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Ansalon

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  1. And imo wikipedia is a very useful resource. Obviously not something you should use as a primary source, but it is a nice compilation of information to get you started. Just like wikipedia, this adds links so you can make further investigation into topics yourself. Edit: I do both make factual statements and also provide opinions in my post. Take everything with a grain of salt.
  2. Hi, this is my list of the tastiest food in the world. I never even tried any of those, but that doesn't mean the list is useless! Hi this is my list of the tastiest pizzas in the world. I haven't tried every pizza topping combination imaginable, but I have tried enough toppings in different combinations to make a pretty educated guess on how each individual pizza will taste if you put these toppings together. I certainly didnt like putting ice cream on my pizza! Maybe some people in very rare circumstances will like it, but for the most part I think most people won't!.
  3. Then the list is of little relevance, right? Because judging weapons based on their description alone doesn't work well. Take Scordeos Edge: you can't know that its bonuses work for all weapons you use unless you used it. You'd have to test it to find out. Also that Grave Calling and Hel Beckoning can be used to summon imps that don't count towards the summon limit and let you create a huge imp army (if you pair it with the right classes) can only be experienced by testing (or reading people's posts about testing). Another example (not one-handed though): the Espirs estoc will proc Ghost Blades on kill. That's the description. Sounds rather lame because Ghost Blades only have 8-11 base damage. What the description doesn't say and what you can only find out via testing is that those Ghost Blades profit from the enchantments of the blade, from all passive abilities that work with the blade (e.g. Sneak Attach, Two Handed Style etc.). And that not only kills with the Blade trigger those "empowered" Ghost Blades but all kills as long as you hold the weapon. This includes the Ghost Blades themselves which can therefore proc themselves. So, the difference between description and actual behavior is huge. There are so many behaviors that only get revealed once you use an item - a tier list (partially) based on item description is rather pointless in my opinion. You are taking the statement "I haven't tested them all" and turn it into "I have done 0 tests" which is a strawman argument and very disingenuous.
  4. There are 8 damage types in the game. This adds resistance to two of them (albeit they are two of the most common ones). But, assuming you are putting it on a backliner, you are adding a stat (tankiness) to a role that doesn't necessarily need it. I guess you could make it work on a frontline dps aswell but there are just so many good alternatives you can grab early game if you want a low recovery frontline armor, or a high recovery super tanky armor. Again you claim its done with little in-game experience which is a claim you make with no evidence. I do agree that putting it into tier - D might be harsh. Please, if you have a suggestion for a build/situation it is consistently good, then I would be happy to hear a civil well thought out response.
  5. You don't take into account the fact that the base damage for Arquebus is much higher. You mention a lot of the weapon effects of Hunting Bow but if you compare a normal Arquebus next to a Hunting bow thoughs effects are balanced around having different recovery, base dmg, penetration, modals etc.It's simpler to just look at what additional modifiers the weapons of themselves get, to get a comparison on the relative strength of the weapons. Basically the total theoretical dmg output of Red Hand is gonna roughly double that of Essence Interrupter if you have a lot of Guilty Conscience stack. If you compare it to a standard Arquebus it attacks twice (bit less then doubling its dps, due to having two attack animations), then another 40% from max stacked Guilty Conscience. Essence Interrupter gets a 20% Lash effect, which is multiplicative dmg, making it decent. This is obviously simplified and won't translate 100% into game but its close enough to see the massive disparity. Got some feedback on the summon for Essence Interrupter on reddit and it was better then my initial assumption (summoned creature does scale with enemy level), so Im planning to move it into B - Tier atleast but my post seems to be bugged atm.
  6. Well imo I have been very thorough in explaining that every item should be seen in a context. I agree with you that a tier list is gonna be biased but the intention is to give my thoughts on it so people can make up their own mind/come up with contributions so I can improve the list. On pretty much every item that is very conditional I have made notes so people can understand why I have rated the item as I have done. I think removing the ranking will remove a lot of the bias, but will make the list near useless for a newer player or a hardcore gamer just picking up the game and wanting to do his own theorycrafting - which was the intended audience for this list. I just think it really sucks that you go around calling my list "useless" and that I have no ingame experience. Imagine you were at work and you had worked 20 hour (roughly the time i spent writing the guides) on your proposal and your boss just called it "useless", instead of giving you pointers on how to improve the proposal. I have no problem with criticism I just wish you chose a less hostile way of going about it. You claim that I just use wikis and ingame descriptions. Maybe its my fault for not explaining that well enough in the post but I have spent countless hours testing weapons to see how they work, but as you point out there are so many synergies in this game its impossible to do an exhaustive list. Especially since i'm just doing this as a hobby.
  7. Of course there is gonna be a large overlap between these 3 communities but I don't really see the issue of posting it on multiple forums? If you have read it already then just ignore it? It seems Boeroer has a lot of weight on these forums (from my tiny inspection it does seems deservedly) but he is launching a lot of attacks on my post and making claims about it with stuff taken completly out of context. Not sure whats up with that. Obviously I want people to check out my channels but get this - I actually enjoyed making these guides and having a civil discussion afterwards! It just kinda sucks waking up and seeing a lot of hate but w/e, I will still try to take peoples criticism into account just not as enthusiastically as I would have liked to.
  8. You are saying I have no in game experience but I do have 224 hours played with the game, a sizeable portion of which is spent just testing weapons. This is some pretty dumb ad-hominem bull****. I'm not claiming I have an objetive 140 IQ knowledge about every single weapon/class/build combination in the game, its just meant as a tool to help people theory craft. Im happy to update the post when people contribute in the discussion but it is after all based on MY OPINION, which any Tier List is ultimately going to be.
  9. Why do you think Amaliorra is good? Even with the alternative enchants it seems pretty useless to me except against Vessels. Amaliorra give you accuracy for all your attack vs Vessel, currently the hardest fights in the game Fampyrs/Ukaizo has a lot of Vessels, give this weapon to your wizard/priest and your spells will do ~+50% more damage I totally agree with you that its really good against spirits. However it is absolute balls in every fight that isn't against spirits. Therefore I pointed out in the weapon description that it is good against spirits, and terrible in other cases.
