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Current revisionEdited Dec 20, 2023 by Anubora
<p>I tested the hunt at rapid respawn (palace + mirror entrance, not encounters with true asura)&nbsp;by myself at lvl 380 ml 31 dist 113 base after the gem atellier (which removes the holy/death stats):<br><br>My base,&nbsp; before* gem atelier:<br><br>My skill wheel was focused on grenade, I had 2 prey (loot/exp), 3 charms (freeze on hellspawn, divine wrath on dawnfire and wounds on midnight),&nbsp;&nbsp;I did 3kk exp/hr raw, raw 100% hunting each 15m with summon&nbsp;, I think grenade is superior to empowerment since you must continuosly continuously kite (walk-attack between turns to optimize the hunt), and since now we don't rely on specific bonus you can simply reveal gems for your prefered preferred side until you get fire resistance.<br><br>Also worth to mention that since you can't activate stage 2 in one side and now we obtain +1 damage per vessel unlocked is wise to unlock all the vessels at 1st stage since is&nbsp;+1 free damage/healing, damage/healing (damage that I didn't had on that time), this is how i use my wheel right now (take into account i rolled the +2 fire resistance lesser gem by myself):</p><p><img alt="" src="https://www.tibiaqa.com/?qa=blob&amp;qa_blobid=7014522897120163546" style="height:262px; width:250px">&nbsp;</p><p>If style="height:209px; width:200px">&nbsp;</p><p>If by any chance you can handle them with utito consider going for south-west side to unlock that perk-vessel even if you choose grenade as your main perk since it will allow you to insta-run after finishing a pull (I tried this at marapur turtles and works a lot), also don't unlock the divine dazzle augment here is&nbsp;only useful with both augments otherwise is a waste of points.</p>points.<br><br>My prev wheel had to look like this:<br><img alt="" src="https://www.tibiaqa.com/?qa=blob&amp;qa_blobid=10020447137646034178" style="height:203px; width:200px"><br>&nbsp;</p>
Posted Dec 20, 2023 by Anubora

I tested the hunt at rapid respawn (palace + mirror entrance, not encounters with true asura) by myself at lvl 380 ml 31 dist 113 base after the gem atellier (which removes the holy/death stats):

My skill wheel was focused on grenade, I did 3kk exp/hr raw, I think grenade is superior to empowerment since you must continuosly kite (walk-attack between turns to optimize the hunt), and since now we don't rely on specific bonus you can simply reveal gems for your prefered side until you get fire resistance.

Also worth to mention that since you can't activate stage 2 in one side and now we obtain +1 damage per vessel unlocked is wise to unlock all the vessels at 1st stage since is +1 free damage/healing, this is how i use my wheel right now (take into account i rolled the +2 fire resistance lesser gem by myself):

 

If by any chance you can handle them with utito consider going for south-west side to unlock that perk-vessel even if you choose grenade as your main perk since it will allow you to insta-run after finishing a pull (I tried this at marapur turtles and works a lot), also don't unlock the divine dazzle augment here is only useful with both augments otherwise is a waste of points.

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