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Ksajal

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About Ksajal

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  1. It used to be more powerful pre-2.03, it had pillar of faith as spell striking. Tried it on my rogue a while back, it's not that great for damage dealing rogues because the shield is too slow. It could work if you want to build a very defensive rogue that also has good offense, I would pick riposte too, see how that goes.
  2. We Toki + Spelltongue is also a great combo: 15% bonus attack speed stolen applies to both weapons, you slow down the enemy regardless of critting or not, you steal all of his debuffs and add them to yours, Spelltongue has fast attack speed and on top of it all it has +5 to attack accuracy (so if you choose the Knight focus for We Toki you'll have the same accuracy for both hands, minus 1 for Spelltongue). It doesn't hit as hard as Rimecutter, but you're faster and you have more control because of all the enemy debuffing.
  3. Thank you, getting this fixed would open up quite a few options for rogues (or priests of Skaen). They got pretty nerfed with the new immunities, getting sneak attack afflictions is harder now.
  4. Nerd Commando has an updated guide for White March: (I am assuming you want an offensive barb).
  5. The stun from weapons aren't true stuns, they don't apply status effects and don't trigger sneak attacks. EDIT: tested on a teammate and on an adra beetle with Godansthunyr.
  6. Do the .5x crit modifiers from Resolution and Purgatory stack or does one get suppressed? The .5 modifier from Resolution applies only to Resolution, the .5 modifier applies to Purgatory. That's how all weapon mods work. Same with Durgan Steel: the 15% increased attack speed and 20% hit to crit applies only to the enchanted weapon. The only weapon mod that applies to all the equipped weapons is the enchantment on Spelltongue: the 15% attack speed stolen applies to the off-hand weapon too (or bashing shield most likely, haven't tested this). The stat mods apply to everything, of course, the stat bonuses apply to everything. @Crucis: There aren't too many slash immune (or highly resistant) mobs in the game. I would venture to say that about less than 5% of the enemies that you encounter fall into this category. For those rare instances you can use weapons from another weapon group. Rapiers come to mind because they have a native bonus +5 to accuracy (so your overall accuracy will only be lower by 1 point) and there are some great rapiers in the game. Very easy to get too (Sword of Daenysis and Mosquito, you can buy them as soon as you finish the Caed Nua quest). We Toki is such a good weapon because the rogue gets both a passive way of applying its sneak attack damage (so it doesn't require that much of a constant baby sitting) and a very strong debuff which is useful both offensively (applies sneak attack and lowers deflection, so more crits) and defensively (the enemy cannot attack). On the other hand, dual battle axes have lost some of their appeal with the latest patch because so many creatures now have prone immunity, including some of the more annoying ones, like spirits. @Boeroer: Are you sure that the stun from weapons is a true stun, as in it triggers the sneak attack and applies the stun penalties? When a mob is stunned by a weapon, they don't get the stun affliction, but the weapon name affliction and the cursor doesn't change into the sneak attack cursor. EDIT: Tested it again, it isn't a true stun, see my post below.
  7. Oh, and you only need base resolve for a rogue. You have reinforcing exortation/shields for the faithful/crowns for the faithful/the level 2 priest aura/potion of Llengrath displaced image if you ever find yourself in need of deflection (most of them don't stack though). The max +9 deflection you could get from resolve isn't worth the 27% increased attack speed or +9 perception (which also means more interrupts, so more defense for your rogue) you trade. There are other ways to keep yourself alive: good positioning at the start of the fight, weapons with draining, weapons that prone, and if you're in a lot of trouble, shadowing beyond. Shadowing Beyond is not worth it, imo, if you get knocked out in a difficult fight, just get resurrected (you can use scrolls, a priest, a paladin or Ydwen's Redeemer for that, lots of options), same thing, and you don't waste a talent.
  8. 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. Another good build is dual battle axes (all have .5 crit modifier): - We Toki - prones on crit, you can get it about level 7-8. - Edge of Reason - this is very hard to get, but it's superb and has healing. Battle axes don't do as much damage as the sabres (lower base damage), but they are more defensive (because of the prone). On the other hand, the only other 1h weapon for the Knight weapon focus group is the sword, and there aren't any good swords. You'll probably have to use some other weapons as backup. Right now I'm using We Toki + Purgatory (I'm specced for battle axes because I need the extra crits for We Toki). You don't need plate armor for a tanky rogue. A very good armor (in my opinion) is Wayfarer's Hide, you can get it as soon as you start the White March (about level 6-7). 11 DR, huge defenses against hobbled/stuck/paralyzed (the latter two very useful because you don't have high fortitude), and 25% recovery penalty. That can be lowered to 10% with Durgan Steel, which is barely noticeable, even with average speed weapons. Dual wielding, like others have said, is very good because abilities like crippling strike, blinding strike and finishing blow trigger a full attack, that means you get to hit with both weapons, one after the other. Finishing blow is particularly good with dual wielding, because they will have even lower health after the first hit. For example, with sabres, with the second attack I did 157 damage to the lightning dragon at level 9. Or 250 to the forge guardians at level 11 (they were set up for deathblows). There's also another defensive option with dual wielding: Spelltongue (for the attack speed buff, it affects both equipped weapons) and Mosquito (for the healing and interrupt, it has a 0.75s interrupt rating). They were so much fun that I chose them over dual Resolution/Bittercut.
  9. You can also build your paladin dual wielding fast one-handers. Each attack has two phases, the actual attack animation and the recovery time. Armor affects the recovery time, and fast one-handers have the lowest recovery time, so plate armor affects them the least. For fast one-handers you could go with Sword of Daenysis (bought from Ondra's Gift) and Mosquito (from Dyrford Village), both can be bought after you finish the quest from Caed Nua. Another very good one-handed weapon is Spelltongue, you can find it during the expansion. Offensive combo would be Spelltongue + Daenysis, defensive Spelltongue + Mosquito (that's what I'm using on my rogue). All three are rapiers, by the way. On the subject on dual wielding, you can also go with average speed weapons, like dual sabres (sabres are one handed weapons with 2handed weapon damage), Resolution and Bittercut are very, very, very good weapons and you can get them about level 7. Another option for average speed weapons is dual battleaxes, We Toki and Edge of Reason, because We Toki prones on crit, but you can only get it pretty late in the game (depends if you rush it or not). And you can also go with Cladhaliath (spear) because you forge it yourself and Hearth Harvest, which is a very decent hatchet, both can be had in the mid game, about level 7. Hearth Harvest as soon as you do the Caed Nua quest. As for 2Handed weapons... my favorite is The Hours of St Rumbalt (greatsword) because it has very good damage, two damage types and can prone on hit. On top of that, you can buy it from Dyrford as soon as you leave Caed Nua. Estocs are also very good, Drake's Bell comes to mind as relatively easy to get (it's from the first bounty quest) and insane damage reduction. And towards the end game you can get another very, very good estoc. As for min-maxing... I don't like it. You can do just fine as a DPS paladin by having 18 might (for healing/damage), 15 int (or maybe less, depending how many characters you want to affect with our aura) and the rest into perception.
  10. Try a wizard with min might, focused on disables. Your damage will be gimped, but your disables/debuffs will be extremely powerful. This guide is very good: https://www.youtube.com/watch?v=ft8A4t9I7ZA
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