Haplok
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Or well, a lazy copypasta job Will fix it, thank you
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Yeah, I love Slicken too. Use it on some trolls or ogres and enjoy the show! But the effect depends on enemy Reflex saves at least. Enemies with high Reflex and Adept Evasion are almost immune for example. Chill Fog eventually works even on high Fort enemies and the effect persists over 20 seconds even after the spell has ended (if it's applied in late ticks - on a hit or crit with decent Int).
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Hm, Mule Kick actually attacks Fortitude also with the damage portion of the attack, so it's weaker vs many enemies. On the other hand, it's good vs squishies you want to interrupt the most and, with +10 Accuracy and the Interrupt on Graze, is still functional vs high-ish Fort enemies. Well, it makes sense to leave it at Knockdown when you want the interrupt or vs low Fort enemies and also pick Penetrating Strike vs Tough Guys. On the other hand, Crippling Strike is generally even better and usually you can spam it more, as the Fighter resource pool has more resource intensive spenders (Unbending, Vigorous/Refreshing Defence, Disciplined Strikes + potentially Charge & Clear Out). With the Guile pool you can freely use for active damage ability spam. So perhaps it still makes sense to stick to Mule Kick and only use it for Interrupt purposes, while damage boosts mostly come from Crippling Strike / Finishing Blow.
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Well, if you have a Streetfighter, you may actually prefer the base, "party unfriendly" version. It'll continuously reapply Flanked status, which will trigger Streetfighter bonuses. You pay with -15 Accuracy (5 point Perception debuff, 10 Accuracy penalty), reduced speed (still it's a net speed gain with the Streetfighter bonus!) and -10 Reflex. And with the Defiant Apparel Hat you can downgrade Blind to Disoriented and remove the 10 Accuracy penalty. Can't use Perception Inspirations then, so it's not so great for Swashbucklers - Fighter/Streetfighter multiclasses, who really benefit from Intuitive.
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Sadly it does not. And after a little testing I think Mob Stance might not be worth it, particularly in party play. You really have to be surrounded for a tangible benefit. It appears they need to target you as well. Up to 4 enemies targeting you in melee, Armored Grace is always better in medium armor. Also with each enemy gone/changing targets, the effect diminishes.
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Estoc modal also provides +2 PEN (at -15 Deflection, which Fighters can freely tank). I never turn it off. Devoted another +2. And Estoc has the highest Penetration rating available. Base 10, 14 at Legendary. With the above bonuses at Legendary that's 18 before Crits (+50% PEN) and Crippling Strike (+2 PEN). You can also pick Penetrating Strike (+4 PEN), but it's not necessary IMO. I prefer the Mule Kick Interrupt and Accuracy bonus. I don't know what is the highest pierce Armor Rating on an enemy. Steel Golems have 18 on PotD, so with legendary gear you penetrate their armors just using passives. Don't know if something is higher. If you play in a party, you can have your Priest buff you with Tenacious for another +2 PEN (so 20 before active abilities and Crits) in case you meet such extreme AR monsters. So far I have no issues penetrating enemies casting Woodskin or Stoneskin either. I think the only issue is enemies who are outright Immune to Pierce damage. Advanced/Elite skeletons come to mind, maybe some Blights. Not sure if there's something else? Edit: So, Bog Lurkers. Thank you, Dorftek. As I wrote above just switch to a blunt for those enemies - a morningstar or quarterstaff will work nicely. You'll eat the -10 Accuracy penalty, but it's not the end of the world - and it's not like you'll meet those enemies often.
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You're right, that's tough. Barbarian gets too many good passives at PL III, it's difficult to choose. Depending on how likely the bonus is to trigger and in what size, Mob Stance might be worth it or not. Depending if that's enemies you threaten or enemies threatening you. And how often you're surrounded by enemies. The bonus per 1 enemy is quite small, but if you can realistically stack it, then it's good to leave it. And it fits thematically. Well, Mob Stance is the only ability I have doubts about, depending on its actual effectiveness.
