Can anyone suggest what must have rapiers to carry arround?
Can anyone suggest what must have rapiers to carry arround?
Smiting rapiers can kill most constructs on the roll of 15-20.
The nerfing will continue until morale improves!
I like to carry around a rapier for every situation. Some are hard to find, but sometimes you get lucky at end rewards and vendors. Depending on your build, you might want to Two Weapon Fight with them.
So, as a bard, I use:
2 Banishing rapiers
2 Smiting rapiers
2 Paralyzing rapiers
2 cursespewing rapiers of disruption
2 Wounding of Puncturing rapiers
1 true law rapier of greater undead bane
1 metalline rapier of pure good
and let's not forget a holy burst rapier of pure good
Also, depending on your class and build, you probably want to construct some Shroud rapiers eventually. I went for lightning strike, radiance, triple acid and mineral II.
What server are you on? I can probably help you out if you are on Ghallanda.
Henrieta, Fastfeet
I am on cannith... and playing a twf 18ranger/2 monk when I am done.. Right now level 12....
But you have given me some good ideas thanks.
same as any other weapon. vorpals, banishers, disrupters, paralyzer, smiters, stat-damager (wounding of puncturing is ideal), improved curse spewing, holy burst of pure good, metalline of pure good, icy/flaming/shocking/acid burst of pure good/maiming. check the AH for deals frequently. The good deals go fast and get reposted for 10 bazillion gold.
For vorpal, it doesn't matter what weapon you get it on, longsword, whatever, outside of a small dps increase you'd get with rapiers. You only vorpal on a natural roll of 20, regardless of improved crit or the weapons crit range. You will always hit on a natural 20. Boost crit confirm to help confirm crits and get the vorpal to stick.
When using vorpals you aren't trying to dps stuff, because usually it has a lot of hitpoints, you are trying to roll a 20, so the dps and crit range of vorpal weapons isn't quite as important as the rest of the weapons you'll use. The same could be said for paralyzers.
IE don't spend 8m on the AH for a vorpal rapier when you can get a scimi for 500k.
Vorpal Handaxe FTW!
That said, rapiers you will want:
Auto Kills
Banishers for Valley
Disruption for Undead (You can get curspewing of disruption too)
Smiting for Constructs
Damage
Portal Beaters (Something burst of something, Like Icy burst of pure good, or whatever. Extra d6s)
Silver + Good for devil DR beating ( Holy Silver, Metalline of Pure Good, Silver of pure good )
** of greater undead bane
Utility
Cursespwing of Improved Shattermantle ( only in very specific cases )
Thats all before Shroud. After you start making greenstel ones, the list should lower a bit.
Also, keep in mind that i am probably missing a couple, and i am not listing the absolutely best you can.
Editing everything i post, since day 1. Things make much more sense inside my head.
I'm also on Cannith, and take my word for it, good rapiers are hard to find there. This is what I carry.
+5 Thundering Rapier of PG with the frost ritual on it
+5 Holy Rapier of Maiming with the frost burst ritual on it
+2 Wounding of Puncturing
+5 Improved Cursespewing of Shatter
+5 Body Feeding of Tendon slice 2%
+1 Paralizing of Tendon slice 2%
+1 banishing of Vertigo
+1 Banishing (short sword, want another rapier but ran out of internal organs to pawn)
Disruption weapons don't have to be rapiers since disruption isn't a crit effect. Really any weapon that you can handle well (light if you're finesse) will work. If you can't find curse spewing of disruption on one weapon (I couldn't) get it separately on 2 and dual wield them.
I also carry a set of blunt everbright weapons (light maces) for beating on oozes and rust monsters. Some oozes or at least some ooze class monsters split when hit with a piercing weapon.
Rapiers are favoured because they are weapons finessable available to many classes and have a high crit range(15%). get the expanded crit for puncturing weapons and you are at 30%
So...Good to have rapiers are for effects that require a crit.
-Banishers
-Smiters
-xx of Puncturing
Being the top choices.
For the rest any weapon will do until you pull or find a good deal to go with any weapons focus you have..
Paralyzers, disruptors don't require a critical hit so can be on any weapon.
Vorpals are only on slashing weapons and require a natural 20.
Trade out weapons as you build the rapier collection.
Argo: Degenerate Matter - 200
Jotmon (HC 34/45 , RC 42/42 , IC 12/21 , EC 51/51 , RP 116/158)
Jotlock (HC 38/45 , RC 25/42 , IC 15/21 , EC 51/51 , RP 75/158)
Whatthetruck (HC 38/45 , RC 42/42 , IC 15/21 , EC 51/51 , RP 111/158)
Last edited by Caine33; 03-04-2010 at 03:03 PM.
Rumor has it, Caine, that levelling a rogue is the way to rapier heaven.
Binding is Admitting Defeat ~ YndrofianPlook~Squidgie~Eyern~Irnbru~Grotesque
Of The O.S.D, Argonnessen
What about weakening of enfeebling, and if I have a set of w/e, should I still go for w/p given they have a similar effect?
One that's off the beaten path...dont totally discount Bodyfeeder Rapiers. They aren't for boss fights so much, but when slicing through easy trash mobs they are nice to keep the random incoming damage down saving you your healing resources for the more serious fights. Not suggesting they are the ultimate must have, but very nice to whip a pair of those out while slicing through the trash to save healing resources while soloing.
They give you 15 temp hp on a crit, which because the rapiers crit so often, means with dual rapiers you basically end up with the equivalent of a 15 DR/-....kinda...
~PESTILENCE~Looting's our business and business is good.Officer On Thelanis - Deathseer, Deathslasher, Deathcount, Deathslicer, Deathspinner, Deathsneak, Deathswiper, Deathdoctor
I totally agree with this, especially for Rouges who's primary damage is their back stab damage. Even one of these in your hand will greatly increase your survivability. With a proc rate of 30%, you can pretty easily keep up 15 fake HP for a 15 DR. Plus they stack with false life, aid, virtue, divine might, greater heroism and all the other false HP spells. It's not unusual for me to have 20-30 false HP at all times just using a body feeding rapier and a few clickies of aid and false life.
I found the more prevelent the weapons I had in my inventory/bank the more likely those types of weapons dropped as selections for me as end rewards. Don't know if there is any truth to this or not but is just my take based on the weapon drops and the weapons I carried. For instance I never got kopeshes as chest or end rewards until i picked up a coupe via the AH(great deal planned on using them on another character) and had them in my inventory, before I knew it i started seeing kopeshes in chests. I eventually sent most of my non-rapiers to other toons and i started pulling more rapiers.
Gianthold and the Vale I found as good places for decent weapons and items to drop, I bought some stuff from the AH after selling some stuff that was decent just not a good fit for me (paid too much of course, but they are situational weapons that I still use).
Well, can't help you with weapons since I am on Argo pretty much exclusively, but keep looking they are out there.
Argo: Degenerate Matter - 200
Jotmon (HC 34/45 , RC 42/42 , IC 12/21 , EC 51/51 , RP 116/158)
Jotlock (HC 38/45 , RC 25/42 , IC 15/21 , EC 51/51 , RP 75/158)
Whatthetruck (HC 38/45 , RC 42/42 , IC 15/21 , EC 51/51 , RP 111/158)