My end game Sampire

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  • ThalonThalon Posts: 91
    edited December 2
    tonyberz said:
    I also wanted to ask one more thing about Necromancy. I leveled it up to 75, and my karma dropped from +8000 to –16000. What is the fastest way to restore my karma back up? I’m not sure what works best on this server, so any advice would help a lot.
    Positive Karma is gained primarily by defeating monsters. Usually higher difficulty creatures give more karma and fame. Creatures in Felucca give more fame/karma than their counterparts in Trammel/Ilshenar/Malas etc. You will have quite a grind...the "fastest" way depends on what creatures you are capable of killing quickly, ideally something powerful with a high spawn rate.

    Casting Necromancy spells gives negative karma and should be avoided by any character that uses Chivalry casting. To avoid this problem, players can train Necromancy on a seperate character and use a Soulstone to transfer the Necromancy skill to the Sampire character to avoid tanking tbeir karma. For the same reason, once your Sampire is trained up, should avoid using Necromancy spells (aside from Vampric Embrace).

    Chivalry is widely used but not essential to the Sampire build. Bushido, Necromancy, Tactics, a weapon skill and usually accompanying Parry and Resist. Some players leave Chivalry out of their build, others use soulstones to sub in Resist only when needed.

    Chivalry is used for the spells being Enemy of One and Consecrate Weapon, which aren't needed if you can craft and imbued weapons with the proper elemental damage type and slayer type needed for what you are fighting. Heal Wounds and Cleanse by Fire shouldn't be used often by the Sampire as casting resets the weapon swing timer and both poison and hit points should be taken care of by the Vampire form provided by the Vampric Embrace spell. Characters can also carry yellow healing and orange cure potions if you have access to a good Alchemist. The only other spell often needed is Remove Curse...when fighting creatures that cast the necromancy spell Blood Oath, a Remove Curse is usually needed to prevent a Sampire from hacking itself to death due to the reflected damage.
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  • tonyberztonyberz Posts: 7

    Hey everyone. I’m a bit confused and need some advice, so I’m posting my skills, stats, weapon, and talisman screenshots below.

    I was told by my guildmates to drop Anatomy and raise Resisting Spells, so I lowered Anatomy from around 110 down to 23. But now my damage is much lower.

    Before, with Anatomy 110, I was doing around 110–120 Double Strike damage on Navrey with a Spider Slayer weapon + Spider Slayer talisman.
    Now with almost the same setup (just using a Reptile Slayer talisman) my Double Strike is only around 80.

    So now I’m really not sure what to do.

    ❓ Does Anatomy really affect melee damage THAT much?

    Because the difference for me is huge.

    ❓ Should I raise Anatomy back up and drop Chivalry instead?

    I almost never use Chivalry anyway (except for traveling).
    My gear is also not as strong as the end-game builds I see here, so I’m not sure what the best option is.

    Any help or suggestions would be appreciated. Thanks!


  • keven2002keven2002 Posts: 2,709
    When it comes to skills used that's going to be different depending on who you ask (and what they/you fight mainly). 

    To answer your first question; no anatomy isn't going to be accountable for an extra 30 damage per hit; the loss of damage is because you changed your talisman from spider/arachnid (which Navrey is) to a reptile slayer (which navrey is not); so you are no longer benefiting from that damage. Swap it back and I'm guessing you will see close to what you were getting (maybe 2-4damage less).

    My 2 cents:

    It doesn't make sense to have 20 of any skill (especially if your toon is human and has JOAT). I'd drop that skill (whether it be anatomy of resist) to 0 and give points to other skills like tactics (this helps damage output). 

    You can drop Necro by 2 points to 99 (will keep Vamp form) and use those 2 points elsewhere... the 2 extra points you have in there now aren't going to make a difference in casting.

    With the 25 extra points you will have by dropping those skills; I'd put 5 into tactics (for 120 tactics) and then make a choice... do you want to be more tanky? If so drop the remaining points into resist and parry to bring them up to 120 each. If you think you tank just fine then drop 15 points into Bushido (for evasion - Bushido needs to be 100+) and 5 into Chiv (for easier casting & slightly longer spell duration).

    For what it's worth; I don't have anatomy on my sampire at all and I do just fine with damage output. I also have my resist at 120 because most of what I'm fighting (ToT spawn etc) has casting ability and I'd prefer less paralyze/curse effects/etc. 
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