Author Topic: The Evokers Compendium Version 2.0.0.3 (a)  (Read 14545 times)

Harrowing

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The Evokers Compendium Version 2.0.0.3 (a)
« on: Jun 10, 2011; 08:04 pm »
Topic thread obviously for the Newb and returning Evoker's.

Most up-to-date skill calc builder for Evokers.

http://hellgate.matrix.jp/skilltree/Evoker.php

http://www.hellgate-resurrection.de/ski ... voker.html

** due note that a lot of skills are affected by the power level of your Foci.  I.e. arcane shield will restore at base 3.636 x power level to your base shield level when used.  Venom armor is also affected by it.  So while the skill builds you make will help you plan your character.  Don't expect detailed stats from these yet.

First order of business Glossy terms definitions

These are some shorthand terms that Most evokers should be familiar with

Some quick notes Most gear that will be oriented towards the evoker will usually have the fx around the typed text to you.  Such as the 3 examples below

+SFX  E.g. extra elemental attack strength such as a +17 stun attack strength relic (weapon or armor)

+CC extra critical chance added to base (weapon or armor) E.g. +CC 6 Balbi's ring

+CCM% extra critical chance base Multipler always is a percentage i.e. 20%CCM tech

+ccDAM% additive critical damage base.  E.g. +75% critical damage relic

+CCcM% extra critical chance class multiplier E.g. +40% critical chance multipler Demons

+dam% Extra damage base multipler E.g. +3% to damage relic

+armor Extra base armor.  E.g. +75 armor Iron Lock Radiant

+ar% Extra base armor percentage multiplier E.g. +10% armor Iron Lock Radiant

+AESM% +All elemental strength attack percentage multiplier E.g. E.g. +16% all elemental attack strength Bottemless prism

+os 2 meanings number of current sockets available for modding or total number of maximum sockets current in the weapon.  E.g. +3 os Bottemless Prism

+1, 2, or 3 aug Number of free augments left of the item E.g. +3 aug Bottemless Prism

+Ulvl (New to CBT, obt, and retail) Current item upgrade level using the nanoforge (E.g. the number of stars the particular item has.)

+Use fx +% increase in skill use rate for Evokers only. E.g. +17% increase skill use rate for Evokers skills

+cost fx +% decrease on skill power cost for Evokers only. E.g. +18% decrease in power cost for Evokers skills

relic a relic mod
ammo an ammo mod
batt a battery mod
rock a rocket mod
fuel a fuel mod
tech a tech mod
pal how much pallidmium the item will cost to trade

More terms to come when obt and retail hit.
« Last Edit: Jun 15, 2011; 04:32 am by Harrowing »
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Harrowing

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Re: The Evokers Compendium Version 2.0.0.3 (a)
« Reply #1 on: Jun 10, 2011; 08:05 pm »
Differences for the evoker class between 1.2 SP and 2.0.0.3 HG:G

Skill differences
**Demon spear no longer pierces multiple enemies, but gains additional damage and stun% attack strength on rank increase at ranks 4, 7, and 10 it gains an additional spear.  Desired ranks will be 3, 4, 7, or 10.  3 is because it doesn't have 2 spears so it always is shot in front center of crosshair and fills out the prerequisites for bone shards.  4. because at 4 you get 2 spears and can attack 2 different enemies spears split upon skill activation and separate at about 15 degrees off center of crosshair. 7. because at 7 its an odd number and the extra spear will then shoot center of crosshair.  10. For maximum spread, stun attack strength, and damage

**Bone Shards increasing ranks decrease use rate cooldown and increase stun attack strength.  Desired ranks 1, 3, 10.  1. because it hits all enemies within a 6 meter radius with a high stun attack. 3. fills out the prerequisite requirements for skull splitter. 10. at max level it has +450% stun attack strength, and a 4.2 second cooldown rate

** Skull splitter noting has changed except the following slightly higher base power cost and higher use rate cooldown (4 seconds)