  10. @Ansalon I would say that these lists are amazing for reasons that were not intended. I am relatively new to the forum (at least as active contributor), but this is the first time I see the informative gear lists like these outside of wikis AND they come with short descriptions. Clearly a lot of effort went into making these. I'd say due to the game being so mechanically reach, it would be very difficult to rank gear for all builds in general. What would be INCREDIBLY AMAZING is compiling all these tier lists into one general neutral gear reference compendium post. Value of this to newcomers to the game would go through the roof. I am on my 5th or 6th (if we get all partials into one) play-through and was searching for the best Solo tank weapon for over an how due to gamepedia pages devouring my 16GB of Ram like is was a free fairy cake in the middle of Walmart. List like that would have pointed me in the right direction right away though Lists are good: look at how well Boeroer's class compendium list is doing - it's pinned and everything. At worst Build builders can copy-paste these links into their guides, so that poor sods like me could access Gnipon Prudanesko and Waharai Poraragwa pages by clicking links and not typing items names in google Thanks a lot man nice to get some positive feedback . Yeah that was what I was planning to do. I'm gonna work on an accessories list (not sure how this one will come out since there probably are too many of them in the game to list them all) then add a weapons/armor level progression guide. After that I was planning to make a post linking to all these guides combined so people have a reference sheet. These guides are made for newcomers or for a hardcore gamer using it as q quick reference sheet for his own theorycrafting. Of course people are gonna be able to come up with this one scenario I haven't though of during my testing. Doing the write up/testing for all the 4 guides took me atleast 20 hours combined and then people on this forum expects me to have taken every possible scenario in to account. I will still update the list(s) if someone has a persuasive argument for why something should be rated differently.
  11. Then the list is of little relevance, right? Because judging weapons based on their description alone doesn't work well. Take Scordeos Edge: you can't know that its bonuses work for all weapons you use unless you used it. You'd have to test it to find out. Also that Grave Calling and Hel Beckoning can be used to summon imps that don't count towards the summon limit and let you create a huge imp army (if you pair it with the right classes) can only be experienced by testing (or reading people's posts about testing). Another example (not one-handed though): the Espirs estoc will proc Ghost Blades on kill. That's the description. Sounds rather lame because Ghost Blades only have 8-11 base damage. What the description doesn't say and what you can only find out via testing is that those Ghost Blades profit from the enchantments of the blade, from all passive abilities that work with the blade (e.g. Sneak Attach, Two Handed Style etc.). And that not only kills with the Blade trigger those "empowered" Ghost Blades but all kills as long as you hold the weapon. This includes the Ghost Blades themselves which can therefore proc themselves. So, the difference between description and actual behavior is huge. There are so many behaviors that only get revealed once you use an item - a tier list (partially) based on item description is rather pointless in my opinion. I have run multiple tests on many weapons. There are just so many in the game which you can run with so many different classes. Don't understand why I'm getting so much hate. Atleast on reddit the discussion was civil when people disagreed. People here just says the tier list is useless when they don't even bother reading the post in its full context. Idk.
  12. I did run some tests on Scordeo's Edge and my thoughts where at the point where you stack up the recovery time buff to decent levels a lot of the mobs will already be dead. Power Early in a fight > Power later in a fight. If you can show me a common scenario where you can reliably stack it I will definitely move it up the list but I just don't see it atm. For the Lightsaber take the post into context. Its actually worse then a non unique weapon in most cases but assuming you would severly underpen the target you get rid of the -75% dmg (which is multiplicative dmg not additive) penalty making it a strong choice imo in a common reliable scenario. Is it worth investing upgrade materials for? Thats a completly different argument for another time. I would rate Rusts Poignard high Tier A, but atm the tier lists are randomly ordered within a Tier.
  13. Translation: this is basically useless, but come visit my social channels, I need views! So you think this contributes nothing of value? At the very least it should give a newer player an indication of what weapons are good as long as they bother reading the context of the post. I would never claim this is a definitive objective guide that will work on every single class/item combination, but imo I have atleast put enough context that people should be able to figure out in what situations each weapon should be strong.
  14. Basically this. If people bother to read the Overview of my posts you will see in what context the list is created. For some weapon types there are multiple synergize going over multiple classes while on other weapon types there are only a couple.
  15. Not very good on most builds, Absolutely insane as a stun lock/riposte/proc multiple effect kind of weapon in my experince. Ive run it on PoTD Upscaling very effectively in Patch 1.2.0.
  16. Why do you think Amaliorra is good? Even with the alternative enchants it seems pretty useless to me except against Vessels.
  17. The post editor bugs out and cuts off half my post even when using Full editor. Need to find a workaround for that if im gonna be able to update the post.
  18. Ive actually run tests on Watershapers Focus and I was planning to add a side note. The crazy synergy only happens with Driving Flight/Twinned Shot against mobs super clustered up (about the same size of a sparkcracker AoE) Very unreliable and inconsistent only working with a Power Level 8 ability. Pretty damn OP if you do line it up though. I wasn't aware of Hand Mortar and Fire in the Hole I will run some tests on them when I get the chance. Obviously I don't have time to run multiple exentsive tests on every single weapon in the game. Thats why you have an edit function so I can get feedback and edit the list. And if you bothered to actually read this guide you would see that this is up to date for 2.0. I will probably edit the values in my other guides when I have the time but it's a lot of work. The Tier List in and of itself on those guides is gonna be unchanged because the changes are nerfs accross the board, and I have taken that into account when i wrote the guides just didn't always have up to date numbers because I was writing some of them as the patch came out.
  19. I did point out in the Overview that synergies like Streetfighter with blunderbusses will make certain weapons stronger. Xefa's and Kitchen Stove are still gonna be comparetively stronger even with those synergies accounted for.
