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  1. #1
    Community Member OldAquarian's Avatar
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    Default Ironwood - Survivalist Staff Master

    Warforged: 12 Rogue(R): Thief Acrobat / 6 Monk(M): Ninja / 2 Paladin (P)

    The idea of this build is to take a staff build and sacrifice some dps for a lot of survivabiity
    In the process I added reasonable Trapsmith capabilities

    Rogue 12
    - required for Thief Acrobat II - staff bonuses
    - Immune to falling down
    - CON: Not taking the standard Rogue 13 for 1d6 more sneak attack and improved evasion feat

    Monk 6
    - stances
    - Most importantly adds Ninja Spy Shadow Fade

    Paladin 2
    - CHA bonus adds to saves - this the reason for NOT taking 13th Rogue level
    - Toughness
    - Mini Aura when no paladin is around
    - Mini Lay on Hands
    - Mini Smite

    Warforged
    - Immunities: Drowning, Life Drain, Fatigue, Sleep, Hold Person, Energy Drained, Nauseated, Exhausted, Poison, Disease, and Paralyzed
    - CON/HP
    - Power Attack/Glancing

    Damage Mitigation
    Ninja Shadow Fade - Incorporeal
    - Cost: 15 Ki
    - You focus your Ki and draw shadows around you, becoming invisible and partially insubstantial. 25% \
    - - miss chance due to incorporeality. Counts as a dark move.

    Plus one of the following Concealment (they don't stack):
    Blur Clicky (supposed to stack)
    - An ally's outline becomes slightly blurred, granting a 20% miss chance on attacks against the ally.
    Cloudkill Scroll
    - ... (attackers have 20% miss chance) ...
    Displacement Scroll
    50% Concealment
    Sleetstorm Scroll
    50% Blindness - 50 seconds and best part is you are immune to the falling down part
    Also: Radiance II Weapon/Radiance Guard/Smoke II item/Cloak of Night

    - Chance to be hit Blur/Clodkill= .75 * .8 = .6 or 40% Miss
    - Chance to be hit Blind/Displacement = .75 * .5 = .375 or 62.5% Miss


    - Note: Also try to get a Divine Power Clicky for full BAB

    Levels
    1 R - THF
    2 M(Toughness) .................... [for less dying]
    3 M(Power Attack) - Cleave .... [works now]
    4/5 M(Path of Darkness) ........ [Ninja required]
    6 M- Quick Draw ....................[faster boosts]
    7 M(Dodge) ...........................[Ninja Required]
    8/9 P - iTHF
    10/11 R
    12-14 R - IC:Blunt
    15-17 R - gTHF
    18 R(Opportunist) - gCleave....[Note that this is a separate timer from Cleave]
    19/20 R

    Stats - Only a +1 DEX Tome is needed for Adept of Wind - but using +2 tomes for comparison purposes
    STR 17 +5 Levelups +2 Tome = 24 + 6 Item = 30
    DEX 13 +2 Tome +3 Rogue (Required) = 18 + 6 Item = 24
    CON 16 +2 Tome = 18 + 6 Item = 24
    INT 10 +2 Tome = 12 +6 Item = 18
    WIS 6 +2 Tome = 8 +6 Item = 14 (dump stat - will saves will be high and mostly irrelevant on a WF, and AC won't be high enough to matter)
    CHA 12 +2 Tome = 14 +6 Item = 20

    Hit Points
    72 : (R) 6 * 12
    48 : (M) 8 * 6
    20 : (P) 10 * 2
    20 Heroic Durability
    ---
    160

    80 Base Con
    22 toughness feat
    20 toughness enhancements
    ---
    282 (Character Planner Number)

    10 GH Favor
    60 +6 CON item
    30 GFL
    45 Shroud HP item
    20 Minos Legens
    ---
    447 + Buffs/Pots - Very Acceptable for a Rogue

    UMD - Critical for self healing amd ignoral racial restricts
    23 Ranks
    +5 20 CHA
    +4 Greater Heroism
    +3 Bunny Hat - or other competence item
    +3 Epic Big Hat or other enhancement item
    +1 luck (ship buf)
    +1 (+2 CHA ship buff)
    ---
    40

    Sneak Attack Damage (1d6 = 3.5 Average)
    12 Sneak Attack training
    21 6d6 for level 12 Rogue
    3.5 1d6 for Monk Ninja
    7 Acrobat I
    ---
    43.5

    Attack Speed
    20 % Acrobat
    30 % Rogue haste Boost
    3 % Opportunist (doublestrike)
    5 % Adept of the Wind
    15 % Attack Speed from Haste Spell
    ---
    73% (adding them)

    Saves
    F/R/W
    4/8/4 12 Rogue
    5/5/5 6 Monk
    3/0/0 2 Paladin
    7/7/2 Stats 24 CON/24 DEX/14 WIS
    5/5/5 Divine Grace: 20 CHA
    4/4/4 GH
    0/1/0 Haste
    3/3/3 Nightshield
    2/2/2 Head of Good Fortune
    1/1/1 Self Aura of Good
    -----
    34/36/26

    3/3/3 Additional from full Paladin Aura of good
    2/2/2 Water Stance (if needed)
    ------
    39/41/31

    Skills:
    MAX: UMD/Bluff/Diplomacy/Search/Spot/Disable Device
    Jump 10 - around that
    Open Lock 10 - around that
    Concentration 5 - a few points - must be 15 for Shadow Fade
    Tumble must have 1 point - all thats needed
    Some Hide and Move Silently as well
    Balance 4 - take some at level 1 if you want to make leveling easier
    - but at the end it will be unneeded because of falling down immunity

    If you know where every trap is you can skip or reduce Spot - but even then it's nice to find the hidden monsters

    Enhancements
    Monk:
    - Porous Soul - PreReq
    - Adept of Wind/Rock/Flame
    - Ninja Spy I
    Paladin
    - Toughness
    Rogue
    - Haste IV
    - Skill Bosst III
    - Subtle Backstabbing III
    - Extra Action Boost I
    - Faster Sneaking I
    - Sneak Attack Training IV
    - DEX III - PreReq
    - Item Defense I
    - Thief Acrobat II
    Skills
    - Balance II - PreReq
    - Jump II - PreReq
    - Tumble II - PreReq
    Warforged
    - Racial Toughness I
    - Healers Friend I
    - Power Attack II
    - Great Weapon Aptitude I

    Feel free to comment
    Code:
    Character Plan by DDO Character Planner Version 3.9.1
    DDO Character Planner Home Page
    
    Ironwood 
    Level 20 Lawful Good Warforged Male
    (2 Paladin \ 6 Monk \ 12 Rogue) 
    Hit Points: 282
    Spell Points: 0 
    BAB: 15\15\20\25\25
    Fortitude: 19
    Reflex: 20
    Will: 11
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             17                    24
    Dexterity            13                    18
    Constitution         16                    18
    Intelligence         10                    12
    Wisdom                6                     8
    Charisma             12                    14
    
    Tomes Used
    +2 Tome of Strength used at level 20
    +2 Tome of Dexterity used at level 20
    +2 Tome of Constitution used at level 20
    +2 Tome of Intelligence used at level 20
    +2 Tome of Wisdom used at level 20
    +2 Tome of Charisma used at level 20
    
    Level 1 (Rogue)
    Feat: (Selected) Two Handed Fighting
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Toughness
    
    
    Level 3 (Monk)
    Feat: (Selected) Cleave
    Feat: (Monk Bonus) Power Attack
    
    
    Level 4 (Monk)
    Ability Raise: STR
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    
    
    Level 5 (Monk)
    
    
    Level 6 (Monk)
    Feat: (Selected) Quick Draw
    
    
    Level 7 (Monk)
    Feat: (Monk Bonus) Dodge
    
    
    Level 8 (Paladin)
    Ability Raise: STR
    
    
    Level 9 (Paladin)
    Feat: (Selected) Improved Two Handed Fighting
    
    
    Level 10 (Rogue)
    
    
    Level 11 (Rogue)
    
    
    Level 12 (Rogue)
    Ability Raise: STR
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    
    
    Level 13 (Rogue)
    
    
    Level 14 (Rogue)
    
    
    Level 15 (Rogue)
    Feat: (Selected) Greater Two Handed Fighting
    
    
    Level 16 (Rogue)
    Ability Raise: STR
    
    
    Level 17 (Rogue)
    
    
    Level 18 (Rogue)
    Feat: (Selected) Great Cleave
    Feat: (Rogue Bonus) Opportunist
    
    
    Level 19 (Rogue)
    
