which goes to STR, and the other 10 into Empathy (EMP), which is useless to a Valewalker. This race is definately the "big hitter" of the 3. Roll a Firby if you want more melee damamge NOW! As a Firby, you already have all the STR you will need, so you should probably put 10 into CON, DEX, and QUI, or perhaps 15 into both DEX and QUI to make up for the deficiencies. At level 50 the race you choose won't make too much of a difference stat-wise. The biggest deciding factor in choosing a race is probably the "coolness factor" or your Toon. If you really like how a Celt is not a tree, then make a Celt. If you like how a Firby is big and intimidating, then make a Firbolg. With me, if a class' race choice includes a Sylvan, then a Sylvan I shall be. The power is yours! Specializations: A Valewalker gets 1.5x spec points per level, and has 3 lines that he can spec in: Scythe, Arboreal Path, and Parry. Here I will describe each of them, Parry first because is the shortest. It will also include the various levels of Evade and Protect. Preferred Specs are at the bottom of this section. Parry is the Valewalkers only speccable defensive Ability. It is one of the 2 that they get (Evade being the other). Your chance to parry is decided by your spec in Parry, your level, your enemy's level, your level of MoParry, and your DEX (I think). The chance that speccing in parry adds is 0.5% for each level of Parry you have. So 20 Parry would have a +10% chance to parry. The other 2 factors (Base chance to Parry, and Dex[?]) are unknown percentages to me. Evade is the Valewalkers other defensive ability. According to Mythic, this chance has many deciding factors. The level of Evade is definately the biggest
of all. Valewalkers get up to Evade IV. Protect is a useful ability. This keeps aggro on you (to an extent) if you are grouped with a healer or a caster or another tank. Basically you put Protect on your groupmate that you want to keep monsters off of, and anytime they heal or cast a spell or damage the monster, Protect acts as a small taunt for you, thereby enabling you to keep aggro better. Intercept is a grand ability that, should the squishy person you would be protecting take a hit, there is a chance that you will take it for them. It is basically like a bladeturn, with you being the bubble. When you put the ability on a groupmate, it grays out for 1 minute. If you take the hit for them, it drops, if that hit was taken after the 1 minute timer, you can instantly reapply the effect.
Scythe This is your only weapon choice as a Valewalker, and has most of the best styles in the game. The effects are not found on any other type of weapon spec. The scythe is the first and last weapon a Valewalker will need. Scythe, being a 2-handed weapon will hit harder than a blade or a piercing weapon, which are 1-handed. You will notice at around level 50 that your damage will be around 200-300+ unbuffed against yellow Task Dungeon monsters. Mine was anyway. If you have a buffbot, expect great results.
The following is a description of all of the styles, their effects, and what I think about them. 2-Reaper: This is the first style you will get. It is also the most useless of them all, it has absolutley no effect, ultra low damage bonus, high endurance usage, and did I mention that is useless? The only time you should ever use this style is if your Scythe spec is below 6. 4-Sawgrass: This style is your first good style. Use it after you parry to lower your enemy's resistance to Slash by 15%. Having used this style for a very long time on many monsters, both those resistant to slash and weak to it, I have seen no increase in damage after the effect is applied. I think that this may only work in PvP. I really love this style because of its potential against another player, and the animation looks darn cool. Its followup is Thorny Shield at 15 Spec. 6-Taunting Scythe: This will be your anytime style until you get 34 in scythe. I don't want to see any of you with 6 or more in Scythe to be using Reaper. Use this style as an anytime!! Being a taunt, like all others, it has fair damage, but no unique effects on the enemy. This shouldn't not be on your bar. 8-Arboreal Fire: An awesome style (after you Evade) that gives you a 30 second heat damage add. This augments your damage even more. Its swirling flames should strike fear (and pain) into your enemy. I personally love this style very much, coupled with the higher level damage add in Arboreal Path, the two combined close in on 50 damage, which is a pretty nice bonus. The style on average seems to do slightly more damage than Sawgrass. The followup to Arboreal Fire is Flaming Scythe at 39 Spec. 10-Stunning Blade: Yet another awesome style; side positional, 5 second stun. Usually you can use this one twice before the stun effect wears off. In later levels this will be the most feared 2 hit side chain in existance, becasue of its followup style Blizzard Blade at level 29. 