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Nightshroud and other uniques/soulbound...


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Found this beautiful mace in White Forge but then I found out that it bindable only to Priest or Rogue. Priest is fine, but Rogue?... Seriously? Well, someone might be using maces for his Rogue, but then again, why no Fighter? This class is literally begging for those kinds of weapon, and it broke my heart...

 

Also noticed that in this game there are way too many unique Greatswords in comparison to other weapons, don't you think? And since I'm not too fond of this type of weapon and non in my party carrying it, I would be happy if there were more variety on that matter. 

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Regarding soulbound, there are four soulbound weapons made such that each class is allowed access to exactly one of them, and one soulbound weapon, the Grey Sleeper, that can be used by everybody. Fighter doesn't get to use Nightshroud because he gets to use the Redeemer, together with the Paladin and the Barbarian.

 

As for Nightshroud and rogues it is quite decent if you decide to dualwield it together with Ravenwing; It has the same problem as the other soulbound weapons that it can't be durgan-steel enchanted, but apart from that its stats are certainly good enough. The main issue is that for rogues it competes with dualwielding two 1h weapons that can both be durgan steel enchanted and, of course, the Tall Grass and Hours of St. Rumbalt 2-handers, both of which are awesome for rogues and can be durgan-steel enchanted.

 

 

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As for Greatswords...

 

Most weapon types have ~4 different uniques if not counting those in the club for prestigious gentlemen, which mostly sell uniques that are jokes with stats equal to what you can enchant on a plain weapon; There are only a few types with fewer than four - those I can think of are Arquebus, Blunderbuss, and Pollaxe. (But there are probably more).

 

Greatswords have 6, including the soulbound Redeemer from White March and the two sold by the exclusive club for prestigious gentlemen. One handed swords have 7, also including two from the prestigious gentlemen, and sabres have 5, one from the prestigious gentlemen. If not for that shop with its RPG Codex list of weapons, you'd have roughly the same amount of unique Greatswords, Sabres, and Swords as other weapon types.

 

So, NO, I don't think there are way too many unique Greatswords compared to other weapons.

Edited by pi2repsion
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When I said death before dishonour, I meant it alphabetically.

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Yeah, I guess you're right, but thing is, I don't tend to buy any uniques, atleast not before endgame when I'm about to go for toughest foes, but I just find MORE unique Greatswords than any other types if weapons...

 

About Redeemer, well, that's not fair... most Fighters are built as tanks (one-hander + shield) IMO and giving him bindable two-hander (along with Grey Sleeper) is a waste...

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Fighters make excellent heavily armoured damage-dealers for going toe-to-toe with enemies using a good mix of offensive and defensive abilities and a honking big sword, changing to 1h+shield as necessary, which it will only rarely be.

 

While I am sure there are many players who use fighters as defensive powerhouses either exclusively or part-time, I would not dare venture to guess whether they make up the majority of POE players or not, as fighters by design are pretty damn good at both attacking and defending, and trying to use MMO-type tanking tactics concentrating damage on one or two characters is generally mechanically suboptimal in POE to having the damage spread over several characters on the front line for less risks of point failure and for much easier healing, as most healing is AOE healing.

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When I said death before dishonour, I meant it alphabetically.

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I use fighter's quite a bit, mostly because I like Eder, and I agree it's not the best idea to try and turtle them. Since the deflection nerf, they have a harder time reaching that critical mass of deflection which basically rendered them immune to auto attacks. It's just not worth the trouble, especially combined with mobs which are less inclined to all gang up on the first thing that enters their aggro range.

 

I agree the best thing is to spend most of their general and class talents on damage feats, and send them into the fray. They'll hold up just fine against most odds, and if it's something that's too rough for them, well, the more broken class will be micro'd to deal with those.

 

Of course, the issue with fighter is it does that job worse than say, a Barbarian or a Monk, but i'm sure Fighter will get some love at some point. Or not, as a homage to DnD, I suppose.

 

Also agree with OP on Nightsthroud; it's a very meh weapon for Rogue. The additional effects aren't very good, it can't be boosted with Steel or have a Lash, and Mace's aren't great weapons for Rogues to begin with. I'd much rather just go Saber's for a higher base to work those multiplier with, which also come with +.5 crit damage, one of the better enchants end game. Or go for weapons with Speed on them, one of the best enchants.

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Hm, I don't really wanna discuss Fighter class here but I built him strictly as defensive powerhouse and he does its job absolutely perfect for me, even better than in most RPGs I've played. Yes, nerf decreased his defencive capabilities a bit but he's still solid, I just throw then in a pack of tough mobs and forget about him, while Monk with Barb cleaving the flanks and casters safely nuking enemies.

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