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lorddarkflare

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Everything posted by lorddarkflare

  1. No. It is a damage modifier like any other. Since all get that modifier, whats worth comparing is their base damage. And the mortars have low base damage.
  2. The temptation of using dual hand-mortars for a rogue/ monk is to strong. Highly unlikely he will stick to single target dps when he discovers these weapons and what you can do with them. Hand Mortars... they're good for AOE abilities, but that's it. They have like 8-10 base damage and they require substantial INT investment Which is okay if you go Streetfighter and land at 9 - 11 base Dex. But you are correct, you HAVE to go for Rogue DOTS if you want somewhat competitive damage. And based on my observation, the damage is not all that competitive.
  3. This was probably always broken, but a heads up all the same: After dealing with the smugglers for this quest, if you go directly to the fleetmasters office without landing at the docks first, you miss the scene where you part with the scientist. What this seems to mean is that she is never loaded into the area and her triggers still fire in the quest, but it is not possible to interact or see her. I imagine that this probably breaks the quest in some capacity later.
  4. Honestly I rather spells get nerfed. That already needed to happen anyway, and doubly so now that dual-wielding is weaker.
  5. I actually like the solution. -35% seems a bit much right now, but I think this is a case where we should do the math and see how it shakes out.
  6. Okay, then that makes sense and that is how I beat most of the harder fights while under-powered: Pull into as small a pack as I can manage, trap at a choke and beat the living daylights out of anything foolish enough to walk through. I did not know whether pulling mobs was frowned upon here.
  7. I figured as much, I am just impressed you were able to take on the Naga at level 8. Earlier this week I tried to do it at level 10 and the only way I say it being viable is if I pulled them to the choke.
  8. So far so good. Still playing it as MC. Got all Rekvu stuff at lvl 8, now at lvl 10. Once I'm done with that playtrough I will post a build description. How the hell did you get the cloak at level 8?
  9. Maybe try exalted endurance instead of exalted focus. You could also bring a chanter and ancient memory through that damage. Its not a whole lot, and passive healing pretty much heals more than powder burns will do. Edit: I had Tekehu in my party, and I'm pretty sure his ancient memory helped the powder damage a lot. Herald Pallegina seems to be be the most affected. Not sure why see feels so squishy. Might have to squint closer at the logs.
  10. Been playing this a little more and dual catches up and exceeds single REALLY quickly. My current problem right now is the fact that I absolutely demolish my tanks with Powder Burns.
  11. One hand is really good too, especially before you get your second aoe blunderbuss, fire in the hole. The advantage to dual wield is multiple attempts to apply the same effect and when you use your full attack abilities. Statistically trying to apply a bleed 2 or 3 times (bounced aoe can hit the same thing twice) is superior than 1 time. Also, both blunderbusses are good in their own way. Fire in the hole can bounce, and hand mortar can get 20% more damage in proximity. I went dual wield because it felt like it was more reliably applying the effects to packs. This was from 1.2 and they did actually fix a bug where offhand blunderbus has more accuracy. I would have to re test this in 2.0 and see if that makes that big of a difference (I dont think it does) The -10 Accuracy allows single Blunderbuss to compete for a time, but I think dual may still be better by the time accuracy becomes much less of a problem. I really wish Obsidian would address the disparity with weapon styles.
  12. Has anyone built anything particularly interesting with this weapon? Pure Ranger w/ Twinned Shot + Driving Flight seems obvious, but potentially boring as well.
  13. Currently trying out a build pretty similar to this. Wild Orlan Streetfighter/Bleakwalker Might: 17 Constitution: 8 Dexterity: 11 Perception: 20 Intelligence: 18 Resolve: 4 It seems to work pretty well One-Handed do far in the early game, and I am seriously considering just going that direction. Have you tried a variation with a single Blunderbuss? Is it worth it?
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