12-Foxfire: A good low level rear positional with a good proc attached to it. This style procs a 18 point heat Damage over Time. The only drawback is that it is a level 12 spell and doesn't scale in damage at the higher levels and chances are will be resisted a lot by higher level players/mobs. The growth rate on it is fairly decent though. If you are grouped with somebody who can tank and you can assist, use this style until you can get Blizzard Blade (29). The followup to Foxfire is Winter's Scythe at level 18. 15-Thorny Shield: A high damage followup to Sawgrass is just what the doctor ordered. This style will proc a pretty darn good Damage Shield (4.0 DPS), which, when coupled with your baseline, will make the enemy not really want to touch you. This is the end of the Parry chain, with no styles following up this one. It sure would be nice, though. 18-Winter's Scythe: Here is your followup to Foxfire, and the final style in your low level positional chain. This style procs a very nice Damage Add (7.0 DPS). This one stack with the group castable Damage Add you get at the higher levels (so does the Arboreal Fire one), making the enemy cry for a nerf. It is a shame that you can't use this style as often as you can with arboreal fire, unless you are an assisting tank. 21-Arboreal Shield: Definately not a winner's choice. All of the detaunt styles are not the greatest anytimes to use, unless of course the aggro has latched on to you and you really don't want it. Hit this a couple of times and he should return to the main tank. It is generally not recommended to use this style while soloing, because of its high endurance usage, and its almost nonexistant damage bonus. The only good thing about this style would have to be its defense bonus. 25-Nature's Sheild: This is probably the most unique "style" in the game. I wouldn't really call it a style, rather than an ability. This gives Valewalkers the ability to block arrows! It isn't quite like Engage, it's better! Say you are running through the frontier, wary of archers. When you are fired upon, immediately activate Nature's Shield and you will block any arrows that come your way. Not just from the target that shot at you. You won't parry the arrows, but block them, like if you had a shield. Very odd. I believe you can make yourself totally immune to arrows by clicking on yourself, activating the style then running around with combat mode on. I believe that with the "style" active, any and all arrows will be blocked. I believe it is a 360 degree circle around you that can be blocked. Further testing will have to be done. 29-Blizzard Blade: This style has the best proc in the game. This style chains off of Stunning Blade (10) and deals good damage while dishing out a ton of damage. I believe all of a painful Cold PBAoE. The delve says 198 damage with a 350 radius, but your Spec in Scythe (or is it your weaponskill?) determines how much it really does. You will see this hitting for as much as 300-400 damage unbuffed (at 50 against yellow Task Dungeon mobs) and perhaps even more with good buffs. Usually with a fast Scythe, a high amount of Quickness and your self haste buff you can get the chain off twice from the side style (if you can get 3 hits in 5 seconds then you are good.) Go for Stunning Blade -> Blizzard Blade -> Stunning Blade again, and by then the stun has worn off. Then you can get Blizzard Blade again, and possibly end the fight in 4 hits. If you cannot get the chain off twice from the 5 secon stun, then consider using stunning Blade twice before you use Blizzard Blade. A warning though, the spell level is a little low, and will probably be resisted more than you would like. 34-Grasping Roots: Here is your most awesome and uber anytime style! This frontal style procs a 350 radius 10 second 99% root effect along with some of the best damage ever. It can be good if you are losing a fight, turn off your damage shield, hit this style run away and lifetap for the win. Beware that your Damage Over Time doesn't break the root. You don't have to worry about an immunity and can keep spamming the style to keep those pesky aggroes close, but not close enough to hit you. The stlye does have a downside, it can be resisted and in the event that it does, it can draw some nasty aggro. The extra challenge is always welcome as it adds flavor and excitement. 39-Flaming Scythe: What could be better than a really good evade style? An even better followup style, of course! This style offers great damage, better than any other Scythe style (with the exception of Conflagration [50]) and a small PBAoE. The 350 radius proc delves for 57 heat damage but really does about 70-80. It is a nice extra bit of damage to an already high damage style. The drawback is that if there are any monsters around you then it will get their attention. A 350 radius seems a lot bigger when you are fighting near monsters that you haven't invited to the party. 