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Lack of options? You didn't choose too many Fighter moves, apart from Clear Out and Charge (which sure do fit thematically). Don't you want to have a cheap & spammy move, that's available early, like Knockdown->Mule Kick (Interrupts on Graze, +10 Accuracy, +25% damage) or possibly Penetrating Strike (+20% damage, +4 Penetration)? Like, do you only to plan on auto-attacking, particularly at the early levels?
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Theory? I've tested the build. Not extensively and under my own criteria, mind you. But I did. Speaking of which, Mob Stance OR Bloodlust with Carnage? The build I described was a Swashbuckler. Or do you mean a Brute? If so, I can guarantee a Brute will NOT kill faster then most Rogue multiclasses prior to level 19. P.S. How did the WotEP appear in this discussion? For such a melee in-your-face build I consider it a novelty side arm to MAYBE apply Toxic Strike to a group once in a Blue Moon, but that's it. Here I didn't even forge it, as the build is focused on ESTOCS, so I have picked Blade of the Endless Paths instead.
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Duals are good, no doubt. However I don't think there are any melee one hand weapons that deal aoe damage? Apart from some elemental blasts on crit, like what can be enchanted on the Acolyte's Frostbite Axe, Magran's Favor and probably some more. Eager Blade does an aoe attack every time you strike a Near Death enemy. Engoliero the Espirs casts aoe Ghost Blades everytime you score a kill. Also the damage base is higher on two-handers and, particularly Estocs with the modal and other bonuses (like Devoted), those weapons are significantly more likely to Overpenetrate resulting in additional +30% damage. Then you add +15% damage from the Two-handed style... and those weapon styles are not that far apart. Trigger Streetfighter speed or stack other speed boosts and two-handed weapons will be better then duals for auto-attacking. Full-attack ability spam is a different story, but with an optimized build those are still not too far apart IMO (and you loose additional aoe potential). IMO only thing duals always have going for them is the double status affliction/effect trigger chance. Note that some good Fighter moves (Mule Kick, Clear Out) are Primary only, so they work well with 2handed weapons.
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Yeah, I like Morningstars. Always switch to them against skellies But as you wrote, the Estoc uniques are way cooler. If I were making a build for morningstars, I'd probably feel obliged to include Barbarian there for Brute Force. Although Monk with his primary attacks against Fort and Enervating Blows would be nice as well, I suppose. I have the problem that I feel obliged to include a rogue subclass (who am I kidding, a Streetfighter, alternatively Trickster for more tankyness) in every martial build. Otherwise I feel the damage output is lacking. The combo of high passive Sneak bonuses (with potentially powerful boosts) and awesome active abilities, like cheap Crippling Strike with extra damage and penetration, Devastating Strike with huge damage bonus and extra Accuracy, Deep Wounds for added DoT and eventually Toxic Strike for a situational deadly DoT is just hard to beat. IMO default Rogue is already strong. And Streetfighter bonus just puts the kit into overdrive - and right from level 1.
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Frenzy, particularly the Berserker flavor, is pretty great. But Barbaric Blow is expensive resource-wise and doesn't really shine until you can stack a lot of Accuracy. Even then, its still very expensive and you can rarely afford it before level 13 and refund on kill. Barbarians really lack a serious punch, particularly in early gameplay. Even Fighters with Mule Kick/Penetrating Strike are better in this regard.
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In my initial tests Eager Blade was very good also. I'm really fond of the aoe attack it does when striking a Near Death target. I'm not sure Espirs will actually be better. Definately cooler though
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Penetrating Strike is a decent option, thank you. Could be good vs some Steel Golems I suppose. I will note this option. If this was a dual-wielder, I'd be mandatory
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As you may have noticed, I did not suggest blunderbuss cheese. Actually getting Flanked or Blooded works too, you know. It doesn't trigger always, but it tends to do when you do need it. Fighter is actually tanky enough to survive that and keep on kicking. After getting Unbending you can probably be the main tank, taking all the heat.