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 Human Confessor

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Driantha(GL)
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Posts : 79
Join date : 2008-08-10

Human Confessor Empty
PostSubject: Human Confessor   Human Confessor Icon_minitimeTue Nov 18, 2008 7:54 am

Human Healer Confessor UPDATED OCTOBER 2008
There is basically 2 kind of confessors, Nukers or Groupsupporters. Most builds are Nukers and their main task is dealing great damage on one target and disable toons by stripping. Groupsupporters heal groupmembers and fill up their mana, they rely on a priest and have less dps.

Starting Runes:
Born of Irydnu, Brilliant Mind, Tough as Nails

Take Wizard's Apprentice or not? This is a question of taste. It is a trade, 10int (better damage/heals) for 5con and 13spirit (51hp and 176mana). I like to save some trains and don't learn Inspiration of the Zaelot (Health to Mana Conversion). This skill makes only sense at a support fessor who supplies group members with mana imo.
Precise here is a waste because it doesn't add enough atr to fight without Defy the Witch and after stripping you can also hit without Precise.

Ingame Runes:
35int, 35con

40int/con gives your confessor more health and damage but also less mana. Just a very small advantage and 35 builds are probably easier to play (not running out of mana so fast).

Discipline Runes:
Darksworn, Sanctifier

Stats:
155int, 135con, 61spi

Trains:

Focuses:
Block 130
Medium Armor 100
Benediction 84
Thaumaturgy 157 gold
Hammer 38/39
Restoration 81 (spare points here)

At this point a small thought about Medium Armor or Cloth. Medium Armor gives you are great protection from rogues and meat. Cloth saves some trains and has more heath/damage due to 10con/int robe but survivability suffers a lot. I would not recommened cloth at all and it can just work well when you have very active scouts who detect rogues in times before they launch backstab/stun/pb on you. Therefore MA > Cloth

Skills:
Blessed Mending GM
Purge Wickedness GM (Single Health Drain)
Contrition GM (Health Drain DoT)
Purgation GM (Poison DoT and Snare)
Uvoriel's Judgement GM (Fire DoT)
Brand the Wicked GM (Main Fire Nuke)
Defy the Witch GM (Dispell Effect)
Steadfast Congregation GM (Group Damage Absorber)
Steadfast Soul 15 (Single Damage Absorber)
Sanction of the Temple 5 (Root)
Saint Malorn's Wrath 1 (Fire Aoe)
Blood of the Righteous 1 (Block Vamp Drain)
Fortress of Faith 1 (10sec Invulnerability)

Discs:
Sanctify the Fallen 1 (Deathshroud Dispell)

Gear:
10con/int hood
confessor ma 4/4/2
elite healer gloves (100mana 25mana regen)!
10int 10thaumaturgy rings
charmed of thaumaturgy neck
150atr 10int scepter
30lightning 3pd shield (or another elemental)

Values:
3k hp
atr

Hints:
Your great weapon arsenal offers 5 strong attacking spells and 1 aoe. Poison DoT/Snare, Fire Nuke and Dot, Health Drain Nuke and DoT.
1. Start your fight with Poison DoT, Fire Dot (1sec each cast) and usually rely on your main Fire Nuke.
2. You can cast your Health Drain DoT if you don't get stunned (2.5sec cast).
3. Use your Heath Drain Nukes to heal up and deal damage at once. But the other way with Fire Nukes hits harder.
4. At def based characters you can either switch to precise or start stripping. Usually you need 2-3 strips to hit the dex buff. Buffs are lined str, dex, con, int, spi, attack speed buff, mana regen but sometimes toons have additional buffs in between. Stun, snare or root are lined even before them and have to be removed first. You can disable dex toons by removing the def buff and some Meats by removing str and con buff.
5. Fight in off stance usually, just switch to precise to hit runners (not enough time for stripping) with your 1sec DoTs and switch to off stance after for better ticks.
6. Highest DPS is all 3 DoTs and Fire Nuke.
7. In emergencies Forth of Faith grants you 10 seconds safemode (doesn't work with summon)
8. Start every fight with your Group Damage Absorber running and use another Absorber when it falls. Single Damage Absorber or Fire Damage Absorber are a great help. (Fire vs templar, other fessors and anything with fire ^^)
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