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  1. #61
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    Quote Originally Posted by Rizzia View Post
    So I ask, wheres the 3x crit multiplier of a spear?
    One night, as the drunken spear wandered into a dark alley to relieve itself, a stealthy maul crept up from behind, struck the spear, scoring a lucky hit, and quickly stole the spear's *3 multiplier. It then fled down the alley, cackling with mad glee.

  2. #62
    The Hatchery
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    Does it have a cool model?

    Even if it's 5% or whatever behind some other weapon, it should be used for the model.

    Man I can't wait to run the raid again.

    Also, are people taking into account that eSoS has a x3 multiplier, and this spear has a x2? I can't be assed to look at any calculations, but that seems important.
    Last edited by Qezuzu; 07-12-2012 at 11:25 PM.

  3. #63
    Community Member Jay203's Avatar
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    meh, i hate the featherfalling they put on it
    just like that house c rocket boots... >_>
    PS: Greensteel RUINED the game! and you all know it!
    less buffing, more nerfing!!!
    to make it easier for those of you that wants to avoid me in game, all my characters are in "Bladesworn Mercenaries"

  4. #64
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    Quote Originally Posted by Boromirs View Post
    I think probably fleshed out the weapon can have a crit range of 13-20?!!?
    A discovery that warrants additional punctuation, I see.

  5. #65
    The Hatchery sirgog's Avatar
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    Quote Originally Posted by Jay203 View Post
    meh, i hate the featherfalling they put on it
    just like that house c rocket boots... >_>
    This. Even if it makes thematic sense.

    FF just gets so annoying at times.
    I don't have a zerging problem.

    I'm zerging. That's YOUR problem.

  6. #66
    Community Member SealedInSong's Avatar
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    Default Also for acrobatic dreadnoughts

    Lightning Mace Melee Attack: On Hit: 100 Electrical damage. On Critical: Gain +15% enhancement bonus to melee doublestrike for 6 seconds. On Vorpal: 10d100 Electrical damage. Requires a club, greatclub, mace, morningstar, or quarterstaff to be equipped in your main hand.

    Moar lightninggg
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  7. #67
    Community Member Alintalkin's Avatar
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    Quote Originally Posted by SealedInSong View Post
    Perhaps briefly while they don't have aggro? :]

    How about my original question, however? What do you veterans recommend in terms of min-maxing an acrobat's DPS with Sireth?

    Possible avenues for min-maxed DPS Sireth-wielding acrobat discounting Shillelaugh now thanks to insight from Diyon:

    [Assuming enemy blindness and/or good aggro management]
    Deadly shadows capstone (14d6 sneak attack)
    IC: bludgeon
    T6 Dreadnought: Pulverizer
    T1 Grandmaster twist: Improved Martial Arts ("+0.5[W] to attacks you make while centered")
    T2 Grandmaster twist: Hail of Blows (+3% doublestrike for melee)

    Questions here: does Improved Martial Arts require a level of monk or monk dilettante or... just the standard requirements for remaining centered as a monk?
    Any recommendations on the third twist? Some of the Fury of the Wild ones look interesting, such as T3 Malicious Weapons ("+[3|6|9]% chance to trigger weapon effects with glancing blows").

    I play a 13/6/1 acrobat/kensei/monk with a respectable sustained stunning blow DC of 49 (= 10 base +20 strength modifier +10 stunning weapon/dun'Robar seal +2 T2 Fighter generic enhancement +1 kensei I +6 T1R3 Dreadnought legendary tactics); (Note: strength modifier = 18 base +3 tome +5 level up +2 insightful +1 exceptional +7 enhancement +2 fire stance +5 six tiers Dreadnought +2 half-orc racial enhancement +2 fighter class enhancement +2 rage +2 single stack madstone = 50 strength or +20 ability modifier). It lands almost every time in Demonweb epic-hard and not so much on epic-elite. The use of Titan gloves and double madstone can increase the DC by 4.

    The ability to reliably stun an opponent every 15 seconds with Sireth (and a +10 stunning Seal of dun'Robar) in addition to some of the enhanced-damage-to-helpless destiny features of Dreadnought could make for some very potent DPS/CC.

    Barbarians are fun but I'd much rather have my acrobat build in a general quest (not a whack-a-boss raid like VoD) for DPS and versatility than a barbarian.
    For third twist I would say possibly grim precision (shadowdancer) for 15% fort bypass, might not be useful in every situation but good for raiding

    Edit: or perhaps if you really need to hit technician (shadow dancer): +6 to hit when flanking, with the added bonus of +6 search/DD/spot/OL, but I still think that grim precision is loads better
    Last edited by Alintalkin; 07-13-2012 at 12:23 AM.
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    *fist shake* "Back in my day, we had to run the Coalescence Chamber up hill both ways! There wasn't even snow and the only slippery ice you could find was sleet storm! We had to imagine what snow would look like at Festivult time, and we liked it!"
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  8. #68
    The Hatchery sirgog's Avatar
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    Quote Originally Posted by SealedInSong View Post
    Lightning Mace Melee Attack: On Hit: 100 Electrical damage. On Critical: Gain +15% enhancement bonus to melee doublestrike for 6 seconds. On Vorpal: 10d100 Electrical damage. Requires a club, greatclub, mace, morningstar, or quarterstaff to be equipped in your main hand.

    Moar lightninggg
    Because in a Demon dominated endgame, Moar Lightninggg! is exactly what we need.


