General SUmmer's stash daggers + bloodpaint
E/nY - Sanctuary
Posts: 35 Arc User
So i just got my stash daggers that gives a chance for +5% hp heal. That + bloodpaint is pretty good imo and wolf emblemed crits heals for 150hp+. Any thought on this and the future?
Post edited by E/nY - Sanctuary on
0
Comments
-
Weapon procs are generally around a 5% chance to trigger on each attack. Personally I doubt the healing will be able to keep up with the damage you take, but it will certainly help defray potion/charm costs.0
-
Brigid - Harshlands wrote: »Weapon procs are generally around a 5% chance to trigger on each attack. Personally I doubt the healing will be able to keep up with the damage you take, but it will certainly help defray potion/charm costs.
yea sucks all weapons is 5% but its good when grinding/questin atm.0 -
These daggers are not listed anywhere, so if you don't mind, can you please post the stats for them. Thanks in advance.0
-
EviIDee - Heavens Tear wrote: »These daggers are not listed anywhere, so if you don't mind, can you please post the stats for them. Thanks in advance.
Physical Attack: 215-323
Regeneration: Has a chance to recover 5% of max hp
Physical attack +29
Attack Level +10 -
E/nY - Sanctuary wrote: »Physical Attack: 215-323
Regeneration: Has a chance to recover 5% of max hp
Physical attack +29
Attack Level +1
Those seem to be fairly decent...might have to bite the bullet and spend the coin to get a hammer this time around. Unless I get lucky with weapon token quests.
It seems fairly apparent that all daggers are a bit gimped in attack. Guess PWI is trying to push orbs.0 -
On the other hand, assassins have extremely powerful skill damage. And do you really expect a dinky little pair of knives to be as powerful as a huge battleaxe, for example?
Another interesting thing I noticed is that my General Summer's Longbow (which I still carry around b:chuckle) doesn't have the "Cannot be put into account stash" restriction. One more reason to possibly get an account stash stone: Assassins running around with two General Summer's weapons b:victory0 -
more heals is always good. but blood paint is 100% chance to get HP back per atk. general summers weapon is not guaranteed to heal u each atk like blood paint does but its still something.
and blood paint is one of those things that will be pretty good in higher lvls once u start doing some good dmg and high spiked crits.0 -
Ballistixz - Heavens Tear wrote: »more heals is always good. but blood paint is 100% chance to get HP back per atk. general summers weapon is not guaranteed to heal u each atk like blood paint does but its still something.
and blood paint is one of those things that will be pretty good in higher lvls once u start doing some good dmg and high spiked crits.
wouldnt it still be more proportionate no matter what lvl? excluding refines for simplicity's sake.0 -
well it heals 2% of the dmg u deal. the higher in lvl u get the higher ur atks will become and thus the more u will get healed from blood paint. an example would be using blood paint with the dmg u do with a lvl 1 dagger devotion vs at higher lvls with a maxed out dagger devotion where u do 60% more dmg. not to mention with a maxed out chill of the deep which also increased dmg even further and thus increasing ur heals from blood paint even further.0
-
health is also increasing as you gain lvls, but you are right, its become better since we gain more dmg/lvl than hp/lvl. unless u stat vit.0
-
bloodpaint may heal you more with more damage, giving you more health gain at higher lvls.
However, your also taking more damage at higher lvls.
and assasins don't have a healing skill that works out of battle, meaning soloing is going to be very tough without spending a lot of $ on life gain.0 -
Oo I'm using the mold ones one up from that think they're at 56 on sneakret
The bloodpaint skill along with the 5% random from daggers has allowed me to do quite a few things that normally I wouldn't try with a LA class.
Once you get to 59 this will be easier to do but it's still fairly easy to get the hang of.
BP is up, daggers 5% on, rib strike, spark up, normal atk, slide in chi gainers now and again. ie: rising dragon 150 chi(something like that) tackling slash 50 chi, bam that's 2 sparks right there.
During the sparked time, you will gain back the hp to cover what you're losing and more.
After 59 this becomes incredibly useful as when geared well you can tank Fushima for bh 51 runs (cleric needed of course) with the added 2 skills. One being a full 155chi gain, the other being a 2 spark erupt.
This does drain mana fairly heavily for extended uses but for when you absolutely need it and survival is key, I strongly suggest becoming familiar with this tactic.
woops for normal mobs - bp up at all times, 1 spark erupt, rib strike, normal atks- finish0 -
Please fogive this nub question BUT when using BP in squad it also applies to bms and barbs from the skill description but do they get their hp on my hits or their hits?[SIGPIC][/SIGPIC]0
-
MALSUMIS - Lost City wrote: »Please fogive this nub question BUT when using BP in squad it also applies to bms and barbs from the skill description but do they get their hp on my hits or their hits?
Their hits.0 -
ty i just had not had a chance to try it yet[SIGPIC][/SIGPIC]0
Categories
- All Categories
- 181.9K PWI
- 697 Official Announcements
- 2 Rules of Conduct
- 264 Cabbage Patch Notes
- 61K General Discussion
- 1.5K Quality Corner
- 11.1K Suggestion Box
- 77.4K Archosaur City
- 3.5K Cash Shop Huddle
- 14.3K Server Symposium
- 18.1K Dungeons & Tactics
- 2K The Crafting Nook
- 4.9K Guild Banter
- 6.6K The Trading Post
- 28K Class Discussion
- 1.9K Arigora Colosseum
- 78 TW & Cross Server Battles
- 337 Nation Wars
- 8.2K Off-Topic Discussion
- 3.7K The Fanatics Forum
- 207 Screenshots and Videos
- 22.8K Support Desk