View Full Version : New SK seeking confirmation of basic facts...
Ekuthh
05-14-2008, 04:58 PM
<p>Okay, so I've been doing a lot of reading on the board here over the past few days and working to get my baby SK up to snuff.</p><p>I leveled my Necro to 80 and decided a change was in order, so I'm not a newb to the game, just to the class. I primarily solo/small group, and raiding in the endgame is not an issue. All armor/weapons are Mastercrafted by my armorer alt. All spells/CA's are Adept III crafted by my alchie alt, or higher when I can find/afford them.</p><p>So, confirm a few things for me, please:</p><p><b>AA Trees:</b></p><p>Crusader line: INT first, then STR? I've seen others prefer STA to STR, but why?</p><p>Shadowknight line: Consensous seems to agree that maxing out Reaving is the way to go.</p><p><b>Armor/Jewelry:</b></p><p>Devout. Jewelry/ect with AGI. Now, question: Why AGI? Avoidance?</p><p><b>Weapons/Shield:</b></p><p>It seems 1 handed with shield is preferred for speed of mob killing vs. the extra damage of the 2 hander. I've played with both and it does seem the extra MIT from the shield helps survivability. Now, is there that much difference in MIT usefulness on the kite vs the tower? I really <i>hate</i> the graphics on both, but the tower annoys me more than the kite.</p><p><b>Spells/Combat Arts:</b></p><p>From what I've been told, the SK's use INT (just like a caster) for damage/size of power pool. Yet, I've seen some posts here claiming that STR governs the size of the power pool. I would have thought that STR dictates combat damage, yes? Which is it?</p><p><b>"Fun" Spells:</b></p><p>Where do we get these from? Primarily our steed once we hit 20.</p><p>So far, I'm loving the SK. As a necro, I'm used to playing a utility based class, so being a "pure" tank doesn't really concern me. I can see where our class has issues, though, and wanted to get feedback from the more experienced of my brethren.</p>
Darkc
05-14-2008, 05:16 PM
<cite>Ekuth@Befallen wrote:</cite><blockquote><p>Okay, so I've been doing a lot of reading on the board here over the past few days and working to get my baby SK up to snuff.</p><p>I leveled my Necro to 80 and decided a change was in order, so I'm not a newb to the game, just to the class. I primarily solo/small group, and raiding in the endgame is not an issue. All armor/weapons are Mastercrafted by my armorer alt. All spells/CA's are Adept III crafted by my alchie alt, or higher when I can find/afford them.</p><p>So, confirm a few things for me, please:</p><p><b>AA Trees:</b></p><p>Crusader line: INT first, then STR? I've seen others prefer STA to STR, but why?</p><p>Shadowknight line: Consensous seems to agree that maxing out Reaving is the way to go.</p><p><b>Armor/Jewelry:</b></p><p>Devout. Jewelry/ect with AGI. Now, question: Why AGI? Avoidance?</p><p><b>Weapons/Shield:</b></p><p>It seems 1 handed with shield is preferred for speed of mob killing vs. the extra damage of the 2 hander. I've played with both and it does seem the extra MIT from the shield helps survivability. Now, is there that much difference in MIT usefulness on the kite vs the tower? I really <i>hate</i> the graphics on both, but the tower annoys me more than the kite.</p><p><b>Spells/Combat Arts:</b></p><p>From what I've been told, the SK's use INT (just like a caster) for damage/size of power pool. Yet, I've seen some posts here claiming that STR governs the size of the power pool. I would have thought that STR dictates combat damage, yes? Which is it?</p><p><b>"Fun" Spells:</b></p><p>Where do we get these from? Primarily our steed once we hit 20.</p><p>So far, I'm loving the SK. As a necro, I'm used to playing a utility based class, so being a "pure" tank doesn't really concern me. I can see where our class has issues, though, and wanted to get feedback from the more experienced of my brethren.</p></blockquote><p>People set up SKs in many different ways... here's what I did while level'ing up.<b> </b></p><p><b>AA Trees:</b></p><p>1) Int to max Crits</p><p>2) Sta to Max Crits</p><p>3) Got Reaver</p><p>4) Str to 1 point in the +Haste Combat Art</p><p>5) got Pools of Blood</p><p>Sta is great for Hammer ground. AoE stun that lets you cast a long casting "Blessing" or "Tap" line spell is invaluable when fighting mulitple mobs. Unlike a pure Caster, a good chunk of your DPS is Melee... thus Melee crits are well worth it.</p><p><b>Armor/Jewelry:</b></p><p>I just tried to get as much gear with Str / Int as possible. Never focused on AGI, tanked every instance fine (with a 2h'er in Offstance nonetheless). Mastercrafted is overpowered, run with it. </p><p><b>Weapons/Shield:</b></p><p>Dunno, even now at 80 I run with a 2h'er in all instances and tank fine (including Maidens, though I use 1h / shield on the tougher named). Single Healer... No a single piece of raid gear. I must REALLY thank my healers I guess, and forget that I can time lifetaps, stuns, and blessing line to be effective /shrug</p><p><b>Spells/Combat Arts:</b></p>Str and INT both affect power pool, Str netting a larger return. Str does increase CA Damage slight, though our CAs are nothing to write home about. It's more for Auto attack damage.
