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  1. #361
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    Quote Originally Posted by Bacab View Post
    I don't think Zen Archery currently WAI.
    Centered when using a bow - it works.

    Combat Archery is still broken, or at least haven't heard anyone saying if it's been fixed.
    Varz
    Wanderlust

  2. #362
    Community Member Bacab's Avatar
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    Quote Originally Posted by emptysands View Post
    Centered when using a bow - it works.

    Combat Archery is still broken, or at least haven't heard anyone saying if it's been fixed.
    They fix it in regards to GMoF?
    "Hireling" and "Hjealer"
    Member of THACO on Ghallanda

  3. #363
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    Default come to the dark side

    Meli we need to get a group of 6 running around....come over to the dark side I really do enjoy DOOF so much I've been completely ignoring RTFM gear upgrades etc. and just playing healer on RT lately that's it

    Quote Originally Posted by MeliCat View Post
    I keep reading this thread... And getting more and more tempted. And I have just the character to do it with too.
    RTFM on Khyber

  4. #364
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    Lurzifer any update on the twf version?
    Taenebrae, Daemonsoul, Daemoneyes and Daemonheart of Argonessen
    Glitzakram - Trade Thread

  5. #365
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    Default fleshie

    If you are going fleshie make a monkcher build (Something like Sith's build). You get the 10K stars more burst ranged damage and can do other stuff, but you don't have the recon. Like everything, give and take depending on your playstyle. I've been running with several monkchers and the playstyle is comparable when ranging. The think I like about Jugg is the recon at will.. It is very handy to say the least.

    Quote Originally Posted by SSFWEl View Post
    Very interesting.

    I know one of the main points of this build is WF, but 1) I don't have WF 2) I hate the way they look and 3) I like playing haflings.

    So can this be adapted to a fleshy? I would even be willing to go hElf (use the ranger version and take Pally dilly), but I can't bring myself to make a WF.

    Or is the repair THAT much better than anything else I can use.
    RTFM on Khyber

  6. #366
    Community Member Lurzifer's Avatar
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    Well the TWF version has some flaws still, problem are the at least 2 more feats u have to spend on it, actually rather 3 since u want one of the exotic weapons for best performance.

    It can be done, but i have currently too much fun with current version of Haek to try and LR for other build version.

    And i wont post any theory build here, only stuff i played myself and know that it works properly.

    What u can do is choose drop IPS and completionist on the ranger version and take ITWF and GTWF instead and use Mohrns Mainhand + Balizarde Offhand, that should be quite nice. Other than that advise there wont be anything else in the near future on the Twf version from my side.
    The simple fact that all combat attack styles are much better in Thf and S&B than they are in Twf brings me to the point where i just dont play twf until they resolved that issue.
    Haek N' Slay (©ompletionist Juggernaut / Zeus Life 61 of 61)My Toon is better than your toon.Mitis Mors - Thelanis

  7. #367
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    Default Axe of adaxas

    Have not done the math but dual wielding Axe of Adaxas with headman's chop with a TWF version is going to be a lot of damage.

    Quote Originally Posted by Symerith View Post
    New deathnips are so hot!!! And the looks... I'm a fan.

    I just can't wait to find a proper build to fit them in
    RTFM on Khyber

  8. #368
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    Default TWF to hit

    I've been playing around with TWF (with no feats!) in EE GH flags and walkups when I get a chance, and I don't see any to-hit issues. Fact is you are only using this on mobs and not bosses (bosses will be ranged). So far I don't see to-hit as an issue, only issue is GTWF for the offhand attack proc.

    Quote Originally Posted by Lurzifer View Post
    Well the TWF version has some flaws still, problem are the at least 2 more feats u have to spend on it, actually rather 3 since u want one of the exotic weapons for best performance.

    It can be done, but i have currently too much fun with current version of Haek to try and LR for other build version.

    And i wont post any theory build here, only stuff i played myself and know that it works properly.

    What u can do is choose drop IPS and completionist on the ranger version and take ITWF and GTWF instead and use Mohrns Mainhand + Balizarde Offhand, that should be quite nice. Other than that advise there wont be anything else in the near future on the Twf version from my side.
    The simple fact that all combat attack styles are much better in Thf and S&B than they are in Twf brings me to the point where i just dont play twf until they resolved that issue.
    RTFM on Khyber

  9. #369
    Community Member Loriac's Avatar
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    Default

    Forester's brush hook is an alternative to getting EWP:Khopesh on the twf variant. It saves a feat, and allows you to stay centred, opening up the trembling earth finisher (+2 crit multiplier). You can also drop mithral body entirely; you have better ac unarmored anyway, and the 4% dodge from monk is worth more than the 13PRR from mithral body imo (if you really wanted to, you could twist standing with stone and have a total of 18PRR in earth stance anyway, but I prefer fire stance for the str bonus and easy ki generation on my toon). Additionally, a dance of flowers will up the EH/EE versions of the brush hook to 4[w] / 4.5[w] respectively, and deadly weapons is 'always on' as the weapon is aligned and metallic. Very good lootgen khopeshes will still beat out this weapon of course, but its very competitive if you can get the EH/EE versions which have phlebotomizing.

    Having played around with being centred for a bit however, I'm getting drawn back to the idea of using the stout walking stick (or sireth when I get my hands on it) and making use of the earth finishing move. On sireth in particular, you'd end up with a 15-20x4 crit profile on finishing moves which seems very good.

  10. #370
    Community Member Lurzifer's Avatar
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    I tested the Forester Brush Hooks, that was my original idea for the Twf build version. The attack range is just so short that its very irritating to play, especially with knockbacking giants -.-

    The EE Versions are a major Pita zu get.
    Haek N' Slay (©ompletionist Juggernaut / Zeus Life 61 of 61)My Toon is better than your toon.Mitis Mors - Thelanis

  11. #371
    Community Member Thayion516's Avatar
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    Default 2WF Jugg try.

    Well here is a try at a 2 weapon fighting Jugg.

    Please give me thoughs / critiques as i will be trying this on my next Life. So i want it Semi Playable.

    Issues I Have are Leveling Class Order and some of the feat orders in relationship to the monk and arti bonus feats.

    Tear it apart!

    Code:
    Character Plan by DDO Character Planner Version 03.16.01
    DDO Character Planner Home Page
    
    Jugg 
    Level 25 Lawful Good Warforged Male
    (2 Monk \ 2 Ranger \ 16 Artificer \ 5 Epic) 
    Hit Points: 415
    Spell Points: 1015 
    BAB: 15\15\20\25\25
    Fortitude: 16
    Reflex: 15
    Will: 12
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (36 Point)       (Level 1)             (Level 25)
    Strength             18                    27
    Dexterity            15                    18
    Constitution         16                    21
    Intelligence         14                    17
    Wisdom                6                     9
    Charisma              6                     9
    
    Tomes Used
    +2 Tome of Strength used at level 6
    +2 Tome of Dexterity used at level 6
    +2 Tome of Constitution used at level 6
    +2 Tome of Intelligence used at level 6
    +2 Tome of Wisdom used at level 6
    +2 Tome of Charisma used at level 6
    +3 Tome of Strength used at level 17
    +3 Tome of Dexterity used at level 17
    +3 Tome of Constitution used at level 17
    +3 Tome of Intelligence used at level 17
    +3 Tome of Wisdom used at level 17
    +3 Tome of Charisma used at level 17
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 25)
    Balance               4                    20
    Bluff                -2                     5
    Concentration         7                    25
    Diplomacy            -2                     5
    Disable Device        6                    31
    Haggle               -2                     5
    Heal                 -2                     5
    Hide                  2                    10
    Intimidate           -2                     5
    Jump                  4                    22
    Listen               -2                     5
    Move Silently         2                    10
    Open Lock             6                    32
    Perform              n/a                    n/a
    Repair                2                     9
    Search                6                    31
    Spot                 -2                     5
    Swim                  4                    14
    Tumble                n/a                  11
    Use Magic Device      2                    31
    
