Guide to Combat Trees
From NexusWiki
While there are many ways to gain experience and to be successful in Nexus War, perhaps the easiest way is to be a fighter. Nexus War is, after all, a PvP game at its core, and if you do decide to go the path of combat (or path of "beating the everloving hell out of the poor sap who thought he was hiding", as I like to call it), there are many options available as to HOW you want to beat the everloving hell out of that poor sap. This guide is intended to be a reference to decide what combat tree (or trees) might best fit your character.
Now that the introductions are out of the way, we can get to the meat of the guide: which combat trees are right for you! While I may refer to other skills in this guide, for the most part I will focus on their aspects as a Mortal.
Contents |
[edit] Close Combat Trees
There are two close combat trees: "Hand to Hand" and "Melee". The close combat trees have two things in common: they are both affected by the defense bonuses from the Hand to Hand tree and Dodge skill, attackers using Hand to hand or Melee will be affected by (most) defensive auras, and (with the exception of the Chainsaw) require no ammunition to use.
[edit] Hand to Hand
Hand to Hand is basically fighting with ones' body: punching, kicking, and pulling off moves like Kung Fu masters. Well, you won't be able to pull off such moves (unless Jorm feels like adding them into the game), but this can be a very effective combat tree, especially with certain classes.
Hand to Hand attacks inflict Bludgeoning damage. However, some innate attacks that use the Hand to Hand tree may inflict other types of damage.
[edit] Combat Tree Details
- Hand to Hand Combat (10 CP), +20% Hand to Hand accuracy.
- Boxing (20 CP), +2 damage to Fist attacks, grants Haymaker (+1 damage, -5% accuracy Fist attack).
- Martial Arts (20 CP), +15% Hand to Hand Accuracy and +2% Hand to Hand/Melee defense.
- Advanced Martial Arts (30 CP), +15% Hand to Hand Accuracy and +5% Hand to Hand/Melee defense.
Additional enhancers are:
- Brass Knuckles (Mundane item), +1 damage to Fist attacks.
- Ring of the Cobra (Magical item), +5% Hand to Hand accuracy.
[edit] Strengths
- Requires no ammunition or even weapons: all you need is a pair of Brass Knuckles to use properly.
- Hand to Hand "weapons" do not suffer from weapon decay.
- Has a small (up to +7%) defense bonus against Hand to Hand and Melee attacks.
- Affects a variety of innate attacks, particularly for demonic classes.
[edit] Weaknesses
- 60% base accuracy is not high.
- Base damage is poor (6 for a Haymaker with Brass Knuckles)
- Is affected by Hand to Hand/Melee defenses (Hand to Hand tree, Auras)
- Can never be enchanted.
[edit] Best Classes
Demons are perhaps the primary Hand to Hand users, as most demonic abilities and innate attacks use the Hand to Hand tree.
Eternal Soldiers get a the Whirlwind tree, which not only allows boosts their ability with basic Hand to Hand attacks, but can grant two new innate attacks as well as a special charge attack.
Hand to Hand is also favored by many non-demonic spellcasting classes, as many spells use the Hand to Hand tree (as well as the much-needed defense bonus). Liches, in particular, favor it as their innate attack, Death Touch, uses this tree.
Revenants also prefer this tree, as Shadow of the Wolf and Revenant's Kiss use this tree.
Divine Champions favor this tree as many of their cloaks augment Hand to Hand attacks, Cloak of Steel in particular.
Some Elementalists prefer use of this tree, as it provides a non-AP intensive, non-MP intensive combat option.
It should be noted that the Myrmidon-slash-Divine Champion skill Weapon Mastery does not apply to Hand to Hand attacks, and therefore should be avoided if your character is going to be primarily a Hand to Hand character.
For the most part, any class can make effective use of the Hand to Hand tree, however, the classes listed above can make the best use out if it.
[edit] Melee
Ah, the sword. A fine weapon for the ages, and for good reason: it tends to be very effective. However, while the sword is the archetypical melee weapon, there are certainly other options for those who prefer a more brutish route.
Melee attacks can deal a variety of damage types (although Slashing is most likely), depending on the particular weapon used. Some innate attacks do use the melee tree, as well.
[edit] Combat Tree Details
- Melee Combat (10 CP), +20% Melee accuracy.
- Advanced Melee Combat (20 CP), +15% Melee accuracy
- Expert Blade Combat (30 CP), Eliminates the chance of a weapon degrading when it is used.
