Stuff like Crippling Strike, Riposte and Deep Wounds are meh IMO becasue properly played a dual wield rogue's victims don't live long enough for them to have any appreciable impact. I found the per encounter Blindign Strike usefull too becasue althoug htechnically your cxasters should be able to Blind, Hobble etc sometimes they can't ot it's incovenient to do so and this ability means the rogue can blind her victim herself, meaning her Sneak Ataack is activated and the victim's accuracy and deflection is massively nerfed - which is a long way round to saying they are as good as dead within seconds. Reckless Assult I liked too becasue I didn't really care about loss of Deflection as my rogue interrupted her victims so much they hardly even got a swing at her and the extras accuracyt helped make sure they stayed interrupted.įinishing Blow is very usefull against bosses and elites because the damage is proportional to amount of health already lost so if the victim has a big health pool half gone it does *huge* damage - does what it says on the tin baiscally. Also Dirty Fighting gives you 10% hits to crits which is huge, especailly combined with the Priest spell Dire Blessing which converts another 20% of your hits to crits. For this to work you need to get your casters to apply two of Blinded, Flanked, Hobbled, Paralyzed, Petrified, Prone, Stuck, Stunned or Weakened so want your casters to be ready to co-ordinate casting these afflictions on your rogue's victims. But I can recommend bee-lining Deathblow which significatly increases the damage bonus you get from Sneak Attack (which you get automatically as a rogue). There have been changes and additions to rogue abilities since I played one. Dexterity gives you attack speed and Perception gives you interupt capability. The ability tree is relatively sparse of active abilities for a martial class much of the barbarians strength comes from its passives. Compared to other classes the subclasses are little on the weak or niche side. The important things are attack speed and interupt ability (apart from accuracy obviously) as this enables to you to more or less stunlock single enemies with interupts whilst you masacre them with dual wielded weapons. Class that focuses on taking on a lot of mobs, with a secondary focus on mobility and behind-the-front-lines disruption. You are therefore a strike DPS and should shoot stuff from range until an opportunity presents itself to attach at the end of a melee line or to pick an isolated target. The key to this build is that you will be able to savage more or less anything in the game in 1-on-1 melee but if you get engaged by two or more you are toast pretty quick. Weapon focus Ruffian as as that gives you pistols or blunderbus for range and dual sabres since they do good damage and there are some good examples to be found. Then again, I only resort to it when the enemy is immune to Paralyze, because the Echo doesn't stop it from damaging my own guys.I played my first game with exactly your proposed build and had a lot of fun with it, it's an exiting charcter to play. Now this thing is scary, destroying trolls, ogres and anything without a particular resistance to crushing damage within several seconds while also allowing the cipher to keep autoattacking. You have to know that Retaliation also procs when your character is cced (on the ground to exaple). An opponent accused him of cheating and attempted to beat payment out of the gambler - only to recoil in pain after landing. By maxing the Deviation and getting enough Endurance to handle a long fight, this is currently one of the best build and especially of youre solo. Unsure of exactly what use hed get out of it, he took to wearing it at his games as a good luck charm. When I really need to bring down a single strong foe, I use Ectopsychic Echo. The Coat of Ill Payment came into the hands of an Aedyran gambler after he won it in a game of chance. And yeah, in terms of numbers, I have never seen it do damage for more than 40 points, which is the same amount Sagani shoots for with a blunderbuss on average. So, if I'm fighting a single strong foe, I have to first accumulate a bit of psi (because Grieving Mother runs out eventually), make several attacks, chase the knocked away enemy across the room (potentially into another group of enemies), all the while the enemy in question keeps doing damage to my fighters or even reaggroes due to being pushed back and disengaged. She does 40-50 damage per thrust, but it cannot be instantly chained because there's still animation delay and some armour penalty delay, but which is worse, the thrust pushes an enemy back from my front-line damage dealers and doesn't actually do anything else aside from, you know, damage. And you can practically spam it faster than you shoot with your bow or whatever.Īgain, maybe that's the result of me using Grieving Mother instead of a min-maxed cipher. Not sure about late-game, but right now where my other chars CRITS for 20-30 pts of dmg, thrust deals up to 80 dmg. slayer tarafından gönderildi:The damage is not that impressive.
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