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Mocker22

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Posts posted by Mocker22

  1. The only way you can get away with Con and Resolve that low is if you use a reach weapon (most likely Tall Grass) and make sure you are ALWAYS behind another tank. I wouldn't recommend it. You can def drop Per some.....there are a zillion ways to buff accuracy in this game.

     

    As for weapons, as always Soldier focus is great. Tons of amazing greatswords, Tall Grass is good, etc. And most can be gotten really early. Lots of options though. Dual wield sabres or battle axes, both have very powerful options.

     

    A main talent imo is the one that makes barb attack fortitude instead of deflection. Many good ways to debuff fort save or str/con and this can really help you land a lot more crits.

  2. Dual wielding rogues are better. If all you want is damage, then go with Sabres. They have the damage of 2H. And there are 3 very good sabres in the game:

    - Resolution - .5 crit modifier, that means it hits as hard as the Hours of St. Rumbalt, but without the prone, and you can get it at level 5-6.

    - Bittercut - dual damage, slash/corrode, you can get it about level 6-7.

    - Purgatory - again, the .5 crit modifier, healing, about level 7-8. The healing is very good, with deathblows you are going to crit for about 80 damage, that means 16 endurance.

     

    The .5 crit modifier is very good on a rogue because they have dirty fighting (+20% hit to crit), very high accuracy (reckless assault and high perception), there's the durgan steel enchantment, you can use potions of merciless gaze and there's also the level 3 priest spell for hits to crits. That's 70% hits to crits, which is insane. As a side note, the best way to build a rogue is max per and dex, increasing might is a waste of points because might damage is aditive, while per and dex multiplicative, and rogues already have a lot of bonus damage from sneak attack/deathblows/reckless assault.

     

    Going with sabres has another advantage: you have access all damage types as one-handed weapons, sabres are slash, stilettos are piercing and clubs are crush. Useful when you come across immunes.

     

     

     

     

     

    Do the .5x crit modifiers from Resolution and Purgatory stack or does one get suppressed?

  3. As stated Tall Grass is a nice option for the reach, and just overall a great weapon. The other really nice choice imho is Estocs. Blade of the Endless Paths is a beast for the attack speed and who doesn't like DR ignore.

     

    Personally I liked my rogue to have light to medium armor. Basically light enough that Durgan Steel + maybe the gloves that give-10% penalty can wipe out any attack speed penalties. BotEP can also help make up the difference. Estocs probably offer the greater dps in the long run but its close with the inherent synergy for Tall Grass and rogues.

     

    As stated above the best defense with a rogue Is to not get hit. I want to max out my dps potential and rely on solid tanks and CC to stay alive.

  4. Hey guys, I have some general questions concerning a wizard designed for CC/dps in a pure caster roll. Help is greatly appreciated.

     

    1- Can anyone recommend a good build for talents? Not sure what to take.

     

    2- What is the best dmg type/types for wiz nukes(i.e. what talents would I take here for the dps boost)

     

    3- Recommended armor and weapon? Most pieces seem fairly obvious but not experienced enough to know what to do here.

     

     

    I appreciate the help, I just really don't have the time anymore to test/figure this all out for myself. This helps a lot for maxing out my game time.

  5. Couple things.... I see you put down max int for rogue? why this seems like a massive waste.

     

    Also if your Cipher is focusing on dmg you have no crowd control and will wipe, well always. A Cipher specced for tons of CC or a wiz is essential.

     

    As for the last character, I recommend priest. You don't need them for healing very much but their buffs are amazing....like really amazing. Your character's DPS will sky rocket.

  6. Ya a green sword would be a large problem to say the least haha.

     

    I'm leaning towards shock. I'm considering going with Hiravas(shock wildstrike build) and use Stormcaller on my Cipher. Haven't played with Hiravas much yet so it would be fun to try.

     

    I think I'll probably go with a Darcozzi pally for my second tank. Zealous Focus + Critical Accuracy and the +10-20 accuracy from Liberating Exhortion, it just works soo nicely with a crit focused build.

  7. Does anyone have a recommended party set up for this build? I just started a new character, planning on focusing on a crit build with St Rumbalt.

     

    So far I'm planning on priest, wiz, and cipher. Not to sure what else will compliment this build well?

     

    Sagani is a favorite of mine and does incredible damage at higher levels. Also considering Hiravas and Kana because I haven't done a full play through with either of them.

     

    Opinions would be very welcome.

     

     

    P.S. can St. Rumbalt have superb + lash on it?

    • Like 1
  8. My thought was to take a fair amount of melee oriented talents with Hiravas and have Sagani using Stormcaller to debuff shock resist. Would take the talents to add shock dmg to shapeshift attacks, and druid's naturally have a lot of lightning type spells.

     

    Does taking a lot of melee talents really effect a druid's spellcasting anyways? I never see many talents I would take on pure caster wizards or druids.

  9. It's even more easy than using the "official" companions because you can built exactly the party that fits your playstyle. And you can profit from great synergy effects like a barb with Brute Force + Threatening Presence (causes Sickened debuff) and another char that does an aoe Weakened debuff (priest, wizard and so on) plus a cipher with Amplified Wave (targets fortitude) or a monk (Torment's Reach and Force of Anguish target fortitude). Sickened plus Weakened will lower fortitude by nearly 40 - letting the barb crit most of the time even with carnage. The Amplified Wave will crit and the monk's special attacks too. Plus: you can build characters around special unique items like Tall Grass, Forgemaster gloves and so on.

    Just be sure to collect as much money at the beginning of the game (sell everything to Heodan as long as you can- his prices are hilarious) so you can buy 5 hirelings as soon as possible. Then the XP-gap won't be so huge. Companions have your lvl, but hirelings start with one lvl less than yours, that's why.

    So... long story short: is's easier.

    Lower Fort save = more crits?

  10. Thanks again for the replies. I'm at level 7 now and really enjoying the build. Now that I have a duplicate I'll try out the forgemaster's gloves.

     

    I decided to try out the party I described above and it seems to work decent. I do seem to be at a point though when I'm starting to run out of easier quests to do, and I'm still struggling with some encounters, such as bounties. Gonna keep trucking along.

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