Jump to content

Maverick87

Members
  • Posts

    20
  • Joined

  • Last visited

Everything posted by Maverick87

  1. The 2.01 patch changes, state that the draining mod is properly restored after a save/load. I guess that means that draining mod still exists and is properly working. In my game the mod is missing on tidefall unless i put it in a random container save and then load to take it back (i havent tested if after this method the mod stays permanently or bugs out again along the way). Also after a little research on the internet i see some people saying that draining mod got replaced by some attack speed stealing mod which i cant see in game. What gives?
  2. wasnt the draining mod fixed during 2.01? its missing on tidefall and gauns share
  3. Guys thanks a lot for all the input. I actualy leveld some classes by console and saw for myself after i made this post, but im sure it will help a lot of people out there. On another note im realy happy about the paladin immolation ability. Now im definitely gonna roll one.
  4. what enchants does St. Ydwen's has for barb and figther fully upgraded? can someone clarify?
  5. Can someone post them? i cant find a list anywhere. More concerned about paladin/barb/fighter
  6. Greetings watchers. Sometime ago i came upon those gloves sold by dunstan in the crucible keep (after a couple of quests) that grant the firebrand spell along with some fire DT. I bought them just to see what the firebrand is and it happens to be a fine looking greatsword with immense dmg and crit. Drawbacks are 3 uses per rest, lasts 30 sec, entirely fire dmg. I was wandering if any of you experts out there could speculate/create/test any viable or just fun builds around it, my main concern being barb, paladin, fighter. (maybe throw Scion of Flame into the twist) Also can someone test a single hit dmg output with a goldpact knight wielding it, doing flames of devotion + Intense flames, enduring flames, scion of flame (how much is the dot from enduring flames?) At the moment i dont have the necessary tools and time to do so myself. Note that even when firebrand runs out of time or uses or the enemies have high fire DT, you can still have a greatsword or pike to dish out dmg. Its just that you have a peak of power and some fun/roleplaying with firebrand. I cant be the only one that likes the idea. All suggestions are welcome.
  7. what about the unpaid hirelings bug that is going on for several patches?
  8. "Draining Whip is now working as intended." I thought it did work as intended before. Can someone tell me what the problem was?
  9. Which changes are not retroactive to saved games?
  10. So i can keep playing being sure that blooded adds the dmg even though the description and CS are not as intended. Well thats what matters. Thanks a lot dude!
  11. Its supposed to give x1.25 dmg when below 50% endurance. The description though sais x1. When below 50% the description changes to x1.25. Furthermore i have not tested if it actualy gives the damage boost but in the inventory/character screen the dmg doesnt change. Can anyone confirm?
  12. Thanks for all the usefull information. I like the fact that different players had different input and a variety of ideas. I ended up with the following stats. Might: 20 Con: 8 Dex: 18 Per: 10 Int: 3 Res: 19 Reasons behind it: I sacrificed Int (therefore the knockback duration) to max some others stats. I chose to max Res over Per cause since my focus is to be a tanky dps i dont want to get interupted at all. Especialy with the slow swinging 2h sword. Interuptin enemies on the other hand is good but its not dps related. Furthermore the deflection from those stats is the same weather u have them 14/15 or 10/19 and we need the will save more than the reflex cause we dumped int. Maxing might and dex are pretty much self-explanatory. I left con at 8 based on your input guys, that its not that big a deal. I hope this topic helps more watchers out there whether building a fighter or anything else.
  13. Thats exactly my line of thought so far on stats. Regarding the defender/wary defender ability/talent, wouldnt that mean i ll be abandoning a couple of dps ones? And if so which ones? Thanks again for the usefull info much appreciated
  14. Thanks dude. Why int? just for a sec more on knockdown? is it realy worth it? wouldnt you dump it? I dont intend to 6man but i do intend to 420 the way through
  15. First I would like to apologies up front to Maverick87 for jumping in on his thread, especially as my first post here on these forums. But I would rather ask now and start over now then at a higher level. But now to KDubya ... do you mean more damage because you can attack faster? Or does it influence the damage with every hit? I have my Barbarians attribute set like this ... Would higher dex have been more beneficial? My first char was a barb. I didnt finish the game cause i found normal mode too easy and wanted to reroll a tanky dps fighter. BUT from my research and what i can tell is that: Your stats are solid enough though i would swap con with dex. Barb gets enough endurance anyway as a class. You ll have a lot anyway. And no dex doesnt influence the damage itself but as you said you attack faster. Also i would consider leaving per res at 10 as barb has allready too low of deflection, especialy when frenzied. I had them at 10 and it still felt a bit squishy. No need for apologizes hope i helped.
  16. the reasoning for maxing per, res is because i want to be a bit tanky while i dish dmg and also not get interupted a lot. I still believe dumping int is a good idea as it as u said confers some benefit only in knockdown nothing much more. I pressume the 10dex is a mistake from false(?) info i read stating its not worth it for 2handed heavy armor. So i guess i can lower per/res to 14 to max dex, or max one of them (per or res) and leave the other at 10, though i dont know if concetration or interupt is more worth it. Probably conc so that i dont get interupted.
  17. Greetings fellow watchers. So im planning a 2h dps fighter on hard. Im thinking of maxing might, per, res, then dump int3, leave con and dex at 10. Now considering other related posts i have a few questiions. 1. Is knockdown or disciplned barage better at lvl1 and why? (Knockdown seems like a dps ability in disguise since it lowers def) 2. Which talents/abilities should i take and why? (i have settled on most but the descriptions are so vague sometimes, i am not sure) 3. For 2handed ive read you should leave dex at 10. Why? isnt attack speed always good for dps? 4. Estoc or greatsword? Estoc seems so good even considering the great sword dual dmg type. 5. Armor? (thinking of heavy) How much more durable is he considering barb and rogue? Any other advice is appreciated Note: I have settled on the 2handed dps fighter thingy so no need for "rogue, barbarian are better at dps, or go dual wield" posts. I will also much appreciate corroborated answers from players that have tested stuff. Thanks in advance
×
×
  • Create New...