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Hit and run QSD build - skill ideas

Posted: Thu May 23, 2019 12:28 am
by Werepacman
I reached 40 level with my QSD hit-and-run build and have 2 unspent skills.
I don't rise BC, instead I micromanage and hit-and-run.
Cleave, taunt, concussion are not for this tactics.

So I try to imagine useful skills for this build.

Reduce movement cost 1 or 2 :)

Requirement - evasion 2.
Why limit only to gear? :) With this skill you can choose different gear. Or sometime you need two steps to runaway. :)

Parry
Requirement - evasion 4 or 2.
Character has a chance 30-70 to counterattack and make first hit when monster is moving on the character's square or attacking.

Sneak attack
After successful flee attempt character receives some temporary bonus (+2 AD +5 AC) or bonus to critical hit.
Or target suffers some effect bleeding or reduced AP, BC.

Or there is a chance to make attack on successful flee attempt.

Please share your ideas. :)

Re: Hit and run QSD build - skill ideas

Posted: Thu May 23, 2019 1:10 am
by Aulrad
For hit and run style

For equipment(that can be bought or obtain through quests), i prefer:
2 quick strike dagger,
Boots of globetrotters
Feline gloves
Robe of sublimate
Marrowtaint
2 ring of protector
The dark protector


If with legendary items:

2 ring of lesser shadow
Shadow fang+dagger of the shadow priests
Valugha shimmering hat
Silk robe of valugha
Marrowtaint
Gloves of life force
Boots of globetrotters

For skill i preffer

Combat speed 2
FS: dual weild 2
Specialization dual weild 2

Re: Hit and run QSD build - skill ideas

Posted: Thu May 23, 2019 1:19 am
by Antison
Werepacman wrote: Thu May 23, 2019 12:28 am I reached 40 level with my QSD hit-and-run build and have 2 unspent skills.
Cleave, taunt, concussion are not for this tactics.
Why not Cleave? +3 AP helps with both attack and fleeing.

Re: Hit and run QSD build - skill ideas

Posted: Thu May 23, 2019 1:23 am
by rijackson741
I'm not keen on number 1, but 2 and 3 are good ideas. I would make both of them high level skills that require Ev4.

For Parry, I would limit it to three levels, 20% per level. So the best you could have is a 60% chance of getting the first attack if the monster moves onto you, but that would cost you seven skill points (Ev4 + 3 x Parry).

For Sneak attack, when you evade (guaranteed with Ev4), you get the damage from one hit, if you land it (i.e. AC counts). It needs to be limited to one level, because some weapons only get one hit per round, and the bonus cannot be more that that. Logically, when you flee, if you are good enough you can make one swipe at your opponent. More than one swipe means you are attacking again, which does not fit with fleeing.

Re: Hit and run QSD build - skill ideas

Posted: Thu May 23, 2019 1:24 am
by rijackson741
Antison wrote: Thu May 23, 2019 1:19 am
Werepacman wrote: Thu May 23, 2019 12:28 am I reached 40 level with my QSD hit-and-run build and have 2 unspent skills.
Cleave, taunt, concussion are not for this tactics.
Why not Cleave? +3 AP helps with both attack and fleeing.
Good point, but that does not exclude some other skill options. You are the master of varied builds, so why not add more variety?

There are also no high level skills that build on the Evasion skill.

Re: Hit and run QSD build - skill ideas

Posted: Thu May 23, 2019 11:24 am
by Antison
rijackson741 wrote: Thu May 23, 2019 1:24 am
Antison wrote: Thu May 23, 2019 1:19 am
Werepacman wrote: Thu May 23, 2019 12:28 am I reached 40 level with my QSD hit-and-run build and have 2 unspent skills.
Cleave, taunt, concussion are not for this tactics.
Why not Cleave? +3 AP helps with both attack and fleeing.
Good point, but that does not exclude some other skill options. You are the master of varied builds, so why not add more variety?

There are also no high level skills that build on the Evasion skill.
I never said that I didn't like these ideas. I like 1 & 2. 3, not so much.

