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  1. #1
    Community Member ariel7's Avatar
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    Feb 2008
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    Default Melee weapon sets

    My inventory has gotten really crowded lately. I've ran reaver's refuge like a beast as of late. I have been really set on getting my characters with near perfect dt armor before the new mod, since there is a good chance they will grow 4 levels with minimal upgrading of gear. Having a solid and thorough of a base, therefore, was very important to me. This was nearly disastrous for my intim. I can't solo very well on my intim. Now that my cleric is decked out in PERFECT DT armor, and my intim as well, I notice a severe problem. I looted a lot of good stuff in the slavish grinding for armor. While a big trade thread will be forthcoming...I need to parse down my weapon sets.

    My inventory is like my wife's closet(s). She donated three 33 gallon trashbags full of clothes to AmVets and you can't tell she has even one pair of socks less in there. SHe has two bedrooms in our house with boxes of her clothing in it. Oy. I have the same problem on my ranger, my sorc, my toher cleric. Even my lowbies are burdened with gear. On my 5 capped guys, there is exactly zero bank slots available (I'm a favor freak, so all have 3 bank slots, all have 5 backpack slots) and between the 5 I estimate about 60-75 backpack slots of space.

    I also want to be more efficient. My intim has filled up every single possible pairing on the inventory panel where you put your weapons in, drag it to your hotbars.

    So, help me get an idea for how I can improve this. Most of my weapons are complete, as in, the only thing to make them better is making my (on my ranger) weakening of enfeeblings to be rapiers instead of...the finessable other thing they are now (its embarrassing) or to get a higher +# in front. Lots of room on puncturers. That being said, assuming I have, in general, the proper weapons for 99% of end-game situations, what weapon sets should I pare it down to so I can get some space, make some plat (from selling) or smiles (from helping others)?

    I have a 14ranger/1monk1/fighter (higher dex than str, has finesse, but str not too far behind) Elf (piercing specced) and a 14fighter/2paladin Dwarf (D axes). The Dwarf has the full twf line, but of course, uses a leviks shield when appropriate (and a trip-pos maul for sorjek, etc), the Elf mineral II (one at tier 2)rapiers already.

    What would you guys recommend for these two pack-rats to keep it as simple as possible. I also hope this thread, and discussion to come up in it, will allow newer players to think about this. I realized today, wow, 45 rapiers in the bank scattered? oy! I can't complain about my wife's set of 14 coats and heavy jackets anymore. (we live in San Diego!!!)
    Nightbreak - Thelanis.

  2. #2
    The Hatchery sirgog's Avatar
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    Apr 2007
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    Default

    Post the Mod 9 changes, I'd aim for the following:

    1 Default melee DPS set. This is probably a pair of Mineral 2 weapons, or for the Large Scale starved types, it's double positive greensteel DPS.
    1 trash-mob Con damage set. Optimally, a WoP rapier for the main hand, and a Seeker 10 of Puncturing Heavy Pick for the offhand - get their Con to 0 pretty quickly, then kill them fast once there.
    1 red-named boss debuff set. Here I'd look for a mainhand Wounding of Enfeebling rapier, and an offhand Maladroit of Shattermantle light mace (if you have Destruction on armor, or can count on always being in a group with someone that does) or Maladroit of Destruction otherwise. Get your -10 Str, -10 Dex, -10 Con and other debuffs in fast.
    1 transmuting set. Despite the nerf, Transmuting will still be excellent on many mobs.
    1 vorpal set. Against some trash, such as Shroud orthons, Vorpals are superior (now) to the above Con damage set, as even with autocrits they take a long time to kill.

    (optional) 1 Greater Bane set for every common endgame enemy type.
    (optional) 1 Smiting set (if useful in the new content)
    (optional) 1 Disrupting set (if useful in the new content)
    (optional) 1 anti-Beholder Str damage set
    (optional, worth only taking if you have Quick Draw as a feat) 1 Dex-damage (i.e. 2x bone-breaking of maladroit) set for general trash - most monsters have very low Dex, get them to 0 fast, then rapidswitch to a pair of Bursting of Puncturing Heavy Picks, autocrit the mob to 0 Con so they are stunned, then slaughter them



    That's a few suggestions.
    I don't have a zerging problem.

    I'm zerging. That's YOUR problem.

  3. #3
    Community Member ariel7's Avatar
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    Feb 2008
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    Default

    I like the first 5 (the non-optionals).

    Smiting seems to only be useful at this point in Titan, and disruption isn't working as often as it seemingly should. Only what a 14 dc or something like that? Having a greater bane for all those types is part of my too much issue. How efficiently is taking all the optional and boiling it down to:

    Bludgeoning (ideally) of greater undead bane
    Greater Elemental
    Greater construct
    Weakening/of enfeebling

    That would make it 9 weapon sets...Not counting the ranger having a selection of bows, the intim having a Dwarven thrower for when he needs to draw someone in with ranging....or *gasp* range for a minute

    This will trim it down a little, but I'd hoped for more. BAH. I'm too much of a magpie.


    So, as far as the stat damaging goes, I was doing some calculations. Let's take a low-crit weapon, such as a Dwarven Axe and a high-crit weapon, such as a Rapier.

    Dwarven Axe crits on a 20 versus 18-20 for a rapier.
    If you only have Weakening on a weapons, you will do 19 strength damage on 20 swings on both weapon types. (assuming you roll a 1,2, 3...19,20) Assuming a d6 to take 3.5 strength damage per crit, an Enfeebling (without the weakening) would do 3.5 str damage on an axe, and 10.5 on a rapier. If the rapier is keen, or if one has improved critierce you get 21 damage on the 20 swings. Weakening of enfeebling on a d axe does 22.5 total strength damage, a rapier does 29.5 or 40.

    So...given that I have lots of axes, how does using EITHER wounding d axes or keen puncturing rapiers for my Dwarven intim? I don't have any Wounding of puncturing, but they'd definitely be on my ranger (or even my new ranger coming up) I can do the debuff things easily enough on my ranger, and while I'd allow others to debuff Sullo, I'm more than willing to have a debuff set on my intim for Arratrikos, and others.

    I suppose at the end of the day, I'm still going to have "too many" weapon sets, but this will definitely pare it down a bit.
    Nightbreak - Thelanis.

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