**Fire Storm heavy decrease in power cost desired ranks 1, 3, 10
1 easy to use low level killing spell use would stop at level 5 and once a skill retrainer is aqquired is left out.  3. fills prerequisites for flameshards.  10. Maximizes damage

**Flameshards +increase in base damage because the shard glitch is gone, now each of the 7 total shards can impact a single target.  Up to level 28 level 1 flameshards is the single highest DPS skill the evoker will have (rank 7 tempest slightly out does it)
Desired ranks 1, 3, 10.  1. its a true 1 point wonder for damage.  3. fills out prerequisites for hellfire.  10. At level 10 it will ignite most anything for a long, long duration in-game

**Hellfire -decrease in starting radius, +increase in power cost (base), -decrease in hold tick duration (5 game ticks like 2.0 abyss) +increase in base damage, and +increase in Coefficient for sfx attacks.  Each rank increase the damage, splash radius, field radius, and ignite attack strength

**Tempest -decrease in lighting strike frequency, -decrease in sfx proc rate(bug fix), -decrease in base damage (bug fix), -decrease in power cost, -decrease in range of strikes.  Desired ranks 3, or 10.  3. fills out arc legion prerequisites.  10. At skills rank max becomes a very damaging skill against single targes such as bosses.

**Arc Legion -increase in power cost, -decrease in proc rate(bug fix), +increase in base damage.  Desired ranks 1, or 10.  1. 1 point wonder with autotarget.  10. Maxing this skill will have a very good use in PvP combat, as each rank increase base shock attack strength by 25% (and shock tick damage by 25%)

**Spectral bolt +decrease in base power cost, -decrease in skill use rate
Desired ranks 1, 3, or 10 1. 1 point wonder and you start with it use a skill retrainer to get rid of the auto skill.  3. fills prerequisites for spectral lash.  10. At max rank should phase just about anything in-game for a decent duration.

**Spectral Lash +decrease in base power cost, +increase in base range (18.4 m) -decrease in base range rank increase (from 3.0m to 2.4 m) desired ranks 3, or 10
3. prerequisites for Spectral mastery.  10. for maximum range.

**Spectral Mastery (was spectral lash mastery) +increase base damage for lash, lash nova, spectral bolt. +increase in phase attack strength for spectral lash, nova, and bolt.

**Spectral Curse +increase in radius damage affect via rank increase, -decrease in number of total targets, +increase in base range (from 20m to 25m)

** Venomous Spirit +increase in range, +increase in range rank increase, +extra spirits per rank increase, +decrease in base power cost, +increase in base damage, and +increase in "homing" capability.  Desired ranks 3, 4, 10 3. fills out prerequisites for Venom armor.  4. adds 1 additional spirit to attack with. 10. pretty nasty having 4 spirits auto target out to 45m better than a rank 1 arc legion.

**Venomous armor -decrease no longer has infinite range when rebounding (bug fix)and -base decrease in additive armor base.

**Swarm -decrease in base starting radius, +increase in base damage, +increase in base damage per rank, +increase in base poison attack strength per rank, +increase in base range (from 30m to about 40).  Desired ranks 1, or maxed.  1 point splash and field radius wonder.  Maxed adds damage, radius, base sfx attack, per rank.

**Arcane shield +increase in elemental defense, +increase in use rate via rank, + *unconfirmed* affect by second focus in dual wield., increase in use rate via evokers skill use rate gear *unconfirmed*.  Desired ranks 1, pr 10.  1. 1 point increase in tank ability wonder. 10. Your shields will be huge, can be refreshed every 13.2 seconds, your Elemental defenses will be huge.

