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Pure INT builds: COLD vs. Sword?

Posted: Tue Aug 15, 2006 12:09 am
by step123
Hey guys,

I've ready many many threads on INT builds now, but I have something specific to ask that I would like help on.

Assuming that the level cap will eventually be raised to 90 (80 first...), I am basing my build on that. I don't plan to have more than 1 character, so I don't mind if it would be a while till a level 90 cap.

Anyway,

On my INT build, the first 3 trees are for sure:

90 Fire
90 Lightning
60 Spear


Now, the last tree is either Cold or Sword.

Frost Nova vs. Knockdown
Physical Defense (+82 Def) vs. Block (+7%)

In fath0m's pure int spear guide, he makes a good point that each one has their strengths at lower levels, and decreases in effectiveness at higher levels:

"The idea behind this is that at level 90 7% block might help you more than the 82 phys defense that you'd get from 60 ice. And knockdown can replace frost nova...

Ice has no such restrictions. Also, as the 7% block improves as compared to the extra physical defense on the way from 70 -> 90, the knockdown will start to deteriorate as compared to frost nova. This is because knockdown is level dependent (notice "50% chance against XX level" in the description). I don't know exactly how much the chance will decrease for each level the character is above you, but skills don't go above 69, so at level 90 thats a 21 level difference."

What is your opinion? I would love to have 3 nukes but the static increase in physical defense of Cold MAY lose to 7% block increase in Sword, since block % is not level dependent to be effective.

Posted: Tue Aug 15, 2006 12:22 am
by Skitsefrenik
i see no point in having 2nd weapon tree anymore. u may get a "block" in during pvp but unless u have 90% chance of it, theres no point. the mastery will be low, force could beat it-_-. if u wanna be a spear nuker, stay spear nuker...its stronger and ur low health wont matter(unless u become a sro god and can some how tank nuke tankers).

Posted: Tue Aug 15, 2006 12:27 am
by Billion
Lol.

You should get Cold - Fire - Lightning, and max out all thier masteries at 68-70. And then get Heuksal for additional HP, nothing else.

Posted: Tue Aug 15, 2006 12:30 am
by Cydra
the knockdown will start to deteriorate as compared to frost nova


From what I have read frostnova will be useless at cap because if you're cap you have nothing better to do than for example get 100% cold resistance so frost nova will have no effect in pvp vs. players that have been cap for a while and care for alchemy.

So a slightly reduced chance of knockdown might still be better than 'immune' from frostnova.

Someone please correct me if that's wrong.

Posted: Tue Aug 15, 2006 12:52 am
by TenKai
Take ice... it seems when the cap is at lvl90 KD will be far less effective.

also Ice and KD are both used as defensive moves so your chance of survival is all based around if u can kd the person if u take sword.

Posted: Tue Aug 15, 2006 6:28 am
by step123
Skitsefrenik wrote:i see no point in having 2nd weapon tree anymore. u may get a "block" in during pvp but unless u have 90% chance of it, theres no point. the mastery will be low, force could beat it-_-. if u wanna be a spear nuker, stay spear nuker...its stronger and ur low health wont matter(unless u become a sro god and can some how tank nuke tankers).



What do you mean by the statement above? Mastery does not matter, as long as you have an additional blocking ratio.

Billion wrote:Lol.

You should get Cold - Fire - Lightning, and max out all thier masteries at 68-70. And then get Heuksal for additional HP, nothing else.


What happens in PvP with that build?

Cydra wrote:
the knockdown will start to deteriorate as compared to frost nova


From what I have read frostnova will be useless at cap because if you're cap you have nothing better to do than for example get 100% cold resistance so frost nova will have no effect in pvp vs. players that have been cap for a while and care for alchemy.

So a slightly reduced chance of knockdown might still be better than 'immune' from frostnova.

Someone please correct me if that's wrong.


But when the level cap is finally raised, will new equipment come out also? At that point, Frost Nova may be effective again.

----

I am farming a large amount of SP to be able to maximize all of the skills I feel that are needed.

Posted: Wed Aug 16, 2006 12:33 pm
by Troo
What I´m doing first is to max out all the skills of Fire+Lightning+Heuksel(passive) and then see what I feel like. If I had to choose now I´d pick Cold... because bicheon is all *luck depended*.

7% block.. depends on luck
KD.. depends on luck
=> for both I wouldn´t risk my life on it. Cold just gives +84phy defense.. making it far more reliable



***Optional build***
90fire
90light
90cold!!! => Wall + nuke(large AoE) + more phy defense (+13)
30heuksel => loss of 500hp

The idea behind it: Cold looks pretty, the AoE is awsome (can hit up to 5 targets) and you have a little more phy defense to compensate for the loss of hp. Not to forget you can use the Cold Wall which, unlike it´s Fire counterpart, absorbs Physical damage more efficiently.
******************

Posted: Thu Aug 17, 2006 1:56 am
by step123
Thanks for the great tip, Troo. That sounds like a very GREAT way to level the character without having to undo/reset any skills. It's great because I know for sure I will do fire/light/spear just like that (90/90/60).

Posted: Thu Aug 17, 2006 3:33 am
by Devotia
People can get immunity to cold. They won't get immunity to KD.

Although, if you plan on jobbing/group pvping a lot why not toss points in force? 60 points in force is cheap, will save you tons in the caves, and being able to heal/rez is job wars can be a tide turner.

Posted: Sun Aug 20, 2006 9:26 am
by step123
Devotia wrote:People can get immunity to cold. They won't get immunity to KD.


Are you sure? The description on the knockdown skill mentions something about the enemy being up to a certain level. This definately applies to mob, but does it apply to other players too?

If it does apply to other players, then Knockdown is useless after the enemy reaches a certain level.


Can anyone comment if my statements are accurate?

Posted: Sun Aug 20, 2006 9:36 am
by Brutish1
From what I understand from the multiple KD threads is that it is 50% at the given level. Once the levels start going higher than the KD rating the % decreases .5 to 1% PER level.

So if opponents level is 10 higher than your KD rating % will drop 5 to 10 (.5 to 1% PER level) for a total of 40-45% chance to get the KD.

Posted: Sun Aug 20, 2006 10:57 am
by step123
thanks for the info.

Posted: Tue Aug 22, 2006 4:05 pm
by FireStorm
Don't you think that when the cap raises the nukers will have something like 10k life from +str and better +hp (meaning 1k from Heuksal passive will be nothing) and additional blocking % is far better. 7% is a lot. And with KD at high level you will be unstoppable. I was thinking about something like 90/90/90 sword/fire/light or 80/90/70/60 sword/fire/light/cold. If you are using Sword and Shield I guess the better weapon mastery will be the Bicheon one.

Posted: Tue Aug 22, 2006 4:48 pm
by Minerva
it will be somewhat unlikely even at cap that majority of people will have 100% immune against ice. that's what? 25% on each accessory? if someone has that then he will own any ice player :)

Posted: Fri Aug 25, 2006 4:13 pm
by FireStorm
The maximum resistance % of the accessory is 20 (its not resistance of course it just decreases the effect) so with 4 accesories with 20 you'll have 80. But you can also have up to 78% from the fire shield. So up to total 158%. You need only 100% so you'll easy get them.

Posted: Fri Aug 25, 2006 11:26 pm
by Sunita
A complete sword tree for a pure int isn't exactly the best use of sp, because (the damage from) weapon skills rely more on physical balance than magic. So if you are going for pure int, go for fire, as it is so far is seen as the most advantaged.

But this is for PvP, obviously. You obviously need some weapon skills, but for an int, having all chains is just over-the-top.