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Everything posted by Boeroer
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That works - but I would use two weapons from the peasant's weapon group (Vile Loner's Lance + a stunning & vicious Cladhalíath is a nice setup) or two hatchets or a mix of that. This way I would retain the +6 ACC and the speed bonus of Two Weapon Style. I wouldn't want to give up the gloves' slot for the forgemaster gloves because there's Blood Testament and before that there's also Ryona's Vambraces and so on. Forgemaster Gloves are really nice on a Rogue that's build for Two Handed Style and crits though (like for Hours of St. Rumbalt or Tall Grass) - never saw crits with such high numbers. What I also really like about the monk is that you can build him in so many ways - to fulfill so many different roles. He can do tanking, reflecting spells and shots like a boss, do great single target damage, AoE damage, long lasting CC, stacking afflictions that qualify for Sneak Attack/Deathblows (prone, stunned, weakened) and so on. Maybe that's the main reason why I love monks so much. You can do lots of monk builds and they can all be powerful and fun to play. But paladin is also one of my favourites nowadays. He is such a nice supporter without too much fuzz - he does considerable burst damage and is very sturdy. I even find that two paladins in the party are better than one.
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Just remember that the priest starts with 10 ACC less than some martial classes. So the +10 from the Pale Hand only sets them on par - and that's only with two special weapons. A fighter or rogue with 10 PER still hits better with scrolls than a 19 PER priest. But I agree that his buffs do compensate this - as long as you have spells left.
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I just tried and it's also possible to use non speed enchanted weapons - if you use lighter armor. With a durgan reinforced hide armor you can also have no recovery - as the math predicted. I also just used a barb with frenzy and Spelltongue + Drawn in Spring. Not only does Spelltongue steal 15% attack speed (which lets you wear a bit thicker armor) - it also prolongs the duration of frenzy until the end of the encounter. This works especially well with a barb because of carnage-stealing. A monk's AI can be set so that it automatically uses 1 wound to fire up swift strikes - so most of the time it's on. The rest of the classes have to manage their speed buffs, that's true. But that's a tiny drawback compared to the DPS you get out of it when you recovery hits 0. Edit: Forgot Sanguine Plate: that also kind of works automatically if you build your char around it.
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Yeah, but since you get 182% you can easily place a plate in there - even without durgan reinforcement. Edit: ah, wait.. no - don't know. I'm confused... Edit 2: ok, now I got it: 182% - 50% (plain old plate) - 20% (Vuln. Attack) and you are still at 112% - no recovery bar. But same for the monk Swift Strikes or the barb with Frenzy (or any other class with Outlander's Frenzy that should become 1/encounter). I also did a test with my speedy monk and found out that two speed enchanted weapons + durgan are much faster than two normal weapons + durgan - faster than 20% could explain. But I didn't have the idea that each weapon speed enchantment works for both weapons - which is kind of nuts by the way. That explains a lot.
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Ah - so it reduces armor recovery penalty or makes things like Vuln. Attack faster (kind of)? I see I have to think about a new build that exploits these things to a maximum. I also wanted to do a monk build that focuses on reflecting ranged attacks like you wrote the other day. Now I'm torn... maybe that's a good thing since I promised not to touch this game until WMII.
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Nice build. Your statements concerning Gallant's Focus and Apprentice's Sneak Attack totally make sense. You could also get Flick of the Wrist from playing "Orlan's Head" in the Gref's Rest in Stalwart. It also works for all Soulbound Weapons. But there's a bug at the moment: it doesn't stack with the Pale Hand (or any other +ACC talent from the other gods). Hopefully this will get fixed. The talent from playing "Dozens" in the cellar might also help a tiny bit with survivability. Mechanics don't have any effects on priest's seals anymore. But maybe the Coil of Resourcefulness (quick switch belt, +15 ACC on traps) still works with seals. Seals have a very high ACC by themselves because they are seen as hazards - hence the high chance of hitting/critting. But since you want to have mechanics in a solo run anyway it doesn't really matter. P.s.: I would really love to see an enchantment called "anti-perforation". Lovely. It's like my "Wuthering Strike" I posted the other day or AndreaColombo's "Buttercut". :D
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So what about adding dual wielding (+20%) to the mix? If you had two speedy weapons which are both durgan refined? Would you end up with 1.2x1.15x1.15x1.5x1.2 = 286 (186%)? And what about the durgan reinforcement for shields? Does this omnious -15% attack speed penalty also improve your attack speed (1.2x1.15x1.15x1.5x1.15 = 274 = 174%)? Because then it would be somewhat stupid to take Two Weapon Style. Nearly as fast as dual wielding while having lots of deflection and reflex? Deal! Only exception would be all the special attacks that work with "Full Attacks".
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A tanky ego paladin that clips casters/archers: http://forums.obsidian.net/topic/83338-class-build-the-dull-runner-caster-clipper-paladin-tank/?hl=%2Bthe+%2Bdull+%2Brunner A nice, tanky supporter: http://forums.obsidian.net/topic/83526-the-darcozzi-forward-observer-could-use-some-input/?hl=%2Bdarcozzi+%2Bforward+%2Bobserver Tanky fighter who also does good damage: http://forums.obsidian.net/topic/83612-class-build-the-engineer-shocking-dps-fighter-artillery-tank/?hl=%2Bthe+%2Bengineer One of the best frontlines I ever had was two paladins - one with Zealous Endurance, the other with Zealous Focus, both with FoD, Quick Switch + guns, Coordinated Attacks and Marking Weapons (Shame or Glory, Cladhaliath) and both with heraldic shields (Outworn Buckler, Little Savior) plus a chanter tank with Redfield: http://forums.obsidian.net/topic/83491-class-build-the-drakes-ambassador-searing-mesmerizing-chanter-tank/?hl=%20drake#39;s Even on low levels these three guys could easily hold the line and clip some damgerous enemy squishies while the back row would deal damage. Then, after the chanter got the Dragon Slashed, the front line also did a lot of damage. After lvl 13 (two times Sacred Immolation plus Dragon Slashed) it was game over for all foes.
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I would also vote for Paladin. First of all you get the chance to boost you defenses just by "roleplaying" his order correctly as the main character. Then - as Raven said - the stats you want fit very well for a Paladin. But you could also take a Fighter. Some people don't give their fighters INT, bt the truth is that some of their abilities do profit enormously if you build a high INT fighter. High RES and PER are always good for a frontliner. To be honest you could use every class. A melee ranger would also be possible or a monk. Even a tanky rogue who focuses on crits. Don't gimp yourself if you have a favorite class. You can make it work with those stats in this game - even on PotD difficulty. For example I did this druid tank and he nearly has these stats (just swap MIG and PER). He turned out to be great.
