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Noob Myrm


ViperMDF
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I've been reading up on the classes and been debating between Champion and Myrm.

What are some noobie friendly Myrm discipline plans?  Is this class "viable" in testing or does it need a lot of work?

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As far as I know, Myrm had/has some issues with resources, especially with bad weapons.
You could minimise this with passives like Mental Fortitude from the Blade Master major and/or Hit Me from the Eminently Punchable minor.
There's no harm in taking the minor, really, but taking a major for one passive is probably pushing it.
As with most classes, their base kit is fine, I feel. Probably be better off getting used to that before messing with it too much.

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  • 6 months later...

Add Weapon Finesse. Uses a passive slot.

Master of Axes. The Berserker proc is good but uses a passive slot.

I just keep gathering majors active as I'm short of passive slots on offence bar to put any skills in from Juggernaut/Underdog/Field Surgeon.

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I like the Demon's Pact minor discipline for the 4th passive slot it offers.

For Major Disciplines I'm a crafter so I often use the harvesting Majors.  But when I plan on engaging in pvp I run Juggernaut and Scarecrow.  The Scarecrow passive I keep on my harvesting bar for in case an assassin gets the jump on me and the active ability Piercing armor/ dmg returned to those who use piercing on you is nice for closing the distance between you and an archer.

Edited by Kelfatir

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Kelfatir - Prospect

“Suffer well.”

 

 

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9 minutes ago, Kelfatir said:

I like the Demon's Pact minor discipline for the 4th passive slot it offers.

For Major Disciplines I'm a crafter so I often use the harvesting Majors.  But when I plan on engaging in pvp I run Juggernaut and Scarecrow.  The Scarecrow passive I keep on my harvesting bar for in case an assassin gets the jump on me and the active ability Piercing armor/ dmg returned to those who use piercing on you is nice for closing the distance between you and an archer.

This is what I run, needle in a haystack can drop an Archer to 50% quickly

Hammers High !!  Master Brewer of the Dwarven Hold Mithril Warhammers

 

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If you're just starting out on myrm i HIGHLY suggest you go half-giant. half-giant has a racial that charges up really quickly and is an iFrame/dmg steroid. You can use that ability to mitigate your crashes without any charge up like pulverize (just wait until right before you crash and hit ur iFrame). Makes it much much easier to learn the crash mechanic without getting yourself killed over and over. 

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while slashing and piercing unbalanced beasts around, I would like to recommend drop all juggernaults, holy avengers and such things and take

best imo disciplines atm:

1) https://malekai.org/disciplines/banshee

heal and aoe, some damage on close to dead. you can pull it with some chance since net pul is broken but anyway very usefull

2) https://malekai.org/disciplines/scarecrow

piercing damage back to noobs + some chance to get those broken stealthers out of good mode + random stuns/silence

3) https://malekai.org/disciplines/militant-mage

slashing damage back to noobs. champions will like it to see 1k damage get back

with both 2 and 3 you will get pretty much immun to most of attackers except blunt (rats and some crazy hammer specialists)

you even do not need to get any armod and weapons. just punsh drunk and 1, 2 or 3  and enjoy how they kill self. knights with "train" hits, rangers with 3k per skill, champions with 1/3 HP crits, assassing with their crits. the problem here only DoTs

 

myrmidon since 5.4 has no damage but has the same bugs as it was. until they fix basic kit skills to working stage and bugs, this class is unplayable such effective like it can be with any other classes.

Edited by makkon

crowfall pvp makkonMyrmidon statement: rangefall

Discord makkon#8550

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