![]() Level 54: Level 3 Smell (2 points left over) At this point you should know what you're doing but I'll continue as though Smell were going to 3.) Personally, I'd say level 2, 3 or 5 - with 2 being safe and 3 and 5 being progressively riskier but having bigger rewards. (After this, it depends upon how much you want to risk with Smell. Once you do, you can determine when to boost it. This guide will assume you pick it up at some point before level 20. You want to get this as soon as possible. ![]() The first, Felintion, is easy to get, you need to kill the class dopple. You could possibly use these in chance, if your base chance is still under 20 or, preferably, in Strength and get to 200 sooner.) Spells (Note: if you get a few small agility and any strength scrolls before you hit 50 or 100 in the appropriate stat, you'll have a few points left over. Level 31-81: 100 more Strength, 50 Vitality Nimbly rings, arachnee legs, prespic peaks and acorns are cheap and easy to get.Īt every stage of the game, your character will be stronger if you can get some scrolls for Strength, vitality, chance, agility and wisdom together before starting to boost those stats. More than most characters, any hybrid benefits greatly from even 25 small scrolls. Note that this is going to assume you're working without scrolling. So if you are thinking of becoming a bluff eca i strongly sugest becoming hybrid. But bluff eca's are not as usefull as strenth eca's in the long run. Start with an agility-based ecaflip and convert it over time to a strength and crit-based one. While I haven't tested this particular build, it's what I'd try if I were restarting an ecaflip. So, the goal here is to make use of a good spell, without blowing all of your plans down the road. It's really not going to make a noticeable difference if you have 105 to 110 prospecting. The one thing to keep in mind, however, is that people seem to greatly overestimate the importance of the later. Up to 40 base damage twice per turn at level 11 is pretty appealing.Īdditionally, there is a minute increase in prospecting which never hurts. So why all the chance ecas? Well, Bluff has been upgraded to a pretty powerful spell. Almost all your other spells are based upon strength.Chance becomes expensive very, very quickly for an Ecaflip.Bluff does more air damage than water damage.They have a few miserable failings, however: The goal is to act as a hybrid build for the lower and possibly middle levels and then switch over to a single-stat ( strength) in the later levels.Ĭhance-based Ecaflips seem to be all the rage. It's basically intended to make use of a single spell - Bluff - while still planning for a long-term strength-based character. ![]() Note: This is not really a hybrid in the truest sense of the word. Please help us update it to show the correct information. It has not been checked and verified since the previous update.
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