  20. This is an armor tier list i threw together. It's just my opinion based on reading their ingame description. Most of them i've never worn. Some can go up or down a tier depending if you use them in a specific build. List will be updated for Beast of Winter when I have time. Channel links: Twitch Channel Youtube Channel Donate via Streamlabs Reddit Discussion Steam Guide S - tier: Best in Slot Miscreant's Leathers: Hands down the best armor for dps due to the reduced recovery time Sharpshooter's Garb: Best Armor for Arbalest/Arquebus/Crossbow users. Reduces reload time. Devil of Caroc Breastplate: Reduced Recovery time and +2 Power Pool. Especially good on Multi class since both classes benefit from the increased Power Pool Reckless Brigandine: Increased Action speed per engaged target. Best armor for tanks with a lot of engagement slots A - tier: Very strong but is probably either situational or outperformed by a similar armor The Bloody Links: Exceptionally strong on Streetfighter/Humans due to proccs on bloodied Swift Hunter's Garb: Reduced Recovery Time. Outperformed by Miscreant's Leathers. Pale Hide: Very good on dps off tank. Incoming hit to grazes conversion and low recovery time. AoE fear Hearth Defender's Scale: Bonuses if good Relations with the Watcher, Penalties if bad. Very strong on a frontline support. Casità Samelia's Legacy: Deflection scaling with Intimidate. Very strong if stacking Intimidate & Deflection Patinated Plate: Chance to Stun attackers when hit with melee weapon. +armor against melee attacks. Strong on a pure tank but makes you super slow. Very good on chanter tanks, less useful on builds that care more about recovery. Deltro's Cage: +2 All Electricity Power Levels could have been great on Fury (Druid subclass) but 55% recovery time makes it garbage. Apparently you can make some very powerful builds with this armor. 55% recovery time keeps it out of beeing S - Tier. Sidenote, outside those synergies the armor is fairly useless. B - Tier: For when all your other good armors are taken Fleshmender: Health/sec and Incoming hit to grazes conversion Very good on dps off tank. Effigy's Husk: Decent on a Ranged Streetfighter but Bloody Links is way better. Does have 0% Recovery though Furrante's Breastplate: Reduces damage taken by party memebers and increases healing. Grants Concentration. Good for frontline Casters Blackened Plate Armor - Grants damage or heal over time aura. Random Mind Inspiration when bloodied. Second Aura deals damage over time and reduces armor by 1. Gipon Prudensco: +25 defense vs disengagement attacks. +1 deflection/+2 reflex when hit in combat (stacks 10x). Immunity to Flanked. Can get Immunity to disengagement attacks instead. Good if you want to rush past frontline to get into backline with your frontliner or to retreat with your backliner. Imo best used as a defensive option for a squishy frontliner. C - Tier: Decent to wear before you get the good armors. Can be situationally good Garari Cuirass: Incoming hit to grazes conversion. Reduced damage from weapons. Cabalist's Gambeson: Very good against spellcasters. Spider Silk Robe: Immune to Dexterity afflictions and Grants Binding Web. Magnera's Chain: Increases recovery time on attacker when getting crit with melee weapons. Resistant to Might affliction. Ok for tank. Iridescent Scale: Can be enchanted to be exceptionally strong vs a specific dmg type. Conjure Greater Blight. Saint's War Armor: Revives the wearer when they get knocked unconcious 1/per combat. Decent but with correct play they shouldn't be knocked unconcious in the first place Desgraza Breastplate: Reduced Damage the lower health the wearer has. Ok for tanking Five Suns Breastplate: See above Honor Guard Breastplate: See above Humility: 20% Resist Slash/Pierce attacks. Not bad on a backliner just not very good either D - Tier: Don't waste your money on enchants Nomad's Brigandine: Can get Immunity to disengagement attacks but if you are a dedicated tank you probably dont care about that. Too much recovery for an offtank Edit: Moved Patinated Plate into tier A. More useful on chanter tanks or builds that doesn't care about recovery then i gave it credit for. Moved Humility to Tier C. Slash/Pierce attacks are rather common in the game. Moved Casita Samelia's Legacy into tier A. Moved Deltro's Cage up to Tier A based on siggestions for build synergies. Moved Gipon Prudensco to Tier B
  21. Overview: This list is based on my personal opinion and I haven't tested them all. Quite possible I haven't taken into account all possible synergies so some might be undervalued. A lot of them will be weaker if they are used with a class that doesn't synergize with their effects. All values are ingame values. The wiki is outdated since the 1.2 nerfs. Weapons are listed randomly within any Tier. Might change that at some point but it will require some work. I am also comparing weapons at max enchants. I haven't taken into account that some weapons will be very useful early on in the game if they start out with high weapon quality, forgoing the need to upgrade them. I will update it for Beast of Winter when I have the time. Channel links: Twitch Channel Youtube Channel Donate via Streamlabs Reddit Discussion Steam Guide S - Tier. Exceptionally Strong weapons with powerful effects. Whispers of the Endless Paths (Great Sword) Attacks in a cone +1 Pen (can proc Ability Effects in AoE that are normally single target (for instance knockdowns) 15% dmg as crush. Offensive Parry: +4 Deflection against Melee weapons, Counterattack enemy when Missed in Melee (inflicts Dazed). Run Through: Grants Run Through: Impale a target, knock them down, and cause bleeding (1/encounter). Especially strong on a Riposte build like my (Riposte tank) or with classes with single target stuns Wahai Poraga (Pollaxe) Standard attack is AoE that hits target +3 additional target friend or foe. -20% Melee Damage Received for 2s on launching attack. 25% damage reflected at attacker for 2 sec after attacking. Very strong AoE damage but needs good positioning to not cleave allies. Extremly strong on certain builds like my Reaper of Souls build, but not as strong on standard builds. Chromoprismatic Quarterstaff (Quarterstaff) For Melee: 1 All Acid Power Levels, +1 All Electricity Power Levels, +1 Fire Acid Power Levels, +1 Frost Acid Power Levels, Soul Storm Launches Raw Damage area of effect attack after scoring five consecutive hits on target, +5% Action Speed and Damage (scales with Metaphysics 15% at 20 metaphysics). +3% Burn, Corrode, Freeze, and Shock Damage. 