Re: Hit and run QSD build - skill ideas

Posted: Thu May 23, 2019 2:57 pm
by Werepacman
Aulrad wrote: Thu May 23, 2019 1:10 am For hit and run style
For equipment(that can be bought or obtain through quests), i prefer:
2 quick strike dagger,
Boots of globetrotters
Feline gloves
Robe of sublimate
Marrowtaint
2 ring of protector
The dark protector


If with legendary items:

2 ring of lesser shadow
Shadow fang+dagger of the shadow priests
Valugha shimmering hat
Silk robe of valugha
Marrowtaint
Gloves of life force
Boots of globetrotters

For skill i preffer

Combat speed 2
FS: dual weild 2
Specialization dual weild 2
This can be one of item sets. On my travels I restore health with Blade of Defiler.

By the way. From my short test I think crits don`t often has practical use.
Crit can be last hit.
It doesn't work on certain types of monsters. So you invest points to have almost similar outcome compared to direct damage or increased AC.
Perhaps, skill to Increase first hit critical chance would have sense.
It is also suits for hit and run tactics.

Re: Hit and run QSD build - skill ideas

Posted: Thu May 23, 2019 3:20 pm
by Werepacman
Antison wrote: Thu May 23, 2019 1:19 am Why not Cleave? +3 AP helps with both attack and fleeing.
Of course Cleave is useful, but more for BC build.
You can run more often instead of using Cleave. Or when monster is dead - you don't need to run.

T it is different play style.
With hit and run tactics I always need to be careful with micromanage, predict monster movements, so monsters don't surround you and there are squares to run. Playing glass canon build is fun, because it gives feeling of challenge and requires attention.

Re: Hit and run QSD build - skill ideas

Posted: Thu May 23, 2019 3:51 pm
by Werepacman
rijackson741 wrote: Thu May 23, 2019 1:23 am I'm not keen on number 1, but 2 and 3 are good ideas. I would make both of them high level skills that require Ev4.
Yes, additional attack would be too much. :D
I think about #1 skill in meaning of additional movement.
Like Master of avoidance so you can double your steps (first step doesn't count), not attack.
Not a game changer but small feature.

rijackson741 wrote: Thu May 23, 2019 1:23 amFor Parry, I would limit it to three levels, 20% per level. So the best you could have is a 60% chance of getting the first attack if the monster moves onto you, but that would cost you seven skill points (Ev4 + 3 x Parry).
Agree. Player need to be attentive. :D
Monster can change movement direction, with touch-screen joystick there is always chance for mistake. Balanced part of effort and randomization makes game interesting.
But 7 skills and only 60%? At least 65%, I bargain. :D
For Sneak attack, when you evade (guaranteed with Ev4), you get the damage from one hit, if you land it (i.e. AC counts). It needs to be limited to one level, because some weapons only get one hit per round, and the bonus cannot be more that that. Logically, when you flee, if you are good enough you can make one swipe at your opponent. More than one swipe means you are attacking again, which does not fit with fleeing.
Of course that was the idea, only one swipe during the successful flee.
Perhaps a chance.

Re: Hit and run QSD build - skill ideas

Posted: Thu May 23, 2019 10:53 pm
by rijackson741
Antison wrote: Thu May 23, 2019 11:24 am
rijackson741 wrote: Thu May 23, 2019 1:24 am
Antison wrote: Thu May 23, 2019 1:19 am

Why not Cleave? +3 AP helps with both attack and fleeing.
Good point, but that does not exclude some other skill options. You are the master of varied builds, so why not add more variety?

There are also no high level skills that build on the Evasion skill.
I never said that I didn't like these ideas. I like 1 & 2. 3, not so much.
I'm against a skill that reduces movement cost. There are already quite a few items that do that, so the player already has choices. I do have reservations about getting a hit when fleeing too. Flee means run away, but I can see that you might take a parting swipe. Perhaps only 25% of getting it (which is then subject to AC). The Parry skill makes sense though. If you are a master of evasion you should be able to avoid a monster even if it tries to move on top of you.