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    Tomb of Giants

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    Post by Seignar Sun Aug 19, 2012 4:14 pm

    So watching a few videos I've realized 2 things about the Tomb of Giant in PVP:

    1) Host is super invisible because they don't produce any natural light, unless they produce them by rings or other sources.
    2) Phantoms are super visible because being a phantom produces an artificial light. Since the entire place is dark, you can consider yourself a glowing black sheep in a herd of white sheeps.

    So, in my quest for creating a ToG build, what is the recommended SL and/or invasion method to take?
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    Post by Tristan Sun Aug 19, 2012 5:00 pm

    I'd say Dragonslayer Great Bow, Hidden Weapon, RoF, Hawk Ring, and Shadow Garb as a baseline op build. Go with the darkmoon's since blue is easily more blended with the darkness than red is. Since you have plenty of more levels to go with these baseline stats go fast roll, at least 1k health, and finally choose a back up close range weapon. G. Scythe would certainly fit in with the catacombs. You could always go with something that has knockback if you wanted to be an extra special jerk. Maybe stack a WotG's or two.

    Here is what the baseline looks like. http://tinyurl.com/8cgt6cm
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    Post by Seignar Sun Aug 19, 2012 6:03 pm

    What about something more like this? It isn't like anyone is going to see me enough to land a clear hit on me. The biggest challenge would be knowing the map layout so you don't fall off. Also, chameleon removes every single trace of artificial light.

    http://tinyurl.com/98atc6v
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    Post by Tristan Sun Aug 19, 2012 6:07 pm

    with that one you could switch out the fog ring for the slumbering ring so they can't hear you either twisted
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    Post by Buggy Virus Sun Aug 19, 2012 6:09 pm

    Use the fog ring.
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    Post by Wisp Sun Aug 19, 2012 6:24 pm

    Invaders are silent anyway
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    Post by Tristan Sun Aug 19, 2012 6:30 pm

    ^good point. I'd keep it on me if I ever wanted to host though.
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    Post by Seignar Sun Aug 19, 2012 6:57 pm

    Well, it seems I have discovered something, but I would like some conformation.

    I'm going for a host, I'm walking in the darkness, watching my footing, then I realized something horrifying. My opponent had a Sunlight Maggot but I couldn't see the glow! So I was under a heavy handicap. So I need to know, will wearing the sunlight maggot BEFORE I invade make it impossible for them to see me light?
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    Post by Tristan Sun Aug 19, 2012 7:16 pm

    I'm not sure about this one. I've never seen anyone use a maggot in the tombs.
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    Post by Xskulled Mon Aug 20, 2012 4:12 am

    The way light works in TotG is this - You can only see your own projected light, whether it be by Sunlight Maggot, Skull Lanter, or Cast Light. You cannot see the light a phantom projects, even if they're on your side.
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    Post by befowler Mon Aug 20, 2012 5:20 pm

    Yes, only the person casting light sees the light that they cast. While this can make it easier on invaders since they can wear the sunlight maggot to aid themselves in the TOG and still not glow, it also helps keep the host from being a big glowing target as well.
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    Post by reim0027 Mon Aug 20, 2012 10:11 pm

    Oh really? I didn't know that about the sunlight maggot. So, I can be a stealth build and wear the maggot at the same time. cheers
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    Post by befowler Tue Aug 21, 2012 2:54 pm

    Yeah, I learned that one the hard way cooping in the Tomb. Thought I'd take off my sunlight maggot and lie in wait for an invader wearing one, who I assumed would be lit up like a christmas tree. Outsmarted myself into one of the easiest backstabs ever, I actually sent the host an apology afterwards heh.

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