15% action speed/dmg and combined 12% Lash makes it very strong for dps. The Spine of Thicket Green (Quarterstaff) +2 All Plant/Restoration/Rejuvination PL's. +10 Defense vs Poison/Disease. 20% dmg +5 acc vs vessels. Strong Stat stick for Priest/Druid The Twin Eels (Great Sword) Breath of Life: Restores 0 Health to all nearby allies on kill (scales with religion). 5% hit to crit chance with weapons (scales with religion). Grants Renewal: When knocked unconcious Revive with X Health (Scales with Religion. 10.3 Health at 0 Religion - 216 at 20 Religion). This thread discusses the weapons scaling. The Renewal and Breath of Life seems to scale quite nicely with Religion giving you a lot of sustain. If the hit to crit conversion turns out to be absolutely terrible then the weapon might be a lot weaker, but it's abit hard to know without extensive testing. Assuming the hit to crit conversion is around 0.5% per point of religion, it would mean you would get 15% hit to crit at 20 religion and a ton of sustain making it easily S - Tier. Even if the crit scaling is terrible the weapon should atleast be mid A - Tier at the bare minimum. Oathbreaker's End (2 Handed Battle Axe) Executioner's Axe: Requires 2 hands to wield, but deals increased damage.Scales of Justice: Scoring a Critical Hit on an enemy causes them to take Raw Damage over time. Whenever that enemy deals damage, the duration increases. Enemies killed under the effects of Scales of Justice deal 0 Raw damage to nearby enemies. Weapon deals equivalent damage to a Great Sword of its weapon quality, and gets the +20% bonus crit dmg battle axes get. This Thread discusses the weapons effects. The Raw dot isnt all that strong (ticks for about 5-6 dmg at legendary quality every 2 sec) but killing a target under the effect of Scales of Justice will trigger a weapon attack just like a normal weapon swing in AoE, except it deals raw damage. These attacks can again proc other on hit effects. Very powerful on builds with AoE attacks that proc on hit effects like Barbarians Heart of Fury or Fighters Clear Out. In addition it has the Battle Axes 20% bonus crit dmg making it work nicely with crit builds. It needs more testing but is possibly a S - Tier weapon. A lot weaker on builds that doesn't have access to AoE attacks. Link to wiki seems to bug out when i link it to the weapon name. Click here instead https://pillarsofeternity2.wiki.fextralife.com/Oathbreaker's+End ​ ​ A - Tier. Mostly very good dps stats but not quite as ridicoulous as some S - Tier weps. Blade of the Endless Paths (Estoc) -15% Recovery time, 15% crit dmg, +1 Melee accuracy per 6s (10 stacks) Strong dps stats. Eager Blade (Estoc) 10% chance to instantly recover on hit. +2 and acc and 5% action speed on crit (4 stacks). Kaul's Stance: Randomly chosen: +1 AR, +10% melee dmg, +8 deflection. Strong dps stats. Engoliero do Espirs (Estoc) 10% dmg as Raw. Cast Ghost Blades on kill. Ravenous Soul Hunger: -3 Mig/Con/Dex -> On kill: +3 Mig/Con/Dex https. Probably the highest potential single target dmg of any 2h but the penalty before a kill is very painful. Voidwheel (Great Sword) 10% dmg as Raw, 10% dmg as Raw to self. 25% chance to cast Necrotic Lance on crit, -3 Corrode AR. Lots of dmg but deals dmg to self. The Willbreaker (Morning Star) 25% miss to graze, 10% hit to crit. 25% chance Shaken (Rank 2 Resolve Affliction) on target on hit.-3 will on target for 30s on hit (stacks 5 times), 10% action speed). Decent to debuff Will so spells targeting Will has higher chance to hit. Weapon Modal + Barbarians Brute Force + Mig/Con affliction can give Barbarians VERY high crit chance. A-tier for Brute force Barb B - Tier for others. Chromoprismatic Quarterstaff (Quarterstaff) As stat stick: 1 All Acid Power Levels, +1 All Electricity Power Levels, +1 Fire Acid Power Levels, +1 Frost Acid Power Levels. Elemental Induction +15% Damage for 10 sec when hit with Acid, Fire, Frost, or Electricity attacks. 1% Damage reduction for 10 sec when Hit (stacks 5 times, scales with Metaphysics) Soul Charge: +5% Staff Damage (Increases with Metaphysics skill 15% at 20 metaphysics), +5% Action Speed Saru-Sichr (Morning Star) 3 Corrode dmg åer 12 sec on hit: Dot ticks have 5% chance to instantly kill enemies with <25% Health Both enchants are meh but this synergizes with on kill effects. Weapon Modal + Barbarians Brute Force + Mig/Con affliction can give Barbarians VERY high crit chance. A-tier for Brute force Barb C - Tier for others. ​ ​ B - Tier. Suboptimal stats but still good. Sanguine Great Sword (Great Sword) Blood Gift: +5 health restored per 3s for 6s on crits. 10% hit to crit. 20% of Misses converted to Grazes. Prepare the offering: -15 Deflection vs melee, -2 slash AR for 20s (1/encounter). Decent sustain and dmg buffs Lord Darryn's Voulge (Pollaxe) Bolting Strikes: 10% Chance on Hit with weapons to activate Lightning Strikes. Static Thunder: On Hit, applies a stacking effect to an enemy. On Crit, all enemies in an AoE will lose all stacks and take +10 Shock damage for every stack. Minor Spellbind: Ball Lightning: Grants Ball Lightning (Druid spell) (1 per rest). Soulbound only upgrading to Superb holds it back. Can get +3 Storm Power levels making it a very strong stat stick for Fury (Druid). C - Tier. Weak stats. Effort (Great Sword) Critical Hits can Hobble or Sicken enemies for 10 sec. Immune to Resolve afflictions while under 25% health, cannot be interrupted, Couragous(Rank 3 Resolve Inspiration). Ok debuffs and defense. Wicked Beast (Pike) 10% chance to deal pierce dmg to self or ally on attack. Hounding: Chance to inflict hobbled knockdown, raw dmg for 12s, or -25% action speed on target on crit. 5% dmg with melee wep, +4 deflection vs melee weps. Cry Havoc: Foe Aoe 20-30 dmg, 3m push, Frighten for 15s (1/rest). Decent debuffs and dmg, strong 1/rest active. Can instead be upgraded to +2 Beast PLs but that doesn't seem useful. D - Tier. Terrible stats or too conditional Queen's Rule (Great Sword) Checkmate: Swap position with enemy. Stunned for 8 sec, Full attack (2/rest). Even if Check mate was 2 per encounter it would still be meh. Street Sweeper (Quarterstaff) 15% chance to confuse on hit. -10s duration of hostile effects, -5s duration of benefitial effects on hit. Might be better then i give it credit for. Getting rid of debuffs is nice but thats about it. Distraho (Great Sword) Chance to Shaken AoE on crit. Red Tear: +35 (1/rest). Weak heal and shaken is one of the weakest afflictions in the game. Lance of the Midwood Stag (Pike) On bloodied Casts: Woodskin (+5 Pierce/Burn/Shock AR for 15s (1.5m AoE) and Lord of the Forest: +2 All PLs. Would be S - Tier stat stick if Lord of the Forest didn't require bloodied.
  22. This list is based on my personal opinion and I haven't tested them all. Quite possible I haven't taken into account all possible synergies so some might be undervalued. A lot of them will be weaker if they are used with a class that doesn't synergize with their effects. All values are ingame values. The wiki is outdated since the 1.2 nerfs. Some of the lower rated weapons can be exceptionally strong in very rare scenarios (for instance vs spirits) but I am mostly rating them for their general usefulness. To clarify, Weapons are listed randomly within any Tier. Might change that at some point but it will require some work. I am also comparing weapons at max enchants. I haven't taken into account that some weapons will be very useful early on in the game if they start out with high weapon quality, forgoing the need to upgrade them. I will update this list with Beast of Winter Weapons when I have the time. Channel Links: Twitch Channel Youtube Channel Donate via Streamlabs Steam Guide Reddit Discussion S - Tier: Best in Slot. Usually has very good build/class synergies Pukestabber (Dagger) - 20% action speed and 20% dmg with dagger attacks while Drunk. Combined with the ring Drunkard's Regret which makes you immune to hangover this is an exceptionally strong dagger. (see u/teesinz Mirke guide) Does start to lose out a lot of bonuses when your party has access to "Incredible Food" over Alcohol. If you want tankiness over damage its possible to grab the Numb enchant (-10% melee dmg recvieced) and combine it with Arrack (-15% dmg recieved). Magran's Favor (Battle Axe) - 2 All Fire Power Levels and can get either heal or dmg on melee kills/attacks. Exceptionally strong as a stat stick for an Evocation Wizard or Priest of Magran. Can also make some melee builds around it with for instance Paladins (Flames of Devotion) Kapana Taga (Club) Deals best of Crush or Slash dmg. +1 Engagement slot and Melee dmg/Accuracy for each Engaged Target. Pretty bonkers in combination with Reckless Brigandine for a tank. Rannig's Wrath (Rapier) - 10% action speed, +4 melee accuracy. 10% dmg vs Flanked. +1 Penetration for 5 sec on crit. The other optional enchants are also extremly good but more situational. +20 accuracy weapon modal. Only downside is single damage type. Sasha's Singing Scimitar (Sabre) 2% stacking action speed Aura for each held chanter phrase. Empowering an Invocation fills Chanter's Phrase Count to Max. Exceptionally strong on a Devoted/Skald or melee Troubadour. Stalker's Patience (Spear) - +10% Damage to Flanked targets (increases with Stealth skill), Hits with this weapon cause 15% Damage as Raw Damage over time. 20% chance to recover immediately on Crit. Still an exceptionally strong wep after 1.2 nerfs. Modwyr (Sword) 20% damage dealt as burn when above 50% health and and +20% damage dealt as freeze when below 50% health. 2% action speed on hit (stacks 10 times) Immunity to Intellect Afflictions. Bottom's Up 1/encounter: Primary Attack. Stun, +25% dmg dealt as Crush/Shock. Can be upgraded to Legendary after beeing released from previous owner. Animancer's Energy Blade (Sabre) - Deals Raw Damage and attacks more quickly than a standard blade. Deals less damage then other sabres but raw damage doesn't get mitigated by armor. Weapon modal is useless. Did some very rough math. Against targets that has normal penetration The dps should be a tiny bit lower then a standard legendary sabre. Since it deals Raw damage it Will be God - Tier against targets who would normally be severely under penned (-75%), easily S - Tier against moderatly underpenned (-50%), A - Tier against Slight under pen (-25%), E - Tier against Normal penetration. (Gets outperformed by a non unique legendary saber), and obviously even worse against overpen (+30%). Keep it as a backup weapon for moderate/severe underpen situations. Xoti's Sickle (Hatchet) 5% dmg when scoring kill (stacks 4 times), 15% action speed for 10 sec when near slain enemy. Both effects scales with Religion. Pre 1.2 Nerfs you could probably have made a build around it but now investion max in religion is just enough to make it a viable weapon not OP. Did some testing and at 20 religion each kill increases the damage by roughtly 15% and the action speed after killing a target is 25%. Plus I didnt notice it had dual damage types. Incredible on any class that scores kills easily like Rogue with finishing blow or Barbarians with bloody slaughter. Obviously very weak if there are very few mobs in the encounter. If you like my guides subscribe to me on Youtube or Follow me on Twitch. A - Tier: Very Strong but usually lacks the little extra to bring it to S-tier Lovers Embrace (Dagger)- 8 Raw dmg per 6 sec on stealth attacks plus 33% chance to get Frenzy when critting a male target (or female but im guessing there are fewer females in the game) Really strong on a single class rogue that can access a lot of the lategame stealth abilities. Move up a tier if used with Pukestabber. Not very good if you have easy access to tier 1 Might/Con Inspiration. Sun and Moon (Flail) - +2 Fire Power level during day +2 Frost Power during Night. Would be a S - Tier stat stick if the buffs applied for the entire day. If you can bother to rest so you only fight during the day it is an S-tier stat stick on Evocation Wizard. Golden Sun (Eothas) enchant 25% Burn damage from weapon returns Health. Haven't checked but if it applies from the Burn damage from for instance Flames of Devotion then it's S-tier. Aldris Blade of Capain Crow (Sabre). 10% hit to crit. +10 shock damage on crit. +8 health on crit. 15% dmg as shock. +2 Pen weapon modal. Decent defensive option for crit based dps frontliner Kahua Hozi (Spear) - Best of Pierce/Slash damage. 10% action speed. 15% damage. +25 defense against disengagement attacks. +1 engage weapon modal. Dual damage types make this a very strong alternative for a dps frontline. Rust's Poignard (Stiletto) - Bring Low: 30% chance to knock target prone and lower defense by -10 for 6 sec on crit. 35% dmg to targets affected by Bring Low. 3 Raw dmg per 3s for 9s on hit vs flanked. 3% action speed against flanked on hit (stacks 5 times). +2 pen weapon modal. Single damage type and combat mechanics favoring slower weapons keeps it out of S-tier. Probably Low Tier A/High Tier B. Griffin's Blade (Sword) Steadfast AoE when wearer is bloodied. 50% chance to Daze target and nearby enemies on crit. +10% dmg with Spells, +5 Will makes it a very competitive stat stick for a dps caster. Alternatively go for 10% action speed, +5 Reflex if going melee. Watcher's Blade (Sword) . 15% dmg as Raw. Due to how lash and Raw mechanics work this is extremly effective against a heavy armor target that you are under penetrating. Weaker against targets you overpenetrate, so have other weapons to swap to when needed. St. Drogga's Skull (Sabre) - 20% damage as burn. 20% chance to do AoE burn damage. Not exactly sure how the damage is rolled for the AoE burn proc but after some testing it seems rather strong. This weapon might be S - Tier depending on how that proc is calculated but it is A - Tier at the very least. Scordeo's Edge (Sabre) - Bit hesitant to rate this because I don't know how good the melee/range Scordeo's Edge/trophy swapping synergy would play out. You can enchant it in to pure melee weapon making it C-tier. Possibly better when going One-handed style but doubt it. - 5% chance to ignore recovery for 5 sec on hit. Buff duration does scale with int but procc is too RNG to be consistent (statistically its 1/20 attacks). +2 Accuracy with all weapons for 30s on scoring Hit (stacks 10 times). Apparently you can get multiple stacks if used in combination with AoE effects, making it a lot easier to stack then my initial assessment. Squid's Grasp (Rapier) Cannot be Flanked. +20% Action Speed when threatened by 3 or more enemies. If defeated within 10 seconds of using Squid's Escape, revive and become Invisible. +20 Accuracy Weapon modal. Decent defensive option for dps frontliner. Very useful in solo play, bit less useful in party play. Acolyte's Frostbite (Hatchet) Concentration + AoE frost cone when crit when no allies around. 10% chance to paralyze on crit. 15% dmg as Freeze. Depending on how near the allies have to be for the buff to proc you might have to use it on sole frontliner making it very unflexible. Very useful for solo play. Less useful for party play. Glacierbane (War Hammer) Serrated: +10% Damage as Raw. +1 Pen after taking Freeze dmg (3 stacks). Quite useful during BoW content since the mobs have a lot of freeze damage, but not that useful outside of it. You can gain the stacks from friendly fire, which means you could potentially proc it yourself. It starts at Superb so you could potentially just pick up the Penetration enchant, use it for BoW content and forgo upgrading it to legendary. Frostfall (Mace, stat stick) - Forged in Ice: Deals best of Crush/Freeze. Blessed by the void: 25% chance to apply Tier 1 Affliction to a nearby target when hit by an affliction. Encroaching Frost: Critical Hits have a 10% chance to freeze the enemy for 4s. Dispersed Suffering: On kill, the duration of Hostile Status Effects on nearby enemies are increased by 20%. Weapon is discussed in this thread. This weapon is really hard to rate. Both Encroaching Frost and Dispersed suffering proccs on spells, making it a potentially powerful stat stick. Atm it seems to be bugged and Status effects are increased by 50% instead of 20% (Patch 2.0). Best used on a spellcaster with a party that applies a lot of status effects on the enemies. Needs more testing after it is bug fixed to determine its true value. ​ ​ ​ ​ B - Tier: Mostly good proccs or good stats. Not enough build/class synergy to bring it higher. Marux Amanth (Dagger) - 10% Chance to deal Burn AoE on Hit, Quick to Slaughter +2 Penetration for a duration per combat at the start of the encounter, Grants Worthy Sacrifice. I haven't tested it myself but soulbound not beeing upgraded to legendary hurts a lot. Move up a tier if used with Pukestabber. Endre's Flog of Obedience (Flail) - 10% chance to apply Frightened on hit, +2 Pen against Mind affliction targets. Decent on a melee Cipher to lower Will. Sungrazer (Flail) - 10% chance to recover instantly on Hit, 2 sec Stun on hit, 25% dmg as burn and -1 Crush Armor Rating on Critical Hit. Decent for a Crit oriented build. Bardatto's Luxury (Mace) - 10% chance to Sicken target for 10 sec on hit, 10% chance Fit for 10 sec on self on scoring hit. Immunity to Con afflictions when above 50%. -1 armor for 10 sec weapon modal- Fairly decent for a tank Beza's Toothed Blade (Sabre) - 2 Armour Rating for 30s on Critical Hit. Can help setup overpen for your entire party Min's Fortune (Sabre) Stacking +2% Crit chance on Hit (stacks 50 times and resets on Crit). +15% crit dmg. Fairly good on a high crit build. Single damage type keeps it from beeing A-tier on Devoted. Tarn's Respite (Sabre) +1 Penetration, +15% Damage as Freeze, -1 target Deflection for 60 sec on Hit (stacks 10 times). Takes too long to stack deflection debuff for it to be rated higher. Mohora Tanga (Spear) - +1 Pen, 5% melee dmg (increases with Survival Skill) 5 raw bleed per 3s for 9s on crit, plus decent 1/rest active. Was very strong pre 1.2 now just decent. Duskfall (Sword) - +1 pen when attacking same target as ally, 10% action speed, 10% crit dmg or 25% misses to grazes (high acc favors crit, low acc miss to graze). 15 acc, 10% dmg to first attack made in combat. Decent weapon for Soul Blades to try to get a crit so they can dump focus into Soul Annilation, or for Assassin's to increase their burst from stealth. Last Word - (Warhammer) +1 Enemies Engaged. 5% weapon dmg per engaged enemy. Target cannot use active abilities for 3 sec on crit. Good Synergy with Reckless Brigandine C - Tier: Decent Weapons. Usually Suboptimal stat/procs or poor synergy Shattered Vengeance (Club) 33% chance to apply a stacking curse on the target, increasing their damage received by 5%. Assuming it stacks forever It's probably decent in boss fights but for the most part pretty meh. Ball and Chain (Flail) Knockdown target on crit, 10% chance to recover immediately when crit and free self/allies from dex/ might affliction (once per encounter) Decent 1h for tanks just much better alternatives. Skullcrusher (Flail) 10% chance to Daze for 10 sec and Prone on Hit. Empowered abilities apply Injury on target. Decent on tanks. Assuming the Injury applies on bosses it can be very powerful in those instances. Gladiator Sword (Sword) - 10% melee dmg, +5 deflection when worn with a shield. +1 Pen. Ok for a 1h/shield tank but rather have increased defenses since tanks doesn't really deal much damage anyways. Good on certain 1h& shield dps builds like my Barbarian/Hellwalker. Resounding Call (Warhammer) - 50% chance to cast random mind affliction for 8 sec on crit. Bell Ringer 2/rest (upgraded version of Rogue Strike the bell) Mind affliction can be Rank 1-3 so its a pretty decent debuff. If resting between every fight this can be considered atleast A-tier at low levels when you dont have many Ability Uses since Bell Ringer is a fairly strong active ability. D - Tier: Too Conditional (only good against specific enemy types) Can be A-tier against that specific type though. Magistrate's Cudgel (Mace) - 3 sec stun on crit. Random Tier 1 inspiration when afflicted. Low lvl Kith instakilled on crits. Pretty useless if played on upscaling bump up a tier otherwise. Soulbound not getting legendary makes this fairly bad. Grave Calling (Sabre) - +2% Freeze damage for 60.0 sec on Hit (stacks 15 times). Takes way too long to stack up to be very useful. 15 accuracy against Vessles makes it good vs them. There is also some strong chanter synergy where you can summon creatures and kill them off with the weapons alternative enchant, to create infinite adds. Example build here. Azure Blade (Stiletto) - +15 Accuracy when 3 or more allies are within 2 m. Very unreliable and have to build a frontline heavy team just to make it work Hel Beckoning (Sword) - Stacking corrode dot and accuracy vs Spirits. Veil Piercing means it's extremly strong vs spirits. There is also some strong chanter synergy where you can summon creatures and kill them off with the weapons alternative enchant, to create infinite adds. Example build here. Whispers of Yenwood (Sword) - 25% miss to graze, 10% hit to crit. +20% Damage against Spirits, +15 Accuracy against Spirits. Very strong vs spirits Not very good otherwise. E - Tier: Just no. Pretty Sure Matakau/St. Drogga's Skull aren't real uniques since they are preorder bonuses. Matakau (Battle Axe) +1 Penetration against Vessel targets. Not even that great against Vessels. Vion-ceth (Hatchet) +20% Melee Damage to Plant targets and targets with Plant status effect. C-tier in combination with a Druid/Ranger to set it up for you. Useless without. ​ Edit: Moved Scordeo's Edge into Tier A. Wasn't aware that AoE abilities could give multiple stacks. Moved Squid's Grasp and Acolyte's Frostbite into Tier A to reflect that they are stronger for solo play then party play.