- Fencing (30 CP), +10% Melee accuracy to Sword weapons (and ONLY Sword weapons)
- Advanced Melee Combat (20 CP), +15% Melee accuracy
Additional enhancers are:
- Weapon Condition, -20% to +5% accuracy/+1 damage to a weapon
[edit] Strengths
- Does not require more than the weapon (with the exception of Chainsaws that use Fuel for ammunition).
- Most melee weapons inflict more damage than Hand to Hand.
- Can be enchanted. Swords can have ten enchantments, improvised melee can have two enchantments.
- Swords can receive condition bonuses.
- Improvised weapons do not suffer decay.
[edit] Weaknesses
- A particularly CP intensive combat tree.
- 55% (for swords) and 45% (for improvised) base to hit is considered obscenely low.
- Is affected by Hand to Hand/Melee defenses (Hand to Hand tree, Auras)
- Swords require either Advanced Smithing or Expert Blade Combat to maintain condition bonuses.
- Usually equires highly enchanted or magical swords to use to maximum effect.
- Improvsed weapons cannot receive condition bonuses.
[edit] Best Classes
The Seraph is perhaps the classic melee user, many people seem to like the idea of the "flaming sword-wielding angel of vengeance". However, Clockwork Blade is an innate attack that uses the Melee tree.
While it seems counterintuitive, the Infernal Behemoth also gets Whip of Suffering, a potent innate attack that uses the Melee tree.
Divine Champions may also be interested in this tree, as Cloak of Steel allows them to use background objects such as telephone poles as melee weapons, or with use of the Fire Sword ability of the Cloak of Vengeful Fire
Wizards may take the Melee tree for the explicit purpose of beating things with a Staff of Power. If they choose not to wield staves, the ability to (fully) enchant a sword makes it very tempting for a Wizard with the time and patience for it.
Pre-Straylight, Revenants favored this tree due to their innate base accuracy and damage. Post-Straylight, they have the Umbral Sword, which is an obscenely powerful innate melee weapon.
Generally, any class can use the melee tree with some degree of effectiveness.
[edit] Ranged Combat Trees
Ranged Combat governs four combat trees: "Archery", "Long Arms", "Small Arms", and "Throwing". The Ranged Combat trees are (for the most part) considered some of the most powerful and simplest of all the combat trees, as they are generally very damaging, very accurate, and can carry up to six enchantments (with the exception of the SMG and throwing weapons, which can hold four and zero respectively). However, all ranged weapons require ammunition to use.
However, there are two/three very important skills to consider for the ranged combatant, due to the ammunition requirement:
- Repair Item or Engineering (10 CP skill), Allows crafting of ammunition from specific components.
- Search (10 CP skill), +10% search chance, good for finding ammunition or ammunition components.
Note that, as well, it is often of interest for spellcasters to take Ranged Combat (and ONLY Ranged Combat) as it is the only Mortal skill that affects ranged attack spells.
[edit] Archery
The noble bow: a very effective weapon, and one immortalized in modern minds by Legolas of Lord of the Rings. You too can have the prowess of an elf with this tree, even if only in Nexus War.
All bows inflict Piercing damage.
[edit] Combat Tree Details
- Ranged Combat (10 CP), +25% Ranged accuracy.
- Archery (20 CP), +20% Bow accuracy
- Advanced Archery (30 CP), +10% Bow accuracy
- Archery (20 CP), +20% Bow accuracy
Additional enhancers are:
- Weapon Condition, -20% to +5% accuracy/+1 damage to a weapon
- Strength (10 CP skill), +2 damage to bows
Ammunition:
- Quiver of Arrows (10 per clip, for all bows)
- Piece of Wood (Creates 2 Quivers)
[edit] Strengths
- Ignores Hand to Hand/Melee defenses (Hand to Hand tree, Auras)
- Affected by condition bonuses.
- Ammunition is fairly easy to find if you know where to look (Gun stores, Paradise Cottages, Stygian Stone Huts).
- Bows (with the Strength skill) inflict decent to high damage and have high ammunition capacity.
[edit] Weaknesses
- Requires hunting for ammuntion in certain places. Arrows can be found easily, wood is slightly harder.
- Affected by condition penalties.
- All bows inflict easily soaked Piercing damage.
- Arrows are recoverable.
- Requires Strength and Repair Item (NOT Engineering) to use to best effect.
- Portable Toolkits are heavy (10 weight).
[edit] Best Classes
The Nexus Champion is perhaps the best archer, as they get Tattoo of Strength, which raises bow damage by another two points, making them potentially outdamage rifles and shotguns.
Angelic classes have a slight advantage over other classes in using this tree, as they respawn in Paradise, which is one of the best areas for acquiring ammunition for the bow.