    Level 1 (Artificer)
    Skill: Balance (+2)
    Skill: Concentration (+4)
    Skill: Disable Device (+4)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Use Magic Device (+4)
    Feat: (Past Life) Past Life: Barbarian
    Feat: (Past Life) Past Life: Fighter
    Feat: (Past Life) Past Life: Ranger
    Feat: (Past Life) Past Life: Ranger
    Feat: (Past Life) Past Life: Ranger
    Feat: (Selected) Point Blank Shot
    Feat: (Automatic) Artificer Construct Mastery
    Feat: (Automatic) Artificer Knowledge: Scrolls
    Feat: (Automatic) Attack
    Feat: (Automatic) Composite Plating
    Feat: (Automatic) Exotic Weapon Proficiency: Great Crossbow
    Feat: (Automatic) Exotic Weapon Proficiency: Repeating Heavy Crossbow
    Feat: (Automatic) Exotic Weapon Proficiency: Repeating Light Crossbow
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Inscribe Artificer Scroll
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Light Fortification
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Rapid Reload
    Feat: (Automatic) Revive Iron Defender
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Sneak
    Feat: (Automatic) Trapfinding
    Feat: (Automatic) Unleash Iron Defender
    Feat: (Automatic) Warforged Traits
    Enhancement: Artificer Damage Boost I
    Enhancement: Artificer Skill Boost I
    Enhancement: Artificer Crossbow Damage I
    
    
    Level 2 (Ranger)
    Skill: Disable Device (+1)
    Skill: Jump (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Favored Enemy) Favored Enemy: Reptillian
    Feat: (Automatic) Bow Strength
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Martial Weapon Proficiency (ALL)
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    Feat: (Automatic) Wild Empathy
    Enhancement: Ranger Sprint Boost I
    Enhancement: Ranger Favored Damage I
    Enhancement: Repair Manipulation I
    
    
    Level 3 (Ranger)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Jump (+1)
    Skill: Open Lock (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Toughness
    Feat: (Automatic) Rapid Shot
    Feat: (Automatic) Two Weapon Fighting
    Enhancement: Racial Toughness I
    Enhancement: Warforged Constitution I
    Enhancement: Warforged Tactics I
    
    
    Level 4 (Monk)
    Ability Raise: STR
    Skill: Disable Device (+1)
    Skill: Search (+2)
    Feat: (Monk Bonus) Power Attack
    Feat: (Automatic) AC Bonus
    Feat: (Automatic) Disciple of Breezes
    Feat: (Automatic) Disciple of Candles
    Feat: (Automatic) Disciple of Pebbles
    Feat: (Automatic) Disciple of Puddles
    Feat: (Automatic) Exotic Weapon Proficiency: Kama
    Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
    Feat: (Automatic) Finishing Moves
    Feat: (Automatic) Flurry of Blows
    Feat: (Automatic) Unarmed Strike
    Enhancement: Warforged Power Attack I
    
    
    Level 5 (Monk)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Feat: (Monk Bonus) Stunning Fist
    Feat: (Automatic) Evasion
    Feat: (Automatic) Meditation
    
    
    Level 6 (Artificer)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+3)
    Feat: (Selected) Exotic Weapon Proficiency: Khopesh
    Feat: (Automatic) Artificer Craft Mastery
    Feat: (Automatic) Artificer Knowledge: Potions
    Feat: (Automatic) Artificer Rune Arm Use
    Enhancement: Artificer Improved Rune Arm Use I
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Racial Toughness II
    Enhancement: Reconstructive Spellcasting I
    Enhancement: Storm Manipulation I
    Enhancement: Artificer Wand and Scroll Mastery I
    Enhancement: Warforged Tactics II
    
    
    Level 7 (Artificer)
    Skill: Balance (+0.5)
    Skill: Disable Device (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+2)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Automatic) Artificer Knowledge: Wands
    Enhancement: Improved Use Magic Device I
    Enhancement: Repair Manipulation II
    
    
    Level 8 (Artificer)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Artificer Bonus) Quicken Spell
    Feat: (Automatic) Trapmaking
    Enhancement: Artificer Damage Boost II
    Enhancement: Artificer Skill Boost II
    Enhancement: Artificer Crossbow Attack I
    