    (Crit proc rocks though if it works as stated)
    I don't have a zerging problem.

    I'm zerging. That's YOUR problem.

  9. #69
    Community Member SealedInSong's Avatar
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    Quote Originally Posted by Alintalkin View Post
    For third twist I would say possibly grim precision (shadowdancer) for 15% fort bypass, might not be useful in every situation but good for raiding
    Great idea, thanks.
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  10. #70
    Community Member SealedInSong's Avatar
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    Default But

    Quote Originally Posted by sirgog View Post
    Because in a Demon dominated endgame, Moar Lightninggg! is exactly what we need.
    (Crit proc rocks though if it works as stated)
    Quote Originally Posted by Diyon View Post
    I'd argue that the lightning damage is still pretty useful in the Demonweb. The demonweb has a lot of drow, souls of stuff, spiders, more spiders, draegoloth and such that aren't immune to lightning. Can't remember if bebeliths are or not but I don't think they are.
    There are lots of lightning-susceptible monsters in the Demonweb and still lots of non-demon content out there. It's a nice ability even if just for the doublestrike buff.
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  11. #71
    Community Member Wraith_Sarevok's Avatar
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    Quote Originally Posted by sirgog View Post
    Because in a Demon dominated endgame, Moar Lightninggg! is exactly what we need.


    (Crit proc rocks though if it works as stated)
    12 second cooldown and hits only 1 target.

    I wouldn't waste my APs on it even if I WAS specced to use bludgeoning weapons. Advancing Blows does way more than those 3 worthless elemental abilities.
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  12. #72
    Community Member SealedInSong's Avatar
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    Default Yes

    Quote Originally Posted by sirgog View Post
    This. Even if it makes thematic sense.

    FF just gets so annoying at times.
    The underwater action on Tinah is particularly dreadful. Enchantment bonuses being taken up by utility mods that I want toggled OFF most of the time on a relic weapon of a weapon class with limited love? Okay Turbine. Go back to nerfing FoM :[
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  13. #73
    Dual-Wielder of Halflings DevHead's Avatar
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    I will change my HOrc Earth Stance q-staff user (18 monk/2 ftr soon to be Leg Dread) into Lawful Good...just for this weapon.
    Officer and Webmaster for Fallen Immortals, a guild of Thelanis.

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  14. #74
    Community Member alexp80's Avatar
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    Quote Originally Posted by LeLoric View Post
    Of course the esos is horrible in the hands of an acrobat/monk twist.

    An acro monk build will never bypass an esos wielding barb/kensai though in terms of pure dps though with this weapon.
    also roll up a toon around a single situational weapon is a real bad choice.

    /not impressed.

    To make good use of this weapon you have to gimp yourself
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  15. #75
    Dual-Wielder of Halflings DevHead's Avatar
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    Quote Originally Posted by alexp80 View Post
    also roll up a toon around a single situational weapon is a real bad choice.

    /not impressed.

    To make good use of this weapon you have to gimp yourself
    I don't agree with you there; my horc light monk only uses q-staves (yes, really) in earth stance and he's a total beast. I didn't roll him around a single weapon, though; on that point, I agree with you.
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  16. #76
    Founder LeLoric's Avatar
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    Quote Originally Posted by Wraith_Sarevok View Post
    12 second cooldown and hits only 1 target.

    I wouldn't waste my APs on it even if I WAS specced to use bludgeoning weapons. Advancing Blows does way more than those 3 worthless elemental abilities.
    I would take that one if I primarily used Sireth mainly for the doublestrike. 15% double strike is a huge dps bonus and you'll get it upwards of 40% of the time. The lightning dmg is secondary here.

    Advancing blows is awesome but its not an either or situation I have found I either take one of these or a str bonus and any of them are by far better than +1 str.

    These abilities are much better on twf than thf by far as you get multiple procs off each use.
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  17. #77
    Founder TreknaQudane's Avatar
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    Quote Originally Posted by sirgog View Post
    Because in a Demon dominated endgame, Moar Lightninggg! is exactly what we need.


    (Crit proc rocks though if it works as stated)
    For what it's worth the queen demon of the... demonweb ... is actually an aberration in the raid.
    [REDACTED]

  18. #78
    Community Member Cetus's Avatar
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    I'm not really impressed with that quarterstaff from a pure damage dealers perspective.

    An esos swinging barb or fighter will still dominate, if you're concerned with DR breaking you always got the red slot to play with, not to mention the fact that in order to grab pulverizer thats 2 destiny points that the Esos user has to play with elsewhere, which, is probably translating into a source of dmg.

  19. #79
    Community Member Moltier's Avatar
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    Quote Originally Posted by Boromirs View Post
    In the hands of a proper acro/monk/ED twist build I think it can be superior to the eSoS in all situations.
    And in the hand of a barbarian, since almost all FB gives is equal for the staff, plus the staff have a slightly faster attack speed. But of course you have to be good, and only vs non electric resist/immune mobs.

    In the hand of a kensei, the SoS is almost always better, since kensei gives crit range, seeker which both benefits the sos more.
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  20. #80
    Founder Matuse's Avatar
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    The underwater action on Tinah is particularly dreadful. Enchantment bonuses being taken up by utility mods that I want toggled OFF most of the time
    Just curious, but under what circumstances are you benefited by having underwater action turned off?
    Kobold sentient jewel still hate you.

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