** Word of fear. Numerous glitch fixes make this a skill when maxed viable in later levels.

Unchanged skills (as far as I could tell) Concentrate damage, Dual focus, Return life, Broms Curse, Drain power, Elemental drain, Ember, and Blink)
« Last Edit: Jun 10, 2011; 09:28 pm by Harrowing »
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Harrowing

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Re: The Evokers Compendium Version 2.0.0.3 (a)
« Reply #2 on: Jun 10, 2011; 08:05 pm »
/reserved
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Harrowing

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Re: The Evokers Compendium Version 2.0.0.3 (a)
« Reply #3 on: Jun 10, 2011; 08:05 pm »
/reserved
The absence of energy is Absolute Zero

Harrowing

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Re: The Evokers Compendium Version 2.0.0.3 (a)
« Reply #4 on: Jun 10, 2011; 08:05 pm »
/reserved
The absence of energy is Absolute Zero

Harrowing

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Re: The Evokers Compendium Version 2.0.0.3 (a)
« Reply #5 on: Jun 10, 2011; 08:06 pm »
/reserved
The absence of energy is Absolute Zero

Harrowing

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Re: The Evokers Compendium Version 2.0.0.3 (a)
« Reply #6 on: Jun 10, 2011; 08:06 pm »
/reserved

*7 should be enough I hope
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Athenai

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Re: The Evokers Compendium Version 2.0.0.3 (a)
« Reply #7 on: Jun 22, 2011; 05:34 pm »
Quote from: "Harrowing"
** Venomous Spirit 10. pretty nasty having 4 spirits auto target out to 45m better than a rank 1 arc legion.
What did you mean by better, there?  Did you mean DPS?  Do you know the current damage multipliers for those two skills?

(Incidentally, I'm not sure it currently maxes at 45m.  That's not what either the Japanese or German skill planners show right now.)

Veji

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Re: The Evokers Compendium Version 2.0.0.3 (a)
« Reply #8 on: Jun 22, 2011; 06:46 pm »
Wow, this is making me want to stay playing the SP version. >_<

zart

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Re: The Evokers Compendium Version 2.0.0.3 (a)
« Reply #9 on: Jun 22, 2011; 08:52 pm »
SP will always have its uses.

I am glad I read this. I would have been pissed about demon spine not penetrating multiple enemies. good to know it fires multi spines at higher levels.

Word of fear has been one of my favs, I never noticed glitches. Good to know it is viable at higher levels. thanks harrowing.
SquidlordBetty - Evoker Interruptus - 51/8
BunnyHuntress - Saw Drone Engi - 55/3
OneEyedTracy - BM - 41
HellenaHanbasket - Elemental Summoner - 51/2
SistrBubbles - Guardian - 40

Let's go bum tugging!

Veji

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Re: The Evokers Compendium Version 2.0.0.3 (a)
« Reply #10 on: Jun 23, 2011; 01:38 am »
Same here.  I'mma huge Demonspine fan.  Nothing cuts thru waves of zombies and those re-spawning zombie waves with the Zombie Summoner.   I dunno how else to handle them if that change is on the F2P version.

zart

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Re: The Evokers Compendium Version 2.0.0.3 (a)
« Reply #11 on: Jun 23, 2011; 02:11 am »
Quote from: "Veji"
Same here.  I'mma huge Demonspine fan.  Nothing cuts thru waves of zombies and those re-spawning zombie waves with the Zombie Summoner.   I dunno how else to handle them if that change is on the F2P version.

agreed. But it is gonna be fun figuring this all out again. I love the discovery process.
SquidlordBetty - Evoker Interruptus - 51/8
BunnyHuntress - Saw Drone Engi - 55/3
OneEyedTracy - BM - 41
HellenaHanbasket - Elemental Summoner - 51/2
SistrBubbles - Guardian - 40

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Lirrink

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Re: The Evokers Compendium Version 2.0.0.3 (a)
« Reply #12 on: Jul 01, 2011; 12:05 am »
So, I'm going Evoker more than likely this time around, and wondering, should I go a D2 Bonemancer(The poison and bone spells), a Elementalist(Fire and Lightning, but seems cliche and what most people will use), or a Spectralist? (Spectral and something else, I dunno)

Wondering if there are any combos of skill branches that are just bad >< and just advice on two branches to focus on for mine