> Ok this is mainly for Mhali but I will post anyway...
>
> Since we were talking about Unarmed templates yesterday I thought
I
> would show you the one I settled on with Miko K-sun on DT...
>
> 100/10/100/70/40/10
Based on what we know right now, I would say that this guy is near
perfect.
Your decision to go with more coord and less focus is purely a
personal choice, and cannot be said to be right or wrong either
way.
You decision to go only 70 speed is not a personal choice though,
that was a smart decision. It has been admitted in Dev Chats that
there is a "soft" cap on quickness. That your attack animation
does
not get any faster after this point. If you started with more
quickness, you would quickly reach the soft cap, thus, not maximizing
your stats. Of course, quickness is still good for run, but that
also
has an even softer cap of diminishing returns. But it is also good
for melee defense and there is no soft cap on that, that always
gets
better.
>
> spec:
> UA (6)
> Arcane (6)
> Life (20)
I really think it is wise NOT to spec Melee defense. I am wishing
I
did not spec it, but who knows. All I know is, it is a random number
when you get hit or not. Is there that much difference to a lug
if
you have 120 or 130 melee defense? And is there that much difference
to a coral golem if you have 250 or 300 melee defense?
I think melee defense is really really needed, but the difference
between no melee defense (like natural 50) and some melee defense
is
a huge deal. However, this game rewards attack a lot more than it
rewards defense. I probably have the lowest melee defense of anyone
in the Source right now (starting 10 quickness) and it doesn't
significantly affect me. I get hit a lot, I stop, I heal, then I
smash some more. I agree 100% with this decision not to spec melee.
>
> train:
> Item (8)
> Melee d(10)
>
> .......
>
> get healing at 7
> mana con at 16
> creature at 40
Seriously, this guy is a work of beauty based on what we know about
the game.
later
jamie
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