44-Damaging Grasp: What do you do to runners? Stun them! This style (usable from behind) procs an 8 second stun that will stop your enemy dead in his tracks. Of course your options for stopping runners are not limited to a level 44 stun style (more on that later) but this one enables you to use your side chain (Stunning Blade [10] -> Blizzard Blade [29]) possibly more than once. Or you could lifetap your enemy while they cant move. You could even use Damaging Grasp a few more times, or perhaps get off the Foxfire (12) chain. Whatever kills your target works fine. 50-Conflagration: The last style (and definately not least is Conflagration. It chains off of Grasping Roots (34) which is your uber frontal style. This is the highest damaging style in the Scythe line, hitting for more than any of the other styles. The proc is not shabby either; a 150 Heat proc that will hit for 200-300 cannot be ignored. This pretty much doubles the damage of the style. In the Task Dungeons I saw this style hitting for 400 damage, a 200 critical hit and +302 proc (that was with the Champion level Str buff; I was only CL1 at that time). That is a lot of damage coming from the second style in an anytime chain. While most people don't spec up to 50 Scythe, I always give 50 weapon spec a chance. If it doesn't suit me I can always respec. The only drawback to this style is the high endurance usage. But that shouldn't matter too much because with Grasping Roots (34) as your anytime, and the frequent use of the evade and parry chains, you shouldn't be using much endurance at all. It is not recommended that you continuously use these 2 styles over and over in PvE, because it really taxes your endurance. I usually throw in Conflagration every couple of Grasping Roots, but I am usually using Arboreal Fire most of the time. Anytime: Taunting Scythe (6) This should be your anytime chain until you get 34 in scythe. Frontal: Grasping Roots (34) -> Conflagration (50) This should be your anytime after you hit 34 scythe. Parry: Sawgrass (4) -> Thorny Shield (15) Evade: Arboreal Fire (8) -> Flaming Scythe (39) Side: Stunning Blade (10) -> Blizzard Blade (29) Rear 1: Foxfire (12) -> Winter's Scythe (18) Rear 2: Damaging Grasp (44) Arboreal Path This is your spellcasting line. It has 2 parts, baseline, and spec line. They both merge in the same menu on your spell window. Always have the self buffs up, because if you don't you will drop in a few melee hits. -----Baseline:Armor Factor Buff: This will be your primary unspecced defensive buff. It will add a great deal to your Armor Factor, and believe me, as a cloth wearing hybrid, you will need it. Your AF will be extremely low, and even with this buff it won't go above 500. With AF cap increases, you can make this a tad higher. The last one at level 50 delves for +250 AF. Damage Shield: This will be yet another way to deal damage to your opponent by taking hits. Each time you are hit, this does a small amount of damage to them. At 45 you will not need this line anymore, as you will get a group-castable Damage add* that delves slightly higher than the 48 "Nature's Heart of Wrath." This damage shield will stack with the Thorny Shield (15) style, making your enemy regret hitting you. *Note: I think that the group castable is intended to be in the Arboreal Mastery Spec line, but for some reason it isn't. Perhaps the Camelot Herald messed up? Lifetap: This will be your ranged weapon. Always start a fight with at least one lifetap to regain some health that you lost if not for the extra damage. The last lifetap in this line comes at level 45 and delves for 164 energy damage and returns 50% of the damage done in life to you. At level 50 you will get a spell that was recently introduced to the Valewalker. It is called Immolation and delves as a 180 damage lifetap that also has a group heal attached to it (210 delve). This should be your opener in any fight, but you can only use it once because it is on a 10 second recast timer. 10 seconds really isn't all that long, so don't fret. -----Spec Line: Absorb: This is your primary defensive buff. Having only cloth, you have exactly 0% damage absorption. Coupled with low life, this makes you very, very weak. To make you more sturdy, you get a nice absorption buff. This buff starts at 5% at 5 Spec, and ends at 33% at 34 Spec. As a Valewalker, you should always have at least 34 Spec in Arboreal Path for the 33% absorb buff. 33% is the same as Alb Plate armor, except Cloth doesn't have the same Armor Factor. Haste Buff: I condider this to be an "emergency use" haste. This is because it only lasts 30 seconds, but the amount of haste it gives is great. You are able to dish out much mor damage because of the swing speed of your weapon has increased. This will allow you to get off your side chain multiple times with a fast enough Scythe. It scales from 16% at