PC Gaming News
Page 1 of 2 12 LastLast
Results 1 to 10 of 11
  1. #1

    R/Mo energy management = Hell

    Uh-huh. I switched to R/Mo once I got barrage, mainly so I can spam that and judge's insight. My only problem is, my energy drops too damn fast leaving me doing about 20 damage per shot when I can average about 80.
    Obvious, I need a bit of help. My build is as followed:
    Attributes:
    Expertise: 8 + 1(Rune) = 9
    Markmanship: 11 + 1(Rune) = 12
    Wilderness Survival: 8 + 3(Sup. rune) + 1(Mask) = 12
    Smiting Prayers: 9
    Skills:
    1. Power Shot
    2. Hunter's Shot
    3. Penetrating Attack
    4. Barrage[E]
    5. Troll Unguent
    6. Judge's Insight
    7. Whirling Defense
    8. Rebirth

    Now don't say Rebirth is eating my energy, I only use it after battles.

  2. #2
    Balthazar's Spirit maybe?

  3. #3
    try zealous string..?

  4. #4
    Not a solution to your energy problem per say, but why is wilderness so high you only have troll ungent from that line, maybe putting more points into expertise (get it up to 13 for the next drop in cost for 5 cost skills).

    Something like this maybe

    exp = 10 + 1 + 3 = 14
    marks = 11 + 1 = 12
    wildernes = 4 + 1 = 7
    smiting = 9

    which would make it easier to keep using barrage.

    EDIT: changed attribute layout to get best 5 energy expertise
    Last edited by krispykritter; 11-08-2005 at 20:02.

  5. #5
    Higher Expertise. Druid's Armor. Like the two above me mentioned, Zealous String, Balth Spirit.

    Let's assume you take..

    16 Expertise
    1.5K Druid's Armor +10
    Zealous String 1 <
    Balth Spirit 1 <

    2 + 12* Energy for Barrage. Which means you leave 10* energy for Judge's, which lasts for more than 1 Barrage anyways. Hmm.. Maybe I should try this build.

    Now for the skills, a little adjustment. Take Tiger's Fury, it lets you attack more often = more energy.

    Good luck!



    * Maximum.

  6. #6
    Quote Originally Posted by Blade of Doom
    Higher Expertise. Druid's Armor. Like the two above me mentioned, Zealous String, Balth Spirit.

    Let's assume you take..

    16 Expertise
    There's no point in getting experitise up to 16, since there's no benefit to 5 energy skills after 14.

  7. #7
    Quote Originally Posted by krispykritter
    Not a solution to your energy problem per say, but why is wilderness so high you only have troll ungent from that line, maybe putting more points into expertise (get it up to 13 for the next drop in cost for 5 cost skills).

    Something like this maybe

    exp = 9 + 1 + 3 = 13
    marks = 11 + 1 = 12
    wildernes = 6 + 1 = 7
    smiting = 9

    which would make it easier to keep using barrage.
    Cardinal rule of min/maxing check if you can use fewer attribute points for the same spread could result in a higher attribute level:

    your: 9 +4, 11+1, 6+1, 9 could be:
    10 +3, 10 + 2 (mask+minor), 7+1, 9

    You have an extra rank in wilderness survival by doing this. May or may not improve actual skills performance (in this case it doesn't I think because unguent is the only wilderness skill and has the same regen with both).

  8. #8
    Quote Originally Posted by krispykritter
    Not a solution to your energy problem per say, but why is wilderness so high you only have troll ungent from that line, maybe putting more points into expertise (get it up to 13 for the next drop in cost for 5 cost skills).

    Something like this maybe

    exp = 10 + 1 + 3 = 14
    marks = 11 + 1 = 12
    wildernes = 4 + 1 = 7
    smiting = 9

    which would make it easier to keep using barrage.

    EDIT: changed attribute layout to get best 5 energy expertise
    Works quite well, but having only 5 energy regen from troll unguent SUCKS. Since I'm already using a superior expertise, I don't want to use a superior wilderness survival.

  9. #9
    Quote Originally Posted by Cocotroid
    Works quite well, but having only 5 energy regen from troll unguent SUCKS. Since I'm already using a superior expertise, I don't want to use a superior wilderness survival.
    Instead of sup WS, take marks to 10, add a major marks, and put the freed up points into WS, this sould bring you up to 7 WS +1 = 8. With a Vigor + fortidtude weapon mod the health loss is reasonable.

  10. #10
    Take a enchanting grip so ur insight lasts longer.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •