Haplok
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Rapier has +5 ACC as standard (passive) and +20 ACC modal (active so doesn't stack with many active buffs; still 20 is a lot and trumps most other bonuses). Ranning's Wrath adds +4 ACC (passive) on top of that. Arquebus also has +20 ACC modal (particularly good in Turn Based). Although passive -5 ACC. Scordeo's Edge saber is notorious not only because of Blade Cascade (which is kinda poor in Turn Based), but also for its stacking ACC bonus each hit, up to +20. Blade of the Endless Paths estoc, as AndreaColombo mentioned, stacks +1 ACC every 6s, up to +10. I can also be enchanted to debuff enemy Deflection by 4 per crit, up to -20. Eager Blade estoc stacks +2 ACC per crit, up to +8. Azure Blade stilletto can provide +10-15 ACC if bunched close together with allies. Magistrate's Cudgel mace marks enemies and provides +10 ACC vs them. Spearcaster Arbalest has +5 ACC bonus, scales with Arcana. Fleetbreaker x-bow has +8 ACC bonus. Tarn's Respite saber debuffs enemy Deflection with each hit, up to -10. Pikes have -10 Deflection modal. Spears, Clubs and Hunting Bows also have +5 (passive) ACC. Rod of the Deep Hunter debuffs enemy Deflection by -1 per hit. Grave Calling saber has a racial +15 ACC bonus vs Vessels. Amaliorra scepter has +10 ACC vs Vessels. Dire Talon saber has the specific +10 ACC vs beasts bonus. Hel Beckoning Sword has the specific +15 ACC bonus vs spirits (+Veil piercing). Whispers of Yenwood also has +15 ACC vs Spirits.
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Well, sorta, provided that they can crit a lot and trigger Swift Flurry (/Hearbeat Drumming) chains. So when they stack Accuracy (rapier with modal is really good for this) and/or target enemies with low Deflection (they are absolute beasts vs enemy casters, usually). IMO rogues are a little more consistent in general.
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Speed is mostly irrelevant for Turn Based, though. But I strongly agree with the earlier points: Fighter certainly isn't needed: neither for Accuracy, nor for Devoted Penetration. Rogues tend to bring a way higher damage boost to the table (their base skill, Crippling Strike, comes with a Pen boost too, many abilities come with a +10 Accuracy boost, Confounding Blind can be crippling enemy Deflection-wise). On the other hand, Fighters and Paladins are masters of survivability, of course.
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I think that'd work. Although IF I decide to dilute the monk goodness and sacrifice the OP high Tier abilities, I'll probably do it with a heavy-hitter class (like a rogue) to give it more oomhp. That's why I liked Frykas' Shadowdrugon. The offhand rapier is certainly a good choice for the Accuracy boost and Swift Flurry triggers. For more difficult fights can switch to Tuotilo's Palm. I haven't tried playing my variant in turn-based though. Not sure how fast you can effectively spam the Forbidden Fist there or how long it takes to hostile effects to expire (minimum one round though, I guess). I've only played Turn Based once. It was kinda neat with a bloodmage assassin main. But at the same time I've decided that I wouldn't want to play this mode with anything else then a caster. The action economy really sucks for martial characters who can't damage enemies passively off-turn (riposte/retaliation builds work well, at least with the CP).
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Well, good news is there are quite many ways. Best is probably morningstar modal (-25). Monk has Enervating Blows and... yes, Stunning Surge (graze will simply have a shorter effect). In any case Stunning Blows/Surge is different from Clear Out/Mule Kick in that the attack roll works as usual and still targets Deflection (or Reflex if using mortars) and you only test Fortitude for the CC effect. Forbidden Fist also has its... titular ability (which trumps Enervating Blows, so probably not worth it to pick them on a FF). Different classes have different abilities. Barbarian has some abilities that aoe Daze. Cipher has early Secret Horrors, later Borrowed Instinct and finally Mind Plague. As I understand, Chanter has some neat ones, that can be applied semi-passively. A traditional monk does want to get hit a bit (in a controlled manner). But a tanky build suits a Forbidden Fist well (there exists synergy with high Resolve stat, which a FF wants to max in order to reduce hostile effect durations, gain wounds and heal and to be able to spam FF more).
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Sure, its modifications are universal and not targeted at any specific play mode.
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Yeah, you may need the Community Patch to riposte effectively. I do use the CP and Eder swashbuckler with Tuotilo's Palm (use modal to get +15 attack after miss, also the enchant that provides another retaliation chance) + Magran's Favor (again, use the most brutal modals, as recovery time is no longer important) or a scimitar was VERY effective at Ripostes. Think he also was wearing Gipon Prudensco, that can provide a lot of extra Deflection and Reflex too. And he's not even a Trickster, so I imagine an optimized character can be much better.
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Personally I don't think its possible to make a fast killing melee in Turn Based. Closest to this would be - monk or shadowdancer boasting Swift Flurry (eventually Heartbeat Drumming) with very high Accuracy and crit frquency to cause Swift Flurry crit/proc chains, - riposte tank who jumps into the middle of enemy ranks, dodges enemy attacks and makes multiple retaliations per round. Some rogue multiclass, perhaps a Trickster swashbuckler. Otherwise a single/dual attack per round really won't cut it and will be nowhere near what the casters can accomplish in the same round.
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Escape is a fantastic mobility tool. Also a Free Action in Turn based. Plus it temporarily gives you a +50 Deflection bonus. For my Streetfighter multiclass one of its main uses was teleporting into the middle of enemy ranks, to get surrounded and get Flanking and maybe also Blooded bonuses (needs Unbending to be done rather safely; of course Barring the Death's Door would also work). Trickster would be a good alternative I guess, particularly for the Turn Based mode (illusion buffs are Free Actions I believe). Then again, it was largely about killing enemies rapidly with Streetfighter speed - which cannot be done in Turn Based. One strike per round is kinda... really unimpressive. A character almost needs strong aoe/spells to be effective in this mode. OR... a Riposte Swashbuckler works really well (but I think you need the Community Patch so that also Grazes can trigger Ripostes). Greatswords? I've found them rather meh. Engoliero de Espirs is awesome and Eager Blade very good and available early. Plus with Greatswords you'd no longer qualify for Overpenetration damage bonus often. Fighting the likes of golems with high AR would be a pain (unless you switch to a blunt...). YMMV. With very high Penetration, the issue of Piercing immunity is hardly a problem. A few high tier Skeletons and a few Lurkers require weapon switching/switching to a fist. The rest of the enemies do not pose a problem.
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