Hamervelder
05-14-2008, 05:23 PM
Stamina is often chosen over Strength because the STA line provides melee crits, as well as a modest health boost. Both lines are quite beneficial, so in the end you should probably take both. Which you take first is up to you. I've never been a fan of the Decay line in the SK tree, so my advice would be to avoid it. Int to 4-4-8 is a standard recommended starter. After that, it's up to you. Most folks do however avoid the AGI and Wis trees, as both are much less useful than other lines. I hope this helps just a bit.
Taranaich
05-14-2008, 08:37 PM
Along the lines of weapons questions...Suppose I have the choice between two weapons with very similar stats and damage output. One is a heavy hitter but fairly slow, the other is a light hit but swings a lot faster.Which would I be better off with? I was guessing the faster/weaker weapon as I don't always land a swing, but wouldn't mind some professional advice.Thanks
Pimmy
05-15-2008, 02:19 AM
<cite>Taranaich wrote:</cite><blockquote>Along the lines of weapons questions...Suppose I have the choice between two weapons with very similar stats and damage output. One is a heavy hitter but fairly slow, the other is a light hit but swings a lot faster.Which would I be better off with? I was guessing the faster/weaker weapon as I don't always land a swing, but wouldn't mind some professional advice.Thanks</blockquote>Depends on your level. But at higher levels you should get a weapon with large damage spread that is slow for big melee crits. And you will be spamming CA's and spells so fast weapon is of no use.
Pimmy
05-15-2008, 02:23 AM
<cite>Darkc wrote:</cite><blockquote>Dunno, even now at 80 I run with a 2h'er in all instances and tank fine (including Maidens, though I use 1h / shield on the tougher named). Single Healer... No a single piece of raid gear. I must REALLY thank my healers I guess, and forget that I can time lifetaps, stuns, and blessing line to be effective /shrug</blockquote>I have to say wow. Since I have all legendary + few fabled (well ok almost best groupable gear you can get + few PR drops) most healers cant soloheal me in Maidens in DEFENSIVE. Its either that you group with great healers or 95% of Splitpaw's healers suck.
Soefje
05-15-2008, 10:11 AM
<cite>Pimmy@Splitpaw wrote:</cite><blockquote><cite>Darkc wrote:</cite><blockquote>Dunno, even now at 80 I run with a 2h'er in all instances and tank fine (including Maidens, though I use 1h / shield on the tougher named). Single Healer... No a single piece of raid gear. I must REALLY thank my healers I guess, and forget that I can time lifetaps, stuns, and blessing line to be effective /shrug</blockquote>I have to say wow. Since I have all legendary + few fabled (well ok almost best groupable gear you can get + few PR drops) most healers cant soloheal me in Maidens in DEFENSIVE. Its either that you group with great healers or 95% of Splitpaw's healers suck.</blockquote>Same for me. I can't tank any ROK instance with 2-hander and dependably survive, sometimes even with 2 healers. I only use 2 hander for solo, with even con mobs or lower. Frankly, I have not been able to prove to myself that I move any faster through the solo mobs with the 2 hander and I find it much harder to time the CA and spells. My current 1 hander is Jade Reaver, since I can't seem to get a group together to finish epic. <img src="/eq2/images/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" width="15" height="15" />
Mogzilla
05-15-2008, 11:16 AM
<p>If you are going to solo alot I would highly suggest maxing out your FD, you can cut the recast time down from 5 minutes to 2.5 min and its a lifesaver.</p><p>I actually did this first and I am currently just picking up the reaving line first because you have to put some points into it to get the FD upgrade.</p><p>Also reaving works will with your earliest spells and starts working immediately to be effective versus u really need 9 points to start getting the spell crits.</p><p>Just my 2cp.</p>
Darkc
05-15-2008, 11:36 AM
