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  1. #121
    Community Member BlackSteel's Avatar
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    Dec 2006
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    586

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    played with it again with the new build. no changes to the arti trees

    new epic feats of little benefit to xbows. wheeeeeee 3% doubleshot compared to bows 10%.

    still no acid crit chance in the arti line. Its sad to see all these nice rune arms and not to have any enhancements to boost them

    archers focus still bugged to be useless for ranged and a hidden bonus to melee

    combat archery still questionable

    may have some small good news, double checking against live atm
    Shadowsteel [TR train wreck]

  2. #122
    Community Member BlackSteel's Avatar
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    Dec 2006
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    how about a new capstone to actually make Pure arti attractive again. +2 Int, +1 to hit/damage and an implement bonus that I would probably already have anyway (or it just lets me slot a 1d10 element) isn't the most jump up and down exciting ability.

    having implement as an