Essentially, any class can do well with Bows. However, non-spellcasters and non-demons fare the best with them.
[edit] Long Arms
The Long Arms, which range from military rifles to shotguns, are generally considered the most powerful weapon available, damage wise. You too can be a military man with this tree!
All Long Arms inflict Ballistic damage.
[edit] Combat Tree Details
- Ranged Combat (10 CP), +25% Ranged accuracy.
- Long Arms (20 CP), +20% Long Arms accuracy
- Advanced Long Arms (30 CP), +10% Long Arms accuracy
- Long Arms (20 CP), +20% Long Arms accuracy
Additional enhancers are:
- Weapon Condition, -20% to +5% accuracy/+1 damage to a weapon
Ammunition:
- Rifle Magazine (6 per clip, for Rifles only)
- Shotgun Shell (1 per clip, for Shotguns only)
- Bottle of Gunpowder (Creates 2 Rifle Magazines or 6 Shotgun Shells)
[edit] Strengths
- Ignores Hand to Hand/Melee defenses (Hand to Hand tree, Auras)
- Affected by condition bonuses.
- Highest unenhanced damage of all weapons in the game.
- Shotguns make excellent doorbreakers and "empty and throw" weapons.
[edit] Weaknesses
- Low clip size combined with low clip output (from Gunpowder bottles) means restocking Long Arms ammunition can be troublesome.
- Requires hunting for ammuntion in very specific places (Gun stores). Rifle ammunition, in particular, is hard to find.
- Affected by condition penalties.
- Long arms are heavy, which limits number of weapons one can hold.
- Shotgun ammunition is heavy.
- Many suggest getting both Long Arms and Short Arms to make best use of guns, which is CP-intensive.
[edit] Best Classes
The Seraph does well with this combat tree (like they do most others), and they get Clockwork Cannon, which is a potent innate attack that uses the Long Arms tree.
Essentially, any class can do well with Long Arms. However, non-spellcasters and non-demons fare the best with them.
[edit] Small Arms
The Small Arms covers pistols and submachine guns, and are popular with gangsters, cowboys, Matrix enthusiasts... anyone who likes a small, concealable weapon to blow things apart with (or just think they're cool).
All Small Arms inflict Ballistic damage.
[edit] Combat Tree Details
- Ranged Combat (10 CP), +25% Ranged accuracy.
- Small Arms (20 CP), +20% Small Arms accuracy
- Advanced Small Arms (30 CP), +10% Small Arms accuracy
- Small Arms (20 CP), +20% Small Arms accuracy
Additional enhancers are:
- Weapon Condition, -20% to +5% accuracy/+1 damage to a weapon
Ammunition:
- Pistol Moon Clip (6 per clip, for Pistols only)
- SMG Clip (12 per clip, for SMGs only)
- Walker Colt Round (1 per clip, for Walker Colts only)
- Bottle of Gunpowder (Creates 4 Pistol Clips or 2 SMG Clips or 20 Walker Colt Rounds)
[edit] Strengths
- Ignores Hand to Hand/Melee defenses (Hand to Hand tree, Auras)
- Affected by condition bonuses.
- SMGs have high damage and high ammunition capacity, as well as an Area of Effect attack.
- Walker Colts are tied with Long Arms for damage and have high accuracy and extra enchantment slots.
- Ammunition can only be found in specific locations (Gun Stores), but generally can be found easily or produced in large amounts.
- Small Arms are generally light, so more weapons may be carried.
[edit] Weaknesses
- Affected by condition penalties.
- Pistols have low damage and low clip size.
- SMGs have lower base to-hit and fewer enchantment slots.
- Walker Colts have low clip capacity and must be reloaded for 1 AP each shot.
- Many suggest getting both Long Arms and Short Arms to make best use of guns, which is CP-intensive.
[edit] Best Classes
The Seraph does well with this combat tree (like they do most others), and they get Incendia Conicio, which is a potent innate attack that uses the Small Arms tree.
Essentially, any class can do well with Small Arms. However, non-spellcasters and non-demons fare the best with them.
[edit] Thrown Weapons
Thrown weapons cover three weapons; Rocks, which are the classic weapon of the rioter, Throwing Knives, which are perfect for magicians and stealthy throwers everywhere, and Grenades, which are just fun.
Rocks inflict Bludgeoning damage, while Throwing Knives inflict Piercing damage. Grenades are Area of Effect attacks that can inflict Bludgeon, Piercing, or Fire, depending on the grenade used.
[edit] Combat Tree Details
- Ranged Combat (10 CP), +25% Ranged accuracy.
