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Not strictly an affliction, but Strike Hard (war hammer) causes Disorienting which lowers all enemies' defenses by 5 and works well with stunning. It also has speed - which is neat. An that's a rhyme - which is no crime... *mic drop*

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Deadfire Community Patch: Nexus Mods

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Would Helwaxed Godansthunyrs be good? It'd increase the rate of stunning from auto-attacking and being a weapon the +1 Might stacks. What I don't know is how would the stunning interact with full attacks like Flames of Devotion? Would it result in a higher chance to stun?

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Not strictly an affliction, but Strike Hard (war hammer) causes Disorienting which lowers all enemies' defenses by 5 and works well with stunning. It also has speed - which is neat. An that's a rhyme - which is no crime... *mic drop*

 

Ah, that sounds great! Thanks.

 

Would Helwaxed Godansthunyrs be good? It'd increase the rate of stunning from auto-attacking and being a weapon the +1 Might stacks. What I don't know is how would the stunning interact with full attacks like Flames of Devotion? Would it result in a higher chance to stun?

 

That's also another idea.

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Yes, since FoD has +20 ACC and gets +1 ACC per level it will lead to stuns more easily than auto-attacks.

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Yes, since FoD has +20 ACC and gets +1 ACC per level it will lead to stuns more easily than auto-attacks.

 

What I meant was does the fact you're using two Stunning weapons increase the chances of Stunning an enemy, or would it work the same as if you were using Godansthunyrs in your main hand and Shatterstar in your off-hand?

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Well - you'll have higher chances that stun because both swings have the chance to do it. So if you miss the first swing you'll still have the second.

 

So yes, it will increase the chance to stun. But I can't say how this compares to the -5 to deflection and fortitude. I guess it's better than disorienting - and the +2 MIG instead of +1 is also nice. I don't know if those small advantages justify the use of the Helwax Mold. ;)

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I don't know if those small advantages justify the use of the Helwax Mold. ;)

 

Oh they probably don't, I was just trying to think of an answer to Lampros's question about other affliction weapons to pair with Godansthunyrs, though Strike Hard is a fine choice of course.

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Well - you'll have higher chances that stun because both swings have the chance to do it. So if you miss the first swing you'll still have the second.

 

So yes, it will increase the chance to stun. But I can't say how this compares to the -5 to deflection and fortitude. I guess it's better than disorienting - and the +2 MIG instead of +1 is also nice. I don't know if those small advantages justify the use of the Helwax Mold. ;)

Is totally justified if you are building a barbarian, for a paladin i think too tgat tge advantages are too marginal

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Well - you'll have higher chances that stun because both swings have the chance to do it. So if you miss the first swing you'll still have the second.

 

So yes, it will increase the chance to stun. But I can't say how this compares to the -5 to deflection and fortitude. I guess it's better than disorienting - and the +2 MIG instead of +1 is also nice. I don't know if those small advantages justify the use of the Helwax Mold. ;)

Is totally justified if you are building a barbarian, for a paladin i think too tgat tge advantages are too marginal

 

 

Yeah, it's too bad that the Barbarian is the only melee who can perform weapon AoEs. But then, if that wasn't the Barbarian's niche, he'd have none...

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Monk can do it as well with Torment's Reach. And if you have high INT the cone size is huge.

 

The cone of Torment's Reach is independent from weapon damage and has its own base damage (crush), but it works with all spell chances (x% to trigger spell on hit or crit) and also prone or stun on crit.

 

A great weapon combo for monks is Starcaller + Badgradr's Barricade. Since the low base damage of both doesn't matter for Torment's Reach but the high speed is beneficial, you can proc the stun and the Thrust of TV even more often, dealing tons of AoE crush damage in the process. In general bashing shields make sense with a monk with Torment's Reach - because of its unique properties. Low base damage doesn't matter as I said and bash gets +1 ACC per level.

Of course a second weapon would cause more damage, but the combo of higher survivability with nearly the same damage output is great.

 

A monk with shield can also get away with thinner armor, making up for the speed loss when auto-attacking a bit.

Edited by Boeroer
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Deadfire Community Patch: Nexus Mods

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Monk can do it as well with Torment's Reach. And if you have high INT the cone size is huge.

 

The cone of Torment's Reach is independent from weapon damage and has its own base damage (crush), but it works with all spell chances (x% to trigger spell on hit or crit) and also prone or stun on crit.

 

A great weapon combo for monks is Starcaller + Badgradr's Barricade. Since the low base damage of both doesn't matter for Torment's Reach but the high speed is beneficial, you can proc the stun and the Thrust of TV even more often, dealing tons of AoE crush damage in the process. In general bashing shields make sense with a monk with Torment's Reach - because of its unique properties. Low base damage doesn't matter as I said and bash gets +1 ACC per level.

Of course a second weapon would cause more damage, but the combo of higher survivability with nearly the same damage output is great.

 

A monk with shield can also get away with thinner armor, making up for the speed loss when auto-attacking a bit.

 

Thanks for the info; I did not realize Monks have melee AoEs as well.

 

But I am not sure I'd like to play Monk. To begin with, I am not in favor of Monks in most RPGs, as they usually function best without armor and attacking unarmed - and this is very immersion-breaking and seems "gimmicky." Moreover, in this game, they even require to get hurt first in order to deal good damage - which seems to require even more micro-management! ;)

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In this game monks are different. They don't need to be unarmed and they can wear any armor. Heavy armor is even better in the early game. Also using weapons instead of fists is better in the long run.

 

And any offensive char who operates in the front gets damaged. In this case you will get something out of it. Lovely!

 

I think there are some people here who agree with me that monks are the no.1 dedicated melee class. They just require more micro than the other melees because you put out "casts" all the time. So they play like a mixture of fighter and caster - somewhat comparable to melee cipher.

Edited by Boeroer
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In this game monks are different. They don't need to be unarmed and they can wear any armor. Heavy armor is even better in the early game. Also using weapons instead of fists is better in the long run.

 

And any offensive char who operates in the front gets damaged. In this case you will get something out of it. Lovely!

 

I think there are some people here who agree with me that monks are the no.1 dedicated melee class. They just require more micro than the other melees because you put out "casts" all the time. So they play like a mixture of fighter and caster - somewhat comparable to melee cipher.

 

I see. Hmmm, I may consider trying them at some point then!

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