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  1. #1
    The Hatchery
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    Default Glass Cannon bludgeon imbue

    Is that simply extra damage that happens to be bludgeon (as I suspect) or does it actually give your bolts blunt damage, similar to the Silver Slinger (as I hope, but suspect not)?
    "Ignorance killed the cat, sir; curiosity was framed."
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  2. #2
    The Hatchery CThruTheEgo's Avatar
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    Like any other rune arm imbue, it is simply extra damage added on, not an augment to the bolts. So it is only the additional damage that is blunt. It does not provide blunt damage bypass to the crossbow.
    Unarmed monk guide with builds|The Arcane Warrior: wiz/fighter hybrids|White Feather Sniper: CC/dps focused deepwood stalker|The Divine Cuisinart: divine crusader tempest|The Count of Monte Cristo: swashbuckler|Hassan's Assassin: dex assassin|Dubbell O'Seven: WF artificer|Santa's Little Slayer: dragonmarked elf centered kensai

  3. 03-07-2013, 11:39 AM


  4. #3
    Founder & Hero cdbd3rd's Avatar
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    Quote Originally Posted by CThruTheEgo View Post
    Like any other rune arm imbue, it is simply extra damage added on, not an augment to the bolts. So it is only the additional damage that is blunt. It does not provide blunt damage bypass to the crossbow.

    My Arty still being just 22, I hadn't thought into that much. I kinda hoped/assumed it would actually change the damage type. Makes sense, tho.
    I can stop fantasizing about it now.


    post-Ogre edit:

    Well, who has one and has checked the combat log?


    2nd edit:

    Okay, Whiskey Tango...? At first there was a BOgre reply, then it disappeared??
    Last edited by cdbd3rd; 03-07-2013 at 11:48 AM.
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  5. #4
    Forum Turtle
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    I actually have one, I'll try it out when I get home today and let you know. I haven't tested it yet, the minute I upgraded the husband was calling for my monk to go back and herd kobolds again. *hangs head miserably* I wish he ddin't love crystal cove so much, I kinda hate it. But I accept the kobolds will be ruling my life for the next week.
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  6. #5
    Community Member BladeZero's Avatar
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    CThru is exactly correct, the runearm does not add bludgeon to your weapon's damage types. He didn't quite seem to finish the statement though wherein he let you know that fortification penalty + fireball style shot = crappy runearm.

  7. #6
    The Hatchery CThruTheEgo's Avatar
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    Quote Originally Posted by BladeZero View Post
    CThru is exactly correct, the runearm does not add bludgeon to your weapon's damage types. He didn't quite seem to finish the statement though wherein he let you know that fortification penalty + fireball style shot = crappy runearm.
    LOL! Yeah I'm not that impressed with it. Its greatest value is probably in the Cove against the skeletons. And maybe a good swap when laying down blade barriers and running for your life.
    Unarmed monk guide with builds|The Arcane Warrior: wiz/fighter hybrids|White Feather Sniper: CC/dps focused deepwood stalker|The Divine Cuisinart: divine crusader tempest|The Count of Monte Cristo: swashbuckler|Hassan's Assassin: dex assassin|Dubbell O'Seven: WF artificer|Santa's Little Slayer: dragonmarked elf centered kensai

  8. #7
    Community Member Meretrix's Avatar
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    Quote Originally Posted by BladeZero View Post
    CThru is exactly correct, the runearm does not add bludgeon to your weapon's damage types. He didn't quite seem to finish the statement though wherein he let you know that fortification penalty + fireball style shot = crappy runearm.

    The shot does suck but it's the only runearm in the game with 2 imbues for your weapon. So for maximum dps this is the runearm to use.

    The fort penalty is not an issue when youre not in danger, like epic hards.
    Last edited by Meretrix; 03-07-2013 at 01:20 PM.

