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 |   If you ask me, when it comes to twinking a new melee character there's really only three things are going to make a significant and noticeable difference — a haste item, a fungi, and a good weapon.  Those are "the big 3." | ||
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 |   Think of it as charity, Zanderr! SKs are fun... but you definitely can't be a person who needs to look at their xp bar after every kill, or you'll never last to level through 45 let alone 59. | ||
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 |   Fungi tunic. 67k Sash of the Dragonborn 9k Ebon Mace 6k Atramentous shield 2.5k Deathbringer's Rod .5k Earring of Essence 4k Crested Spauldors? Circlet of Shadow 3-5k Black Sapphire Electrum Earring 2k Black Sapphire platinum necklace 2.3k Plat Fire Wedding rings .5k Fill up the rest of the slots with Darkforge or whatever. | ||
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 |   120k or 2k worth of gear, SKs of equal level are going to more or less perform the same in a group. 5 star agro, 3 star tanking, 5 star resentment from group mates over exp penalty. I'd say Fungi and a decent weapon. Some haste. HF soloing. | ||
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 15 hp regen per tick that stacks with buffs is enormous from 1-30, huge from 30-40, and still pretty significant 40+ especially depending on the group makeup. The rest of the gear isn't as big of a deal though, true. | |||
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 |   I think most SK twinks quit at 54 or even before that.  That might change with the removal of class penalties 
				__________________ Lootenant Dan <Hierophant> | ||
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 |   We're not arguing whether or not a fungi is good. But when it comes down to it, knights are just spell casters with a moderately high HP pool and access to high AC stuff. You can't throw items on a spell caster to make them better. A SK with enough support can do his or her role naked and unarmed. You probably wouldn't  notice much of a DPS drop. So when I say it doesn't matter what you put on your SK, I mean it. Nice things are nice to have, but the only (very) good thing about this class is a 10 mana spell. That doesn't take much gear. | ||
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						Last edited by Cecily; 07-18-2015 at 05:37 PM..
					
					
				
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