  23. Overview: To get the most up to date stats (Patch 2.0) i've used a mix of the Official wiki, Fexxtra's Wiki, and ingame stats. There are certain item synergies I haven't taken account for like the rangers Gunner Passive (20% faster reload), Sharpshooter's garb -20% Reload Time with Arbalest / Arquebus / Crossbow attacks or Blunderbuss weapon modal giving flanked making it must have for Ranged Streetfighter. These types of weapons will be even stronger relatively speaking with these synergies. Eccea Arcane Blaster Pistol is similar to Animancer's Energy Blade that its OP vs moderate/extreme underpenetration but terrible vs normal/overpen targets. Some of the lower rated weapons can be exceptionally strong in very rare scenarios (for instance vs spirits) but I am mostly rating them for their general usefulness. Weapons are listed randomly within any Tier. Might change that at some point but it will require some work. I am also comparing weapons at max enchants. I haven't taken into account that some weapons will be very useful early on in the game if they start out with high weapon quality, forgoing the need to upgrade them. Channel Links: Twitch Channel Youtube Channel Steam Guide Reddit Discussion Donate via Streamlabs God - Tier The Red Hand (Arquebus) - Double Barrel: Fires two shots before reloading, but has a reduced range. Guilty Conscience 2% Damage dealt and received on Kill until Rest (Stacks 20 times). Twin Slugs Knockback target within 4m on scoring Hit. Hands down the most broken item in the game right now. Double Barrel effect is almost doubling your dps by itself and Guilty Conscience stacks up to 40% dmg taken/recived. Very easy to get (12 lock difficulty chest in delvers row) Guilty Conscience buff works for other weapons, so it's possible to stack it up and then swap to another weapon (does reset on rest though). S - Tier Dragon's Dowry (Arquebus) - Runelock upgrade: 15% chance for wielder to suffer 15 Burn Damage on launching attack, +30% Damage as Burn. 1 per rest ability: +40 Action Speed for 20 sec, 5 Burn Damage for wielder per 3 sec for 25 sec. 30% Lash dmg and a very powerful active puts this solidly into tier S. Does make you deal dmg to yourself so use with care. Xefa's Empirical Explication (Blunderbuss) - Multi-Shot: Fires multiple projectiles Transmogrified Shot: +15% Damage as Raw Matter Repulsion: Target knocked back on Crit. +1 Penetration, 15% damage as Slash. -25% Range, +15% Damage. Massive dmg buffs and knockback on crit makes it one of the best ranged 1hs in the game Eccea Arcane Blaster Pistol (Pistol) - deals Raw Damage, Imbued Ammunation deals additional Crush/Corrode Damage & +35% Reload. Bullet Time: 10% chance to reload instantly for a short time. Raw dmg means it is increasingly strong against targets that you would normally underpenetrate (- 25/50/75% dmg) but weak with normal/overpenetration attacks. (Lower dps then a non-unique). Keep it as a backup vs heavily armored targets. The Eye of Wael (Scepter, Caster stat stick) - Obfuscation 10% chance to become Invisible for 8s on scoring Critical Hit. The Hundred Visions +2 all Illusions Power levels Illusive Spell: 5% chance to cast random Illusion spell on target on scoring Hit. 10% chance to cast random affliction on target on crit. Form Phantasmic: Cast random defensive illusion spell when bloodied. Really strong on Illusion Mages. Decent on Illusion Priest/Ranged Trickster Frostseeker (Warbow) - Garland's Tears: Fires multiple projectiles at slightly reduced damage +10% Damage as Freeze. Garland's Rake: Freeze/Slash Damage AoE at target location on scoring Crit. Garland's Breath Deals 15-30 Freeze damage and paralyzes enemies for 8 second in a cone area. Extremly good dps stats. The on use is abit clunky to use since it requires you to flank if you want to hit multiple enemies without hitting your own guys. Watershaper's Focus (Rod, Caster Stat stick) - +3 water PLs, +3 Frost PLs, 15% chance to cash Crush dmg AoE on hit. Very Strong of Frost/Wind Wizard or Druid. S-Tier Stat Stick if you build around it. Watershaper's Focus (Rod, Ranged auto attack) - +3 water PLs, +3 Frost PLs, 15% chance to cash Crush dmg AoE on hit. Some pretty wierd mechanics with Ondra's Wrath enchant. Can proc multiple instances of Ondra's Wrath against targets that are bunched up very close together. Combined with effects like Driving Flight and Twinned Shot from Ranger means you can get some absurd bouncing effects getting in the ballpark of 25 full weapon attacks vs 8 clustered up opponents. Seems really strong for solo play where this effect is easier to reproduce, but less useful (but still strong) for party play. Kitchen Stove (Blunderbuss) - Hurried -25% reload time. Everything and Anything +5% Damage as Slash, +5% Damage as Crush. Wild Barrage(2/rest): -20% reload time, Ranged Attacks bounce 2 times, 10% dmg for 15 sec. 10% Combined Lash, reduced reload time and a very strong active. Multi shot proccs on hit effects in AoE (for instance Stunning Surge from Monks). A - Tier Spearcaster (Arbalest) - Forceful Impact: 50% chance to Knockback and Daze target on Hit Elemental Bolts +5 Ranged Accuracy (Increases with Arcana skill, 0,5 Accuracy/point), +3% Damage as Burn, +3% Damage as Corrode, +3% Damage as Freeze, +3% Damage as Shock. Pinning 20% chance to Immobilize target on scoring Hit. Combined 12% lash effect and additional accuracy with arcana skill gives this crossbow very high dps. You have to invest heavily into arcana to make it worthwhile forgoing other useful active skills like athleticism, so if you are not planning on making the wielder a scroll user it is probably not worth picking. The Eye of Wael Obfuscation (Scepter, Martial) - 10% chance to become Invisible for 8s on scoring Critical Hit. Illusive Spell: 5% chance to cast random Illusion spell on target on scoring Hit. 10% chance to cast random affliction on target on crit. Form Phantasmic: Cast random defensive illusion spell when bloodied. A Whale of a Wand (Wand, Caster stat stick) - Beasts Imagined: Hits with this weapon have an 5% chance to cast Form of the Helpless Beast on their target Sea Stories: Spell Hits have a 5% chance to Charm targets. Fantastic Friends Summons a pair of drakes to fight for the caster. Tall Tales 5% chance to cast Arkemyr's Dazzling Lights on target. Useful stat stick for casters. Sea Stories proc is very nice with AoE spells. Ok proccs and a very strong active summon ability. Fleetbreaker (Arbalest) - +8 accuracy. 