Druids and 6th sense

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Which skill to take as 6th?

Sneakiness
0
No votes
Dodge
1
50%
Health
1
50%
Other :P
0
No votes
 
Total votes: 2

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tangar
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Druids and 6th sense

Post by tangar » Sat Jun 18, 2016 10:39 pm

Which skill to take as 6th? We got a choice between sneakiness, dodge and health. I vote for sneakiness, although its only 0.6 rate for dwarf... Which skill would you take?
Last edited by tangar on Sun Jun 19, 2016 7:56 pm, edited 2 times in total.
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tokariew
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Re: Druids and 5th sense

Post by tokariew » Sun Jun 19, 2016 12:24 am

it would be good to know what was the 4th skill :D

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tangar
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Re: Druids and 5th sense

Post by tangar » Sun Jun 19, 2016 1:25 pm

Earth of course :) There are no other viable variants.

---
fixed topic name from 5 -> 6 :)
Last edited by tangar on Sun Jun 19, 2016 7:56 pm, edited 1 time in total.
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PowerWyrm
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Re: Druids and 5th sense

Post by PowerWyrm » Sun Jun 19, 2016 7:30 pm

I'm currently writing a quick guide for druids, and here's my usual setup: martial arts/magic/earth/arcane lore/physical lore. You max them all except Earth in which you put 30 points. This leaves 19 spare points; which is completely insufficient for another skill. Dodge is pointless unless you play a dodger with max skill. Health is also pointless since you use forms as druid which cuts the HP boost in half (19 in health = 19 extra HPs). You can put them into sneakiness, but at 0.6 you would get 10 or so points, so +1 speed. Totally not worth it... My advice: put more points into Earth, so that your fail rate with Stone Prison is lower (4-5 points), and put the rest in Stealth (to get 8-10 points for +4 or +5 extra stealth).

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tangar
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Re: Druids and 6th sense

Post by tangar » Mon Jun 20, 2016 12:09 pm

I think dodge could help you survive at high lvls. Every 1% of dodge could be your lucky ticket, as druid is a close-ranged fighter.

Health skill is totally useless and its very strange. I suppose it has to be buffed somehow.. Don't see any sense in it.

Earth magic.. Donno. Its quite ok to recast stone prison several times and drink mana pot if you fail.

Sneakiness is another good thing. If you lack speed from items its very good option.

Stealth... I doubt that its better that sneakiness for dru.
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PowerWyrm
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Re: Druids and 6th sense

Post by PowerWyrm » Sun Jun 26, 2016 11:15 pm

Dodge is only useful if you max the skill. Putting 10 points into Dodge is completely pointless, as your Dodge chance is reduced by monster level and by every pound you wear or carry in your pack, reducing your chance to zero in all cases. So don't waste points into Dodge unless you're a naked fruit bat with 50 in the skill.

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tangar
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Re: Druids and 6th sense

Post by tangar » Sun Jun 26, 2016 11:19 pm

Hm.. Interesting. I though its worked a bit in different way, thanks. So dodge has to be buffed, you suppose? Or what the point of it? :)
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PowerWyrm
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Re: Druids and 6th sense

Post by PowerWyrm » Sun Jun 26, 2016 11:22 pm

The point is exactly to play naked fruit bats with maxed skill ;)

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tangar
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Re: Druids and 6th sense

Post by tangar » Sun Jun 26, 2016 11:23 pm

Naked.. Bat without Power Dragon Scale Mail at high lvls is dead ;) Its hard without resistances.
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