- Thrown Weapons (20 CP), +20% Throwing accuracy
- Advanced Thrown Weapons (30 CP), +10% Throwing accuracy
- Thrown Weapons (20 CP), +20% Throwing accuracy
Additional enhancers are:
- Weapon Condition, -20% to +5% accuracy/+1 damage to a weapon
- Strength (10 CP skill), +1 damage to Throwing weapons
Ammunition:
- Rock
- Throwing Knife
- Tomahawk
- Chunk of Steel (makes 10 Throwing Knives)
- Grenades and Stick of Dynamite
[edit] Strengths
- Ignores Hand to Hand/Melee defenses (Hand to Hand tree, Auras)
- Tomahawks are affected by condition bonuses and carry enchantments.
- Rocks can be found anywhere, Throwing Knives are easily produced.
- Throwing Knives and Tomahawks are recoverable.
- Grenades and Dynamite are powerful Area of Effect weapons.
[edit] Weaknesses
- Throwing Knives and Rocks cannot use condition bonuses and have very low damage.
- Throwing Knives require the Smithing skill to create.
- Tomahawks are affected by condition penalties and require an additional AP to pick up to use again.
- Grenades and Dynamite can only be found in specific locations, and are hard to find.
- Dynamite requires either a fire aura (Burning Aura, Cloak of Vengeful Fire, or Cloak of Holy Radiance) or book of matches to light and throw.
[edit] Best Classes
The Throwing tree is considered the weakest combat tree in the game, due to its low damage and ammunition issues. However, there are specific innate skills that use the throwing tree, listed below. For the most part however, it's considered a niche tree, and should only be taken by those who have skills that specifically require it.
Skill that use the Throwing tree are:
- Wing Shards for the Seraph
- Eye of Judgement for the Advocate
- Whisper of the Thousand Teeth for the Void Walker
- Fire Ball, a Cloak of Vengeful Fire granted attack for the Divine Champion
Divine Champions often take this tree, as Cloak of Steel allows them to use background objects such as cars as (heavily damaging) throwing weapons (however, such throwing weapons DO suffer from item decay) and for use with Cloak of Vengeful Fire, as a secondary attack.
Eternal Soldiers and Void Walkers get The Way of the Accurate Hand and Eye of the Assassin respectively, which boost their capabilities with throwing weapons.
[edit] Ranged Magic Tree
The Ranged Magic tree isn't a combat tree in the classical sense, as it's spread across two tiers. However, it's listed as a point of interest for those who wish to become spellcasters. The Ranged Magic Tree is limited to Shepherds, Sorcerers and Defilers.
[edit] Combat Tree Details
- Ranged Combat (10 CP), +25% Ranged accuracy.
- Spell Combat (20 CP, Tier 2), +20% Ranged Spell accuracy
- Battle Magic (40 CP, Tier 2), +10% Ranged Spell accuracy
[edit] Strengths
- Ignores Hand to Hand/Melee defenses (Hand to Hand tree, Auras)
- Large variety of damage types available.
- Ranged spells are usually the most damaging.
- Defines Area of Effect accuracy.
[edit] Weaknesses
- Requires Magic Points to use.
- Slightly more CP intensive than Hand to Hand spells.
- Elemental damage types can be immuned to, and spells that are hard to resist or gain immunity to are very expensive.
[edit] Best Classes
There isn't any particular "best class" for the Ranged Magic tree, but most primary spellcasters will be interested in at least a part of it for using ranged spells, or at least focusing Area of Effect spells.
[edit] Best Class Tree Summary
Seraph: Any combat tree.
Divine Champion: Hand to Hand, Melee, Throwing.
Advocate: Hand to Hand, Ranged Magic, Throwing.
Lightspeaker: Hand to Hand, Ranged Magic
Eternal Soldier: Any combat tree.
Nexus Champion: Archery (Primary), Any combat tree.
Revenant: Hand to Hand, Melee
Wizard: Hand to Hand, Melee, Ranged Magic
Elementalist: Hand to Hand, Ranged Magic
Lich: Hand to Hand (Primary), Ranged Magic
Infernal Behemoth: Hand to Hand (Primary), Melee
Void Walker: Hand to Hand (Primary), Throwing
Dark Oppressor: Hand to Hand (Primary), Ranged Magic
Wyrm Master: Hand to Hand (Primary), Ranged Magic
[edit] In Closing
No matter what class you choose, there's at least one tree that the class can put to good use. Pick a tree that sounds fun and experiment with it, to see what you like best and want to do with it. I hope this guide has been of good use to you. Good luck... you'll need it!
StarStorm 08:28, 22 December 2006 (CST)StarStorm
