User:Hoobry/drc guide

Introduction
Having played a pandawa for as long as the class has existed, I figured it was time to add my two cents to the list of guides. A forewarning -- by intent this is a strategic build, not a damage build. While it can hold its own in battle and should have no difficulty killing monsters to level you will never impress with massive numbers. The Drunken Rodeo Clown build, as the name is intended to imply, is more about antics and evasion than direct devestation.

I will not be including a leveling guide in this, instead just a bit of discussion on spells and strategies.

Know Your Role
True to its class, the Drunken Rodeo Clown is made with group combat in mind. While in groups, particularly at higher levels, you will be playing an active support role. This is not to say you'll be helpless on your own, as the author of this guide has done some 100+ levels "the hard way". Your support roll consists of
 * Battlefield manipulaton (We love to throw things)
 * Distraction (Stain and later Spirit Bond to severely disrupt your foes mojo)
 * Healing ( None can compare to an eni, but having additional healers in a group can't hurt! )

When these skills aren't necessary, you'll be dropping 100-260~ damage with explosive flask (expect an average of 130-150) and have the option of dropping into drunk form to punch, unbewitch or otherwise disable your foe.

Skill Point Assignment
The Drunken Rodeo clown is a fire based fighter. Raise intelligence to 200 as soon as possible. After 200, do whatever you wish -- I'd suggest more int, agi or vitality (in that order). You want massive amounts of intelligence.

Spell Points
That's a lot of spell points, especially considering you'll want level 6 boozer at 101. So this build doesn't find its completion until 11x, unless you can get your hands on some Scrolls of Spells. Determining what order to level what I'll leave to your own personal experience with the build, as your play style may well be different than my own with some experience.

Excluded Spells
You've no doubt noticed the lack of a weapon skill with this build -- to make the best use of your spell points, you don't use weapons, at least not with a weapon skill. The skill would be not worth its points--since you'll be shifting back and froth from drunk to sober and back -- and that would mean unbewitched weapon skill.

Perhaps the most controvercial aspect of this build is the fact that it ignores the vulnerability spells -- which are highly sought after for some high level dungeons. Unfortunately, they won't fit into this build until after level 120-130 or so. There are plenty of pandas out there to offer vulnerability services--you're not one of them, not yet anyway.

Phase One (1-38)
At low levels, pretty standards stuff--[Aventurer set] til prespic set. In prespic, eventually augment it with Crackler Boots (with a good reduction roll -- 7 or 8 or so), O' ring ami, Claw Jigsaw amulet, [[

Phase Two (38-80)
You'll still be in prespic set and reduction gear for leveling -- treechnids, bulbs and moon island being easy fodder. For "Battle" gear, this author wore Cape Huccino, Lorko Kasko, Plain Crackler Amulet, Ano Neemous, Wabbit Thongs, Red Turtle Belt

Phase Three (80-100)
As you approach 100, you can shed your prespic set and start looking for gear with stats AND wisdom. Items to consider: Desire Ball Cloak, Smoothitch O'Bal, Feudala Wedding Ring, Feudala Belt, Feudala Getas (or Animal Boots)

Phase Four
After 100, you'll continue upgrading your gear as you can. It's important to get 9ap -- 1 from now being 100+, 2 from gear. This will allow 3 stains or 3 blazing fists and allow for effective use of your spells. You can do a lot with 9ap, considering everything you use is 2 or 3 ap. Gear to consider Kabuto, Krutch, Cape Houte

Weapon Slot
Your weapon slot serves two puproses with this build. Use it for stats for ourself and/or a healing tool for allies. At low levels, I suggest Inacleft Stick, upgrading it though the levels til you have Essential Inacleft Stick  This is a great stat item--with a very generous int bonus.

The first healing wand you can consider is Larvaresque Wand at 40. Next, and to much greater effect, will be Kouartz's Wand at 80. Finally at 105, the holy grail of wanna-be Eniripsa the Boogey Wand. On good rolls, you'll be slinging out over 500 healing for 4ap.