<p>Vaults, Maidens, Chelsith, CoA, Nizara... all tanked with a single healer (Maidens was healed by a lvl 78 and his first time in the zone). One death that I can remember in Maidens, on the sisters. I don't use a 2h'er on EVERY fight, but on trash I use a 2h'er and on named I use 1h / tower. Gear that helps include the Dreadscale Leggings, Concussion Earring (4 sec stun), Sarnak Station Earrings (280 Ward), and I use 3 pieces of Sancification set for the Mitigation and 75 spell bonus. </p><p>If I Drop below 50% I use my Kick and then Hammer Stun and use Tap Arteries, Siphon, Strike... mobs usually don't last long enough though. </p><p>Group Make-up is also important. I usually run with either a Dirge or Illusionist in the group... but I'll list what non healer classes help you "tank" better off the top of my head:</p><p>Dirge: Stone Skin Proc</p><p>Brawler: Avoidance Buff</p><p>Swashy: Debuffs</p><p>Enchanter / Brigand: Stuns</p><p>I'm sure there's others... but those are the ones I usually run with. </p>
RanmaBoyType
05-15-2008, 01:14 PM
<p>i also am usually 2h and offensive, wether it is soloing, or tanking in instances. 2 healers? you bet ill be offensive and 2h without a doubt, 1 healer depends on the healer and zone. thus far i have tanked easily CoA and vaults entirely offensive and 2h with my wife as the only healer (fury) Maidens and chelsith i swap to the sword (fabled epic) and board on some of the named. the trash in chelsith with only one healer i tend to stay sword n board but offensive.</p><p>For my 2 hander i have the mallet of the twins from kor-sha. i know the proc is useless to me, but i like the damage spread on it. Auto attacking for 5-6k crits is always a welcome addition.</p><p>edit - spelling</p>
Darkc
05-15-2008, 01:45 PM
Something else I forgot to add, I don't use the t8 Off Stance... I use the one I have Mastered from 2 Teirs back, so I don't get such a big hit in Defense. I don't even have the last 2 ones in my book.
Shoutatchickens
05-15-2008, 05:47 PM
Here's how I play SK and how I feel that class works the best.First, Strength and Intelligence are both tied to your power pool.AA:The intelligence line is important for spell critical. The heal critical seems pointless for SK because your heals all are based off of the damage you do. Therefore, a critical harm touch for instance, will result in a critical heal. The haste mods in strength are a big help because of the several life stealing buffs that are put on your weapon. I feel stamina should be the last thing you go for in the Crusader tree. The reaver ability can be very useful. It does a lot more healing than you would think. I maxed out the increased proc chance, the gim coil enchancement, the 35% for the reactive, and the heal for harm touch. This made 20 points and put 1 in reaver. Stats:Strength is useful because if you can do a lot of melee damage you will be able to be gentle on energy, but I think INT should be the priority. Str, Sta, and Int are the ones I keep up. Agility seems like a waste of time to me. SKs simply do not have the setup to be good at NOT taking damage. The strenght of SK is the healing ability. The way my SK is set up it is hardly EVER a good decision to drop the offensive stance. The high Int boost you recieve allows you to heal yourself for a lot more which makes up for the lack of defense. Remember your heals are "life stealing", meaning that the heal amount is directly related to the amount of damage done.In my opinion just forget about the defensive stance, I have not seen an instance where it has helped any situation. The low agility means you will get hit more, this can be actually beneficial if you have decent mitigation because you will have an easier time keeping agro as well as procing your reactive, which with the 35% boost and spell critical will usually fill your health.I think this type of progression will do just fine if you don't plan on raiding.Equipment:I use a one hander and a shield most of the time. This gives you access to the shield bash which is nice. This may seem to contradict what I just said about agility, but my main point on agility is sacrificing other stats for agility just doesn't seem to be worth it. Also, with a faster attacking weapon + haste mods, you will be seeing many more procs.
vBulletin® v3.7.5, Copyright ©2000-2025, Jelsoft Enterprises Ltd.