    
    Level 20 (Rogue)
    Ability Raise: STR
    Enhancement: Rogue Extra Action Boost I
    Enhancement: Rogue Haste Boost I
    Enhancement: Rogue Haste Boost II
    Enhancement: Rogue Haste Boost III
    Enhancement: Rogue Haste Boost IV
    Enhancement: Rogue Skill Boost I
    Enhancement: Rogue Skill Boost II
    Enhancement: Rogue Skill Boost III
    Enhancement: Rogue Item Defense I
    Enhancement: Rogue Subtle Backstabbing I
    Enhancement: Rogue Subtle Backstabbing II
    Enhancement: Rogue Subtle Backstabbing III
    Enhancement: Porous Soul
    Enhancement: Monk Ninja Spy I
    Enhancement: Adept of Wind
    Enhancement: Adept of Rock
    Enhancement: Adept of Flame
    Enhancement: Racial Toughness I
    Enhancement: Rogue Faster Sneaking I
    Enhancement: Rogue Thief-Acrobat I
    Enhancement: Rogue Thief-Acrobat II
    Enhancement: Rogue Sneak Attack Training I
    Enhancement: Rogue Sneak Attack Training II
    Enhancement: Rogue Sneak Attack Training III
    Enhancement: Rogue Sneak Attack Training IV
    Enhancement: Improved Balance I
    Enhancement: Improved Balance II
    Enhancement: Improved Jump I
    Enhancement: Improved Jump II
    Enhancement: Improved Tumble I
    Enhancement: Improved Tumble II
    Enhancement: Rogue Dexterity I
    Enhancement: Rogue Dexterity II
    Enhancement: Rogue Dexterity III
    Enhancement: Paladin Toughness I
    Enhancement: Warforged Healer's Friend I
    Enhancement: Warforged Power Attack I
    Enhancement: Warforged Power Attack II
    Enhancement: Warforged Great Weapon Aptitude I
    Last edited by OldAquarian; 08-05-2011 at 06:51 PM. Reason: Minor text updates

  2. #2
    Community Member Felix_the_Rakshasa's Avatar
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    I like it!

    Have you actually played the character out? or just theory-crafting it?

  3. #3
    Community Member OldAquarian's Avatar
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    Quote Originally Posted by Felix_the_Rakshasa View Post
    I like it!

    Have you actually played the character out? or just theory-crafting it?
    Glad you like it. Generally I post a build and then don't start playing it until the comments, and updates from them, slow down. Or, I get distracted with another build idea


    BTW, anyone know the answers to the questions in my OP:
    1) How do Ninja Shadow Fade and Blur stack (40% or 45% miss chance combined)?
    2) How do the attack speeds stack (Is it 73% or is it multiplicative or some other way)?

    Or any other comments/improvements?

  4. #4
    Community Member The_Brave2's Avatar
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    Wouldnt 2 Fighter for fighter haste boost make more sense than 2 paladin? your LoH are going to... well. be terrible, along with other paladin abilities. Will get you extra Feats, could be use on toughness if you are looking for more survive-ability.

    I Believe the Shadow fade ability is incorp not blur effect, and incorp and blur do stack as far as i know.

    Edit: Was unaware of the blur 'clickie' but if it is calling it blur it probably doesn't stack
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  5. #5
    Community Member OldAquarian's Avatar
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    Quote Originally Posted by The_Brave2 View Post

    Wouldnt 2 Fighter for fighter haste boost make more sense than 2 paladin? your LoH are going to... well. be terrible, along with other paladin abilities. Will get you extra Feats, could be use on toughness if you are looking for more survive-ability.

    I Believe the Shadow fade ability is incorp not blur effect, and incorp and blur do stack as far as i know.

    Edit: Was unaware of the blur 'clickie' but if it is calling it blur it probably doesn't stack
    This build has Rogue Haste IV

    Clickies: http://forums.ddo.com/showthread.php?t=275586

    2 Fighter has lower survivability than 2 Paladin

  6. #6
    Community Member The_Brave2's Avatar
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    Quote Originally Posted by OldAquarian View Post
    This build has Rogue Haste IV

    Clickies: http://forums.ddo.com/showthread.php?t=275586

    2 Fighter has lower survivability than 2 Paladin

    Ah, forgot rogue got the haste boost also, Is your CHA going to be high enough that the CHA bonus to your saves is going to affect your survivability more than an possible 2 toughness feats? (taking THF and GTHF from the fighter feats and taking toughness in other places.

    Other option could be to go ranger2 for sprint boost/FE, running away is good for surviving :P

    447 HP seems a little on the low end, even with good saves I wouldn't roll a mele with under 500. Could work with this build's shadow fade, exc.

    Seems like a solid build.
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  7. #7
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    Just a Few points:

    I would suggest dropping cleave, g cleave, and quick draw (especially qdraw). Take toughness instead. Your HP needs to be higher.

    You say faster boosts qdraw is faster boosts, but that was true before they fixed cleave. With the same update, you are better off hitting boost, then using trip/sunder/cleave/g cleave right away. No waiting. An argument can be made about using qdraw for swapping weapons, but you do not have a stunning feat so I am assuming that is not your plan.