level 3 to 39% at level 48 and has a recast timer of 2 minutes (120 sec) and will not stack with druid haste. Note that druid haste will win out over your self haste, so whenever you try to cast it and have druid haste, it will fail to affect you. Snare: This will be your main tool to stop those pesky runners. In the event that they try to flee from you, cast this on them and they will slow down by 35% allowing you to chase them down and stun them from the back. Or you can cast your lifetap on them. Be warned that it breaks when they take damage, so if you are the one who has to flee, make sure to turn off your damage shield or it will break if they hit you before you can get out of range. It ranges from 7 seconds at level 2 to 70 seconds at level 47. It is on a 20 second recast timer. Disease Proc: This buff gives you a chance to proc a disease on your opponent every time you hit them with your weapon. The chance is 15% at level 7 to 35% at level 46. The disease effect also goes up with the higher level buffs. Disease is an annoying poison type thing that lowers strength by 15% and lowers run speed. Also helps you escape from battles, or keeps your enemy from fleeing too fast. The snare effect will not break when damage is done making it a bit more effective than the insta snare. This buff will not stack with any other offensive proc buffs. Ablative Proc: This is a wonderful tool that has a chance to create an extra absorption shell around you when you are hit. The shell has a certain hit point limit (30HP at level 13 to 130HP at level 50). This buff will Absorb 25% of a hit (stacking with your other Absorb Buff of course). Say your shield procs and you get a 50HP buffer (level 19). The next time you are hit this buffer will tell you exactly how much damage it absorbed (we will say it took 20 damage). That means it now has 30HP left (50-20=30). Once it reaches its 50HP limit it will go away. This buff does have the chance to proc multiple times in a row, meaning that t will refresh the HP buffer. If you are hit and it procs, hit again and lose 20HP of the buffer but it procs again it will be back at 50HP. This makes you live longer, and giving you 58% Absorption if you have the level 34 Absorption buff (33% + 25% = 58%). This buff will not stack with any other defensive buffs such as the Shades of Mist /use2 effect. Damage Over Time: Here is your low-damage, insta cast Damage Over Time spell. This is good to use as a caster interruper while charging them. It ranges from 2 damage-per-tick at level 1 to 23 damage-per-tick at level 49 and lasts 24 seconds and ticking every 4 giving you 6 ticks. It's not the most powerful DOT around but its okay if you want a little bit of extra damage. It has a recast timer of 30 seconds. Group Damage Add: Here is a wonderful new spell that will allow you to even more damage than you already do. This will affect your whole group, assuming they are within the 1000 range. This does 5.4 DPS at level 29, 6.4 DPS at level 39 and 7.8 at level 45. The level 39 Damage Add, along with the procs from Arboreal Fire (8) or Winter's Scythe (18), I was able to near an extra 50 damage per hit. Disease: Valewalkers also get a castable Disease spell at 40 spec. It's AoE too! Whee! Then at 44 spec they get an insta cast Disease. I think both last 3 minutes. Specializations: Here is my current Spec: 50 Scythe 39 Arboreal 18 Parry This gives me the uber level 50 style Conflagration along with the level 39 damage add. Go 50 Scythe if you really want awesome melee damage. I'm thinking of respeccing to this though: 50 Scythe 40 Arboreal 15 Parry I go for 40 Arboreal for the AoE disease. Disease has a lot of cool effects, and it helps in 8v8, because a diseased opponent can't chase down your healers as fast. I do lose out of 3 parry, but it's not like Mastery of Parrying can't make up for this. "Cookie Cutter" Spec: 50 Scythe 38 Arboreal 20 Parry This one seems popular on the forums. it has 2.5% more parry than my to-be spec but you miss out on the 39 Damage Add and the 40 Disease. High Arboreal Spec: 44 Scythe 46+ Arboreal 17- Parry I also found this one on the forums. There was a large range of Arboreal Path specs ranging from 44-49. While you get more tools, you lose out on Conflagration and some more Parry. They don't seem to miss Conflagration. Nobody seems to ever go below 44 Scythe though. Most people say that conflagration isn't really worth it. I'm not most people though. You could check out the class forums at Catacombs and see what they have to say about it. Toolbars: A good player doesn't just have an awesome spec, and uber gear, but a well thought out and learned toolbar. Or three. Being a Valewalker means having a lot of toys, but thats okay, you have 300 slots to put them in. 300!? Thats 100 per bar (10 scrollable sub-bars per bar) with 3 different bars. This means that you can have 30 slots at once, which is good because you