30% miss to graze. Can be enchanted with either +4 accuracy, +1 pen, 10% dmg against targets 8 or more meters away or +8 accuracy, +2 pen, 20% dmg against targets 4m or closer. The 4m or closer is probably strongest since in a lot of fights (except for some bossfights with massive aoe) you want to keep your party close to hit with AoE heals/buffs. Probably B/C-Tier if going with the 4m or further away enchant Fire in the Hole (Blunderbuss) - Basic attacks deal best of Pierce or Slash Damage in small Radius- Ranged attacks bounce +1 times, -15% damage, +15% reload time. Ranged attack bouncing is very strong but has pretty strong penalty to make up for that. Multi shot proccs on hit effects in AoE (for instance Stunning Surge from Monks). Scordeo's Trophy (Pistol) - Obliterating Crit +25% Crit damage. Opening Barrage Scoring Hits with this weapon grants a stacking -5 Recovery time for 30.0 sec. I think going for the melee/ranged synergy for the alternative enchants is too much of a hassle and not powerful enough. The reduced recovery time stacks infinitely but the stacks fall off one at a time when their 30 sec are up. I havent done much testing but its possible that you can make a very good one handed style ranged build with this weapon. Apparently you can get multiple stacks from AoE effects. This means the weapon by itself much stronger, and the synergy between the ranged/melee weapon is also stronger. Might be deserving of Tier S. Essence Interrupter (Hunting bow) - Experimental Souls: Critical Hits with this weapon transfer experimental soul energy into the target, morphing them into a sentient creature when the target dies. Soul Diplomacy Modifies Experimental Souls effect: now creatures are always allies. Charged Copper: Deals Best of Pierce/Shock. Either +5% Damage as Shock or 5% as Burn(Increases with Metaphysics). After some quick testing the proc seems very terrible. The summons lasts for about 20 seconds. It can proc pets (maybe they give you pet buffs?, but they don't do anything in combat), young boars or some lower lvl mobs. I only tried it in the tavern The Hole, so the spawns might scale with enemy levels making it stronger. The summons scales with creature level making the summon effect very powerful. B - Tier Blightheart (Arquebus) - Living Wood: 20% chance to cast Corrode Damage cone AoE from self and Hobble target on attack. Additional effects based on Class/soulbound level. Soulbound only upgrading to superb holds it back. Very useful early game because you can get it early and its easy to get max soulbound level. Aamiina's Legacy (Hunting Bow) - 15% dmg as crush, 5% dmg as slash. Grants Precision Impact (5% chance to daze, 10% if wielder is dwarf). Grants Warning of Blue Water (1/rest). AoE Resolute/Shaken(Rank 2/1 Inspiration/Affliction). 20% Lash dmg makes it a decent choice for dps. Hand Mortar - Deals best of Slash and Pierce in small AoE. Point Blank +20% Ranged Damage at ranges below 2.5. The damage is addative not multiplicative making it not that strong of an effect. Can make it work on a ranged rogue with Backstab passive but otherwise not very good. Multi Shot effect proccs on hit effect in AoE (like Stunning Surge for Monks). C - Tier Thundercrack Pistol (Pistol) - Veil Piercing (50% dmg vs spirits), 15% dmg as Shock, Paralyze target for 2s on crit, Storm Rune Shot (1/rest) Pulsing AoE shock dmg. Very strong vs spirits. 15% Lash makes it ok. Current's Rush (Scepter, Beast of Winter)- 1% hit to crit every 1s (resets on crit), 20% chance to AoE crush/Immobilize on crit. +10% crit dmg. Havent tested but unless the AoE is absolutely massive this scepter doesn't seem that useful. You even get it so late in the game (Beast of Winter) that you should have picked up multiple strong options before then. Veilpiercer (Warbow) - 10% dmg as Raw, Veil Piercing (bonus dmg vs spirits),15 accuracy vs spirits. 50% chance to recover immidietaly on crit. -10% duration of beneficial effecs on hit. Grants Purging Volley (1/rest) Removes all hostile and beneficial effects in an AoE. 10% dmg as Raw and 50% chance to recover immediately on crit is decent for dmg. Veil Piercing makes it great vs spirits. Saint Omaku's Mercy (Warbow) - -10% action speed, 5% dmg (Increases with survival skill, 0,5% per point), +1 pen. Resotre +10 health to nearby allies on Kill (Increases with Religion). 50% chance to recover immediatly on crit. Saints Grace (10m Aura). +15% action speed (increases as wielder loses health, Scales UP to 15%, starts at 0%). At 20 survival its only 15% dmg. 50% chance to recover immediately on crit is nice. Action speed as wearer loses health is pretty meh since it seems to be inversely proportional to the health you have (so 15% action speed at 0 health, 0% at max health) D - Tier Three Bells Through (Arquebus) - Unstoppable Shot: Reduced base Damage (Only 50%), Attacks in a line (mxximum 3 targets), +1 Penetration. 10% dmg. Attacks interrupt on crit. Reduced base dmg makes it terrible for single target dps and attacking 3 targets in a line is awkward. Cone is very small. Amira's Wing (Rod) - +15 defenses vs wind attacks, +1 Wind PL. 5% chance to interrupt and prone on hit. Grants Hylean Squall (1/rest,) AoE crush, -65% stride for 10s, 4m push. Grants Wilting Wind (1/rest, PL 8 Wizard spell!) AoE raw dmg, Weakend for 12s. The weapon itself is pretty terrible but beeing able to cast Wilting Wind (1/rest) is very nice. Rod of the Deep Hunter (Rod) - -1 Deflection & +3% recovery time for 45s on hit (stacks, doesnt include grazes). Grants Crashing Surf (1/rest) AoE Crush and knock prone. Requires to flank to not hit allies. The proc takes way too long to stack up and would only be useful against bosses. Amaliorra (Scepter) - +10 accuracy vs vessels. Frighten attack on Kith/Wilder on crit. Grants Claim the Husk (1/rest) Dominates a Vessel. Pretty terrible unless fighting Vessels. Keybreaker Scepter (Scepter) - +10 defenses except for deflection for 30s on scoring kill with keybreaker. Frighten Kith on crit. Misotheist (5m Aura) 20% chance to Reflect Punishment/Condemnation attacks. Pretty weak. Edit: Moved Kitchen Stove into tier S, Fire in the Hole to Tier A and Hand Mortar into Tier B after learning that Multi Shot effect proccs on hit effect in AoE (like Stunning Surge for Monks). Moved Essence Interrupter into Tier A, due to the summon effect beeing way more powerful then my initial assessment. Added Watershaper's Focus alternative usage (Ranged dps) as a different classification.
  24. Gonna be streaming Magran's Fires Berath & Magran's Challenges. I will usually stream between 3pm - 11 pm CEST. The challenges are: Berath's Challenge: Any party member Knocked Out for 6 seconds is Killed Cannot flee from combat Magran's Challenge: The game cannot be paused The game time cannot be slowed In addition the challenges force you to go PoTD & Upscaling. Party Composition: Devoted/Skald Bleak Walker/Streetfighter Priest of Eothas Evoker Wizard Devoted/Assassin Playthrough will be uploaded to my youtube channel once I'm done. Eventually I will make Build Guides for my each individual party member. Channel links: Twitch Channel Youtube Channel Donate via Streamlabs
  25. The reason for 2h is for the weapon Wahai Poragas synergy with fighters Mob Stance and Soul Annhilation. Everytime you kill a target you proc an instant attack. With Wahai Poraga this will be an aoe attack which will give you enough focus to instakill another target with Soul Annihalation. Reason I didn't pick Recall Agony is because all focus goes into Soul Annihalation for instant kills. The 1st level spell doesn't really matter for this build since you will never really use it.
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