  9. #8
    Founder & Hero cdbd3rd's Avatar
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    Quote Originally Posted by BladeZero View Post
    CThru is exactly correct, the runearm does not add bludgeon to your weapon's damage types. He didn't quite seem to finish the statement though wherein he let you know that fortification penalty + fireball style shot = crappy runearm.
    Ah, K.

    Agreed on Fireball Shot type RAs. I swap to my Hand/Tombs mainly for crate/barrel smashing.
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  10. #9
    The Hatchery CThruTheEgo's Avatar
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    Quote Originally Posted by Meretrix View Post
    The shot does suck but it's the only runearm in the game with 2 imbues for your weapon. So for maximum dps this is the runearm to use.

    The fort penalty is not an issue when youre not in danger, like epic hards.
    It might provide the most crossbow damage, but that is not maximum dps. At the levels you can use Glass Cannon, far more of an arti's dps comes from the rune arm. So even with 2 imbues, you've still got a lot of damage to make up for compared to one of the multishot rune arms, such as force or acid. You'd have to be fighting at least 5 mobs for Glass Cannon to provide comparable damage.
    Unarmed monk guide with builds|The Arcane Warrior: wiz/fighter hybrids|White Feather Sniper: CC/dps focused deepwood stalker|The Divine Cuisinart: divine crusader tempest|The Count of Monte Cristo: swashbuckler|Hassan's Assassin: dex assassin|Dubbell O'Seven: WF artificer|Santa's Little Slayer: dragonmarked elf centered kensai

  11. #10
    Forum Turtle
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    You can slap a 25% exceptional fort item on to stay at 100% though, so the fort penalty isn't the worst things in the world. And the impulse is lovely. And this is possibly the weirdest fire active use of a runearm I've seen, it sorta causes an explosion of light, but it is doing higher damages than the lightning shot from my eh Arcing Sky. The bludgeon is extra damage, for but for a skelly beater, it's a good alternate runearm for the skelly undead, of which gianthold has a lot of.
    Turtel, Turtley Wrath, Tortoisse, Waterssong, Victerr Creed, Utahraptor, Velocaraptor, Minddancer, Loggerhead, Matamata, Sulcata, Ticerratops, Sierrann, Hankx, Shartelhane

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  12. #11
    The Hatchery
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    That's about what I figured, thanks for the replies, all!

    Moving it down the list of stuff to get (I'd rather equip my monk than get something I'll mostly be using for barrels... I've got Khyber's Fury for that...)
    "Ignorance killed the cat, sir; curiosity was framed."
    Tripoint, C.J. Cherryh

  13. #12
    Community Member Phaeton_Seraph's Avatar
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    Well... I think it's pretty good for the skellies, yeah.

    What makes me hesitate before moving on to the next item is the Impulse 120. This modifies Blade Barrier, Prismatic Strike and Tactical Detonation.

  14. #13
    Community Member Charononus's Avatar
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    Quote Originally Posted by TrinityTurtle View Post
    You can slap a 25% exceptional fort item on to stay at 100% though, so the fort penalty isn't the worst things in the world. And the impulse is lovely. And this is possibly the weirdest fire active use of a runearm I've seen, it sorta causes an explosion of light, but it is doing higher damages than the lightning shot from my eh Arcing Sky. The bludgeon is extra damage, for but for a skelly beater, it's a good alternate runearm for the skelly undead, of which gianthold has a lot of.
    Unless all you want to run is eh though you want 150% fort + imo not 100%, also with the save portion mobs in ee will save 95% of the time and many of them have evasion, it's the reason I no longer use tovin's hammer and switched to a corruption of nature. This rune arm had some good idea's but it's just not there for end game unless you only want to run up to eh.

  15. #14
    Community Member FooWonk's Avatar
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    Glass Cannon is most useful when you're unable to fire it, examples:
    —> Blade barrier setup and kiting
    —> Attacking mobs beyond rune arm range

    In every other case, you're better off with Corruption of Nature or Archaic Device against enemies with 10 or higher acid resist.

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