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Everything posted by Ben No.3
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Fun fact: the first character I managed to stick to for a bit (40 hours maybe) was a great sword wielding Orlan cipher... What I am saying is don't think of weapons as belonging to a certain race... Heck, they even change in size when equipped on different characters, so what the hell. If anything, go by lore as in your personal character's. Because anybody could pick up both a hunting bow and a morning star. It pretends on what the individual character learned to use.
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I don't find a bleak walker that fitting to be honest... Why would they join Pirates? They seem like a very organised and strict group who are mainly mercenaries hired for war or conflict... Remember their image and especially their desire to keep it up. So I don't see one joining some pirates, they seem far to politically involved to do so. But hey, that's just my opinion
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I find the idea of me approving Boeroer's build somewhat amusing when thinking about the great deal of things I learnt from his builds... Obviously I absolutely must hate it: It takes out the cheating around DR part thus taking out the cool name For real though: What Boeroer implies is the other two ways of going around DR: Using a different damage type and simply do MOAARR DAMAAAGEEE!!! I find the last rather... unelegant, in a way? But that's roleplay. As I said, my build is more of a draft. Modify it at will. Same goes for race. Although when using dual hammers go for Auamaua (?) for optics... Big guy with big hammers. Personally, I would still use dual stilletos... I like the idea if fast reliable damage output for a first character. However, with the immunities added the hammer is indeed the better choice. Probably better than sword since crush is generally less resisted. A bit slower though... There is sadly no two-damage small weapon. The blunderbuss just hit me because well weapon focus... But the aralbest can also be one hell of a weapon. Otherwise I still like the Death Godlikes ability. Sad thing to loose a helmet slot, but since these mainly boost stats it's okay for lower difficulties (and higher... Just need to set preferences) For Roleplay: the order that in my opinion would most likely turn rouge are the gold pact... If it pays of well, that is. Perhaps your character got hired from some pirates? There is a choice that implies that your character's crew got so good that several nations hunted it down and eventually suceeded, might be an interesting choice? Post your choice though, would love to see it fleshed out if you want...
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No, also got the mace (big one handed) and estoc (two handed)... But since you wanted the hyprid aspect stilletos seemed the strongest choice due to being in group with the blunderbuss (I have fallen in love with the DR bypass blunderbuss)... Surely you can add some flame-flavour to your cheetah, perhaps enchantments? Edit: Dammit phone... Second time
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The difference between my and boeroer's build is that boeroer simply goes for a lot of elemental damage, while we go for a somewhat backdoor-way. Sadly these two builds are tough to combine... We invest to many talents into dr bypass to justify a two hander (example: estoc has a dr bypass of 5, estoc of 3. Add Vurnable attack and you get 10 and 8. Now, the estoc has a higher chance to deal damage anyway because it's base damage is so high, however this would require a much more speed oriented Build that would also suffer greatly from speed penalties thus also suffering from armour... You will simply loose defensive capabilities which are quite important to you as I take it. Also when only the bypass is applied when dealing with extreme DR, the fast stilletos should surpass the estoc). And while Boeroer's build is the technically better one when talking DD, mine is simpler to build in the first place... That's the problem with item based builds (which might not be ideal for our dearest noob). Also, mental stats.
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Well, simply choose fire godlike and enchant all your weapons with fire lash . The thing about boeroer's build is he mainly uses two handed weapons... Speed penalty really hurts us with those, so we would had to put points into Dex so we had to reduce mental stats... Hey, we just won bronze in Judo in the Olympic... Sure you don't wanna play a monk
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@Boeroer about the big edit: while this is excellent advise (I honestly forgot about the chainmail from the wael quest... Dammit what store has it now?), I doubt that late game advise is useful for our favourite noooob . He hasn't even seen defiance bay, weapons like buckler, stormcaller, little savour and so in are to him more abstract than actual weapons... He won't see them for quite some time. I think we should rather get him started ...
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Also, wear heavy armour if you feel you lack protection... Speed penalties are ok. For a race... Pale elf (wood elf might be a bit to much ranged) if you want to go elf. For a godlike perhaps death? Really cool ability for a DD. Or fire, but melee dependence (since you go hyprid better not take a pure melee/ranged class) or moon for more defense (if you fear you might lack it). A dwarf can be nice... The accuracy bonus is huge when applied. Human always works.
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1. In the party he will be the reliable damage dealer, he won't do as much damage as some other classes but he will be sturdy. Also if the enemy breaks the tank-line he is a "last row of defense" and can defend the spellcasters/dedicated DPS classes for some time. This isn't a usual build, I tried to fit him to your demands. What you got is a jack of all trades with a focus on Damage Dealing who is easy to play. 2. Open with the blunderbuss and let your tank(s) engage. Switch to stilletos at will and flank the enemy. Or kill anything that gets through the first line, as mentioned before. You can also engage together with the tanks, this is however risky since the enemy's will focus on you rather than the tanks. Roleplay wise... Since the weapon focus is ruffian, a pirate comes to my mind. Perhaps a goldpact paladin joined some pirates for some treasur hunt? Or go the other way, a former robber/murderer who decided to start over (in Dyrwood that is) and protect people as a kind wayfarer There is a threat about backstories, some good ones there (inspiration) 3. the thing about these weapons is: they have a low base damage, and that synergies quite nicely with the dr-bypass. See, the stilleto has a base damage of around 12 (as I recall...). It also has an DR Bypass of 3 (every type of weapon has a certain strength). That means 3 damage will be applied even if the armour of the enemy should absorb it. When dual-wielding, this is obviously quite a powerhouse. Take in the Vurnable attack, that's another 5 DR bypass on every hit, giving us 8 damage on every hit regardless of the enemy's armour. With the high speed of stilletos this is quite a damage output. Blunderbusses work somewhat similar, firing six individual bullets that each do around 10 (again not sure, but around) damage. In theory, this can give you a lot of Damage. However, high DR is obviously the Blunderbusses biggest enemy, since it will lower each bullet's damage extremely. The penetrating shot gives us 5 DR bypass when ranged, so that solves the problem (partially). This means that each bullet can do 5 Damage reliably on a hit of a single bullet... Remember there are six of them. Although the actual game also calculates miss/graze/hit/crit, altering each hit's damage output. But that's what our high accuracy is for. A word about attack speed: the penalty only affects the recovery time, not the attack/reload animation. For all ranged weapons which need to be loaded this means: attack time is set...recovery is affected...reload time is set . Thus the speed penalty applies only minimal actual speed decrease. For dual wielding, the high speed bonus compensates for the penalty: dual wielding decreases the recovery time after each strike. Since the penalty is calculated using percent, the penalty is again lower than it sounds. Have fun Edit: don't worry about squishyness... The paladin is a sturdy class, and your order can give you defense bonuses (or penalties).