will need them all. At level 50, you will have Styles, Spells, and various items to put on them. I always put styles on the first bar, filling it up if there are enough. With so many neato styles, how can you not want to use all of them? I always put my anytime style in slot 1, first parry style in slot 2, first evade style in slot 3, evade followup in slot 4, and then the parry followup in slot 5. Then I put Damaging Grasp in slot 6, Stunning Blade in 7, and its followup in 8. Slot 9 holds Conflagration, and slot 10 has my lifetap. This bar has worked for me for years, and I always use this style for all my characters. I put all the other spells on the second toolbar. This includes but is not limited to: All of the self buffs, offensive tools, and a few Realm Abilities. The Thrid bar usually contains items and potions (for the /use charges), more Realm Abilities, Master Levels and Champion Level stuff. This is a lot of stuff, and I often run out of room. I usually put the out of combat items on the second part of toolbar 3. Where does /face and /stick go? That's an easy one. I have them bound to - and =, respectively. These normally take up 2 valuable spots on your combat toolbar that could otherwise go to a style or a spell. My PvE Bar is pretty much my RvR bar, with the exception of the 3rd bar. The 3rd bar is always changing; I may get a new ability, see the need for a certain one, or not need another. The 3rd bar will change depending on whether I'm in PvE or RvR.
Leveling: There are 3 ways to go about leveling to 50 as a Valewalker. The super easy way, the boring way, or the hard way. leveling is made easier by the /level 20 command, but not everyone has this available to them. The Super Easy Way: If you know some high level people who like you, or you have a ton of money to spend, then you can probably get a Power Level. This is the quick and easy way to 50, but you won't really learn your class as you level. Thats all I have to say about this. The Boring Way: Not everyone finds running through task dungeons over and over and over and over and over (and over and over and over...) again until you finally hit 50 boring. Or do they? I'll tell you one thing though, it sure gets repetitive. If you can kill monsters fast without much downtime, then you will not have too much trouble here. At the lower levels, one Task Dungeon will usually get you a level if you kill a fair amount of the monsters in it before you complete it. In the lower level dungeons, the monsters will occasionally drop randomly generated armor, weapons, and jewelry what is good for your level, but will quickly become outdated. When you get enough money, you may want to drop in on housing and do some bargain hunting on armor and weapons and jewelry. You would be surprised what you can find for a nice low price. If you have some higher level friends/guildies, you can always ask/beg them for money/items. At the higher levels, you may want to find a good Task Dungeon group, because a group that can power through these levels up fast. The money isn't bad either. The Hard Way: This way is also called the long way, but is the most fun because you get to explore your realm. For this way, you can use your imagination. You can even use the above ways combined with this one if you like, making it less hard, but chances are you can't get a Power Level all the time, and Task Dungeons just get plain boring sometimes (or all the time). The best way to level is to visit a dungeon that is appropriate for your level. My favorite is Muire, a level 12-20(ish) dungeon near Ardee and Northish of the North entrance to Tir Na Nog. This dungeon has neutral spiders, agressive mummy hags and tomb creepers and worms, which will drop decent loot sometimes. At times it can be quite dangerous, but as a Valewalker, you can pull from a distance, minimizing the danger. If you can get a group, you may be the main puller, or you will be an assist tank or assist caster. Whenever you get the chance, use positional styles to maximize your damage (and hope the tank can keep aggro, tell them to use taunt styles). Usually around level 20, most go to Thidranki which offers great experience if you can kill people, and at 35 and up most go to Molvik, which is also good experience if you can consistantly win fights. At the higher levels (40+) you may want to pay a visit to the Coruscating Mine to the east of Mag Mell (into the next zone) if you aren't playing around in Leirvik or are just plain bored of Battlegrounds. Consider doing your Epic quests, if not for the armor, then for the experience of the higher level parts. The Darkness rising quests also give good experience when you complete the parts of them. When you finally get into the high 40's (48+), leveling would seem to slow waaaay down... There is a solution to this. Go to the Catacombs areas, like the Underground Forest. It really isn't hard to get there at