    Cleave and g cleave are nice early lvls but are really a waste in later ones.
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  8. #8
    The Hatchery Vissarion's Avatar
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    Quote Originally Posted by OldAquarian View Post
    BTW, anyone know the answers to the questions in my OP:
    1) How do Ninja Shadow Fade and Blur stack (40% or 45% miss chance combined)?
    2) How do the attack speeds stack (Is it 73% or is it multiplicative or some other way)?
    1. They stack, but strangely. In essence, they are applied separately, so you'll have a roll for the 25% miss chance from Shadow Fade, and then another roll for Blur/Displacement (I don't know which one takes precedence, but shouldn't matter much for the end result).

    So you'd get hit 75% of the time with Shadow Fade, and then 20% of that 75% you'd be missed due to Blur. It works out to about 40% miss chance. (Or 62.5 for Displacement + Shadow Fade).

    2. Attack speed bonuses stack multiplicatively, and there is some order of precedence among them, but I am not 100% sure what it is. This would be my hypothesis:

    Base Attack Speed + Haste (Or Wind Stance) + Acrobat would form the modified base.

    Double strike chances (Opportunist + Wind Stance) would be calculated after determining the modified base.

    Haste Boost would apply last.

    So assuming 102 swings per minute as the standard hasted THF:

    102 x .2 (Acrobat II) = 20.4 = 122.4 SPM

    122.4 x .08 (Doublestrike) = 9.792 = 132.192

    ~132 x .3 (Boost) = 39.7 = 171.7 SPM while Haste Boost is active.

    You'd obviously have to modify it to a more reasonable number given boost cooldowns, but I think this is how the math should work.
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  9. #9
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    Quote Originally Posted by OldAquarian View Post
    Glad you like it. Generally I post a build and then don't start playing it until the comments, and updates from them, slow down. Or, I get distracted with another build idea


    BTW, anyone know the answers to the questions in my OP:
    1) How do Ninja Shadow Fade and Blur stack (40% or 45% miss chance combined)?
    2) How do the attack speeds stack (Is it 73% or is it multiplicative or some other way)?

    Or any other comments/improvements?
    I think it's 40%. You get seperate messages above your head based on which effect has caused a mob to miss, which leads me to believe they are rolled seperately. I'm not sure about that though. It wouldn't be easy to test either, given that 40% and 45% are well within the realms of experimental variance. I can't help you on attack speeds.

    Have you considered a Hurtlocker type split? You lose Shadow Fade, but gain a rank of Divine Might and better smites (which I doubt you'd use much on this build; 6 Monk already gives you a lot of buttons to push). Crucially, you get to keep that 13th Rogue level, which is the only thing I'm wary about with this build. You're basically trading Improved Evasion for Divine Grace, which is reasonable enough. It's just a shame you can't get both (without giving up Opportunist anyway). It seems "wrong" to me to stop at 12 Rogue, but I guess you've considered that already.

    Also seems funny to me that the Hurtlocker takes Acrobat but doesn't use sticks... surely there's potential there

    The Hurtlocker: http://forums.ddo.com/showpost.php?p...04&postcount=1

  10. #10
    Community Member OldAquarian's Avatar
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    Quote Originally Posted by Dirichlet View Post
    Also seems funny to me that the Hurtlocker takes Acrobat but doesn't use sticks... surely there's potential there

    The Hurtlocker: http://forums.ddo.com/showpost.php?p...04&postcount=1
    Lol, I heard of the Hurtlocker when I came up with the stick version: http://forums.ddo.com/showthread.php?t=247718

  11. #11
    Community Member Calebro's Avatar
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    I have found that taking THF feats on an acrobat is a mistake.
    The glancing blows draw too much aggro from mobs that would have otherwise aggro'd on something else.
    Sneak attacking characters need to be used like a scalpel, not like a chainsaw, otherwise they'll lose their sneak attacks and just end up doing craptastic DPS with a craptastic weapon.

  12. #12
    The Mad Multiclasser Failedlegend's Avatar
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    I would recommend dropping either Bluff or Diplo (with the changes to bluff im not sure which is better now but they share a cooldown) and maxing concentration it really makes a big difference to have that extra 18 Ki (23-5) 23+15(Item)+7(Con Mod) = 45 while your maximum is 60 making it much easier for you as a Air Stance Monk to keep your ki abilities going.
    Quote Originally Posted by Cordovan
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  13. #13
    The Hatchery whomhead's Avatar
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    Quote Originally Posted by Calebro View Post
    I have found that taking THF feats on an acrobat is a mistake.
    The glancing blows draw too much aggro from mobs that would have otherwise aggro'd on something else.
    Sneak attacking characters need to be used like a scalpel, not like a chainsaw, otherwise they'll lose their sneak attacks and just end up doing craptastic DPS with a craptastic weapon.
    I think this makes a lot of sense. What did you take with the extra 3 feats?

  14. #14
    Community Member OldAquarian's Avatar
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    Quote Originally Posted by Calebro View Post
    I have found that taking THF feats on an acrobat is a mistake.
    The glancing blows draw too much aggro from mobs that would have otherwise aggro'd on something else.
    Sneak attacking characters need to be used like a scalpel, not like a chainsaw, otherwise they'll lose their sneak attacks and just end up doing craptastic DPS with a craptastic weapon.
    The problem might be using a two handed weapon as they increase the chance of hitting untagged mobs
    but taking the THF line doesn't increase the chance of the tag, just the damage
    So you would have just as many mobs on you, with or without, the THF line

    In my experience, it depends on positioning and choice of who is in your party

  15. #15
    Community Member Jaid314's Avatar
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    you say you're building a survival-based rogue, but you took opportunist instead of improved evasion?

  16. #16
    The Mad Multiclasser Failedlegend's Avatar
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    Quote Originally Posted by Jaid314 View Post
    you say you're building a survival-based rogue, but you took opportunist instead of improved evasion?
    heh I was wondering that to.
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  17. #17
    Community Member OldAquarian's Avatar
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    Having high saves evasion pays as you take no damage on a save.
    But, having high saves and having a chance to take 1/2 damage on the occasional fail didn't seem worth losing the dps
    It's a balance, too much survival and you don't do enough dps to contribute, and you become a doorstop.

    Aside: Noted in OP that Cloudkill spell adds more miss chance and added Saves breakdown
    Last edited by OldAquarian; 08-01-2011 at 10:48 AM.

  18. #18
    Community Member OldAquarian's Avatar
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    Just for comparison - you can take a look at a recent 13 Rogue/7 Monk build:
    http://forums.ddo.com/showthread.php?t=332308

  19. #19
    Community Member OldAquarian's Avatar
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    Minor update - took: Rogue Item Defense I
    since staves are Wood and break faster than normal weapons

    Any other suggestions?

  20. #20
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by Vissarion View Post
    1. They stack, but strangely. In essence, they are applied separately, so you'll have a roll for the 25% miss chance from Shadow Fade, and then another roll for Blur/Displacement (I don't know which one takes precedence, but shouldn't matter much for the end result).

    So you'd get hit 75% of the time with Shadow Fade, and then 20% of that 75% you'd be missed due to Blur. It works out to about 40% miss chance. (Or 62.5 for Displacement + Shadow Fade).

    2. Attack speed bonuses stack multiplicatively, and there is some order of precedence among them, but I am not 100% sure what it is. This would be my hypothesis:

    Base Attack Speed + Haste (Or Wind Stance) + Acrobat would form the modified base.

    Double strike chances (Opportunist + Wind Stance) would be calculated after determining the modified base.

    Haste Boost would apply last.

    So assuming 102 swings per minute as the standard hasted THF:

    102 x .2 (Acrobat II) = 20.4 = 122.4 SPM

    122.4 x .08 (Doublestrike) = 9.792 = 132.192

    ~132 x .3 (Boost) = 39.7 = 171.7 SPM while Haste Boost is active.

    You'd obviously have to modify it to a more reasonable number given boost cooldowns, but I think this is how the math should work.
    For information on attack speed I'd suggest to look at this thread.

    From this, we can see that you will have 35% constant attack speed boost (acrobat + haste spell) for 117.8 attacks/minute. Add to this 8% doublestrike (opportunist + adept of wind) gives 117.8*1.08=127.224. Then you have 6*20 seconds of 30% rogue haste boost for 65% haste boost for 144.6 attacks/minute (can't use the chart for that one). Add doublestrike to that for ~156 attacks/minute while haste boost is active.

    Still, it doesn't really compare to 111.3*1.88=209.24 attacks/minute for unarmed (including doublestrike and offhand attacks). During haste boosts it jumps up to 147.5*1.88=277.3 attacks/minute!

    Obviously you'll do more damage per hit with 1.5*strength modifier and glancing blows but you'd have to do 60% more damage on each hit I think to remain comparable. Previously this was easier to accomplish with the difficulty in acquiring ideal handwraps (+5 anarchic burst silver threaded of GLOB for instance coupled with holy burst and shocking burst ToD rings) but now with cannith crafting it is easier to get closer to the ideal wraps than what it was.

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