    
    Level 9 (Artificer)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Improved Two Weapon Fighting
    Feat: (Automatic) Artificer Knowledge: Arms and Armor
    Feat: (Automatic) Retain Essence
    Enhancement: Reconstructive Spellcasting II
    Enhancement: Repair Manipulation III
    Enhancement: Warforged Power Attack II
    
    
    Level 10 (Artificer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Artificer Battle Engineer I
    
    
    Level 11 (Artificer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Automatic) Artificer Knowledge (ALL)
    Enhancement: Racial Toughness III
    Enhancement: Improved Use Magic Device II
    
    
    Level 12 (Artificer)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Artificer Bonus) Improved Critical: Ranged Weapons
    Feat: (Selected) Manyshot
    
    
    Level 13 (Artificer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Storm Manipulation II
    Enhancement: Repair Manipulation IV
    Enhancement: Warforged Tactics III
    
    
    Level 14 (Artificer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Artificer Damage Boost III
    Enhancement: Repair Manipulation V
    
    
    Level 15 (Artificer)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Jump (+0.5)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Greater Two Weapon Fighting
    Enhancement: Artificer Damage Boost IV
    
    
    Level 16 (Artificer)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Disable Device (+1)
    Skill: Jump (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Artificer Bonus) Precise Shot
    Feat: (Automatic) Archer's Focus
    Enhancement: Warforged Constitution II
    
    
    Level 17 (Artificer)
    Skill: Balance (+1)
    Skill: Disable Device (+1)
    Skill: Jump (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Automatic) Skill Mastery
    
    
    Level 18 (Artificer)
    Skill: Balance (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+2)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Improved Critical: Slashing Weapons
    
    
    Level 19 (Artificer)
    Skill: Balance (+1)
    Skill: Disable Device (+1)
    Skill: Open Lock (+2)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Artificer Crossbow Damage II
    Enhancement: Racial Toughness IV
    Enhancement: Improved Use Magic Device III
    Enhancement: Improved Use Magic Device IV
    Enhancement: Repair Manipulation VI
    Enhancement: Warforged Power Attack III
    
    
    Level 20 (Artificer)
    Ability Raise: STR
    Feat: (Artificer Bonus) Improved Fortification
    
    
    Level 21 (Artificer)
    Skill: Bluff (+2)
    Skill: Diplomacy (+2)
    Skill: Move Silently (+2)
    Skill: Repair (+4)
    Skill: Tumble (+2)
    Skill: Use Magic Device (+56750088)
    Feat: (Selected) Stunning Blow
    Enhancement: Artificer Skill Boost III
    Enhancement: Repair Manipulation VII
    
    
    Level 22 (Artificer)
    Skill: Diplomacy (+1)
    Skill: Intimidate (+0.5)
    Skill: Move Silently (+1)
    Skill: Repair (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+56751468)
    
    
    Level 23 (Artificer)
    Skill: Bluff (+0.5)
    Skill: Diplomacy (+1)
    Skill: Intimidate (+0.5)
    Skill: Move Silently (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+56751780)
    
    
    Level 24 (Artificer)
    Skill: Diplomacy (+1)
    Skill: Repair (+4)
    Feat: (Artificer Bonus) Heighten Spell
    
    
    Level 25 (Artificer)
    Skill: Diplomacy (+1)
    Skill: Move Silently (+1)
    Skill: Repair (+2)
    Skill: Use Magic Device (+1)

  12. #372
    Community Member darksol23's Avatar
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    Just want to say thanks to the OP for the build.

    My completionist journey to pass-the-time had finally come to an end. I had an eSoS and a True Heart in my pack and no future, until I read this thread. Death rises for the final time to join the ranks of the Juggernauts.

    Great build. Looking forward to running around smashing things.
    Officer of the Platinum Knights of Cannith, Founder of the guild GHOSTBANE of Cannith
    Main - Death - Completionist and then some...
    Other Characters - Holy, Leap, War, Optimusprime, Intimitank, Lanfear, Can, Afkbiobrb, Garagesale, Leverpuller and many more

  13. #373
    Community Member
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    Default

    It is a great build, and I wanted to throw a little tidbit out there...

    If you have an old war-forged arti laying around, the monk/ranger splashes need to be taken early. But if you go with a fighter 2 splash, you can splash late. It isn't as powerful, but if you are just trying to finish out a life... it is something you can do with just an LR.

    If the build is this much fun on a wanna-be version, I can't wait to play the real thing next life!

  14. #374
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    Default

    I do have one question:

    My wanna-be-jugg is on a second account. Very Very limited gear selection so far, but tomorrow santa-cove is coming to town!

    Any thoughts on priority items for this build?

  15. #375
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    Default

    Quote Originally Posted by csivils View Post
    Any thoughts on priority items for this build?
    Ring of The Master Artificer is pretty awesome for both leveling and cap, not too hard to get either.

  16. #376
    Founder Matuse's Avatar
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    From the Cove, I've always been a huge fan of the buccaneer ring. +7 Dex, +2 Good Luck, and a green slot is quite some yummy. But that's tough to fit into a Juggernaut with one ring dedicated to the artificer ring.
    Kobold sentient jewel still hate you.

  17. #377
    Community Member Lurzifer's Avatar
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    Default EE Tor Dragonfights

    Heya,

    New Video up, all Dragon Fights in EE Tor in together way under 5 Minutes:
    http://www.youtube.com/watch?v=KqUb2bwMc5g

    Haek
    Haek N' Slay (©ompletionist Juggernaut / Zeus Life 61 of 61)My Toon is better than your toon.Mitis Mors - Thelanis

  18. #378
    Community Member Loriac's Avatar
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    Default

    Quote Originally Posted by Machination View Post
    Have not done the math but dual wielding Axe of Adaxas with headman's chop with a TWF version is going to be a lot of damage.
    I think pulveriser gives you more than headman's chop; the latter is a 10% increase on base damage, whilst the former expands the crit range before improved critical. This makes weapons like Mornh particularly effective, as you end up with an SoS crit profile. You can also get base 18-20 crit range blunt weapons (e.g. necro turn in mace), which in the offhand give you a decent chance to proc on-crit effects (such as stunning blow from anvil of thunder), as the effective range becomes 13-20 with pulveriser and imp crit: blunt.

    The highest crit damage is lower, but damage over time will favour the addition from pulveriser on a good base crit weapon.

  19. #379
    Community Member tekkentroop's Avatar
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    Spyglass slotted with 6 int is a great swap-in for a jug. Great search, 8 or 9 more int for disabling, and my jug will have disable/OL from spare hand anyway. Maybe my version with trip/stun and pal levels is a bit dated but I like tactics and have a fighter PL. No space for buccaneers ring, ring 1 is master artificer, ring 2 would have to be +10 stun robar if I ever get my hands on one. 7 dex and good luck can be slotted somewhere anyway.

    On Thelanis: Makkuroi - Heroic+Epic completionist, 30+ Past lives - Guild: Zeugen der Dreizehn

  20. #380
    Community Member
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    Default Pulveriser

    Yes I have a Mornh just waiting till I get second and I will swap two feats and test this.

    I hate giving up IPP, but I think I agree with Haek that's probably one feat could live without, as well as "Zen Archery". Will swap those out for ITWF and GTWF and test some the Mornh

    Quote Originally Posted by Loriac View Post
    I think pulveriser gives you more than headman's chop; the latter is a 10% increase on base damage, whilst the former expands the crit range before improved critical. This makes weapons like Mornh particularly effective, as you end up with an SoS crit profile. You can also get base 18-20 crit range blunt weapons (e.g. necro turn in mace), which in the offhand give you a decent chance to proc on-crit effects (such as stunning blow from anvil of thunder), as the effective range becomes 13-20 with pulveriser and imp crit: blunt.

    The highest crit damage is lower, but damage over time will favour the addition from pulveriser on a good base crit weapon.
    RTFM on Khyber

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