this level. Make sure you activate any obelisks that you pass on the way there, but watch out for the one-way obelisks. Keep an eye open for any NPC that has a yellow ring around their feet. Take any of the higher level quests you can get. These quests generally give you anywhere form a fifth of a bubble to close to two bubbles of experience. Get as many quests as you can at one time so when you venture into the zones that they are based in, you can complete many at once. Be careful not to overwhelm yourself, though. Some steps may require you to group up with other players as you venture into dangerous aggro filled areas and be forced to fight tough monsters. There is usually another player also doing these experience filled quests, and don't be afraid to ask them for help. Questing your way through the upper levels is definately the fastest way to go, unless you have a super Power Level group, which aren't in as plentiful supply as you would like. Items/Gear: The better your items are, the better you will do in PvE and RvR. Aim for items that increase your Caps; personally I went for all the Strength I could possibly get, and am nearing +100 due to item bonuses. Depending on your Stat preference you may choose differently. Notes on gear: Always try to have at least yellow/orange gear at all times, as it will give you the best protection. On a similar note, try to get the highest quality armor you can, because that will provide better protection also. My recommendations for this would be aurulite gear; it has decent quality, and very nice bonuses, and it looks neat, too. Recommended Artifacts: Snakecharmer's Scythe: This is probably the slowest Scythe around, with a speed of 5.6, which means MUCH more damage. It has some small magic resists bonuses, +3 to Scythe, damage and speed increases, and a very helpful proc. The proc (level 5) does 100 damage, and of that 100 damage, 50% is converted into health for you, 30% is turned into power for you, and 20% is converted into endurance. The proc seems to range from 90 to about 120 damage, depending on the level of the monster and perhaps the resists. The level 10 ability is a /use2 which creates an absorption buff/damage shield. The Absorb is 12%, and stacks with your Arboreal Path Absorb buff, but the damage shield does not stack with your Damage shield. The extra Absorb and damage shield only last 30 seconds and are reusable every 15 minutes. I use it as an emergency buff for when things start to look bad. Scythe of Kings: This weapon is better known as "Spear of Kings" but has had its name and changed for Valewalkers. This "Scythe" has +4 to all melee resists, +4 to matter/body/spirit, +5 fatigue, +40 to the HP cap (good for low HP classes), and +5 to combat speed. The first ability it gets at level 5 is a style damage ablative that has a chance to proc whenver you hit your enemy. This ablative blocks 50% of the style damage your opponent would do to you, which is very useful against those high growth styles, like when you are fighting assassins (this proc is generally useless against PvE, unless you fight mosnters that use styles. The second ability (level 10) is a 5% realm health/AF increase. It will increase the Hit points and Armor Factor of yourself, and any realm-mate in a 1500 or 2000 radius around you buy 5%. this is useful to have up whenever you can, and lasts 10 minutes, castable every 15 minutes. I would use this scythe instead of Snakecharmers if you want a faster scythe. Shades of Mist: This cloak is a must have if you are going to solo in RvR. It gives you +15 to STR and QUI, +10 to AF, +3 to Parry, and an extra 5% to melee speed. The level 5 ability is what is known as Stealth Lore. This gives you the ability to see stealthers at a greater distance for 30 seconds. At level 10 it gives you the ability to cast a defensive proc that has a chance of going off whenever you are hit by an enemy and casts a 200HP ablative that absorbs 100% damage that lasts 10 minutes. Important: this proc will not stack with your defensive ablative spell in the Arboreal Path line. If you have that buff up, this one will give you the shade form, but not the proc. Usable every 15 minutes. Guard of Valor: A superb chest piece that everybody ends up getting someday. It has excellent stats; +40 hits, +18 Strength, +15 Dexterity, +5 to both Strength and Dexterity caps, and 4% to melee and style damage. At level 5 it gains a sort-of double-reverse-proc, that the chest piece is hit, it has a chance to lower your enemies over Armor Factor, and also increase your own by 50. This enables you to hit slightly harder while taking slightly less damage. At level 10 it gains another reverse proc, that when hit, there is a chance that your enemy will be poisoned... twice! It does about 40 (give or take a few depending on resists) in the form of 2 DoTs on your opponent. I usually see it hit for 38 per DoT, making it a pretty good proc. I have seen both the level 5 and level 10 procs go off in 1 hit. Belt of Oglidarsh: I really like this belt (though it doesn't always fit into most templates), because it increases the Strength and Hit Points cap. It gives +6 to the Strength cap, +40 to the HP cap, +15 Strength, +40 HP, and 4% to all 3 melee resists. The level 5 ability is a grouped shared Ablative, that will, when /used, split a 200HP ablative between your group. If you have a 2 person group, it will give each a 100HP ablative (200/2=100). This will not stack with the defensive proc in Arboreal Path, but it will not override the buff. It absorbs 20% of damage for you. The level 10 ability is a /use2 that debuffs your opponent's STR/CON by 30, and increases yours by the same amount for 1 minute. Supposedly this is an AoE effect, so if it hits more than 1 enemy it should give you 30 times the number of enemies to you. It is useable every 10 or 15 minutes Maddening Scalars: A truly excellent set of gloves, if they fit into your template. These basically give you +40 HP, +15 to Constitution and Quickness 3% to melee damage and combat speed, and +5 to the Constitution and Quickness caps. The level 5 ability is a reverse proc, that when it goes off, gives you a 40% Absorbtion buff which is also linked to a 40% damage shield. I'm pretty sure this will stack with your Absorption Buff. The downsides is that it lasts 10 seconds, but that 10 seconds can span 2-4 hits, and the proc doesn't go off nearly as much as you would like. The level 10 ability is a /use2 that turns you into a wolf for 10 minutes! This also gives you an offensive proc (which won't stack with your Disease Proc Buff) that hits the enemy with a 20 point Damage over Time and a disease that lasts 1 minute (?). This wolf morph is good for diguising what you are, and for being more sneaky at night when you sort of blend in with the darkness. This is useable every 15 minutes. Realm Abilities and RvR: This section will not be nearly as long as I want it to be, because of my limited RvR experience. I can recommend a few good RAs for PvE and some that may be effective in RvR. The forum-folks at Catacombs seem to know what works. This is definately the best part of DAoC, if you can handle it. If you are playing on the classic servers, you won't have to worry too much about being stomped on by people who have bots or ultra ToA stuff. If you were to ask me, ToA makes it more fun, though it does make it seem that the person with the better Artifacts wins. Also, if you are running around in RvR without a buffbot at a Borderkeep, then you are definately going to be outmatched. Buffs make a huge difference in RvR, mainly because they come close to doubling all your stats. And ALWAYS make sure you have your self buffs up. Without them you are a twig to be snapped in two by anyone who hits you. So what if you aren't 50 yet and you are still hanging around in the Battlegrounds? The higher level battlegrounds often allow for a few artifacts (you start seeing the first ones in Molvik), but with the new addition of Cathal Valley, you will definately see people with Shades of Mist, and Malice and everything else all at level 10 and fully templated so they can be the best at level 49.5. And of course they have buffbots. Good Ablilities to Have:I like to have at least Serenity II for increased Power Regeneration, Mastery of Parrying for better defense, Mastery of Pain to increase the frequency of Critical hits, and perhaps any of the RAs that increase your HP such as Toughness or Augmented Constitution. I suppose Aug STR is good to increase your damage even more, or any of the other Augmentation RAs are good. In RvR you will want to have Purge to get rid of those pesky slams and mezzes. If you plan to solo, you will definately want Ignore Pain in the likely event that you get attacked by more than you can handle. Be warned that you will not want to blow Purge or IP when you are mezzed or stunned or ganked by an 8 man. I do think that 8 mans should leave soloers alone. Just take the death in the very likely event that you meet an 8v1 fight. At RR5, Valewalkers get an insta cast Ablative, similar to the one that procs on the Defensive Buff. This one gives the group a 500HP buffer that takes 50% of the damage instead of just 25%. This ability will last for 10 minutes or until the Ablatives exhausts it HP. Tips:Thidranki: Braemar: Wilton: Molvik: Leirvik: Cathal Valley: New Frontiers: Special Thanks: -Thanks to Badfuzzy for the good memories -Thanks to Saroch HunterKiller of Merlin for helping me test the Nature's Shield Style. -Thanks to Mythic for making such a darn fun game that won't release me from its death-grip -And thanks to you for reading this :) Duckwad Merlin And remember, always have your self buffs up! |
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Copyright © 2001-2009 Trevor Moore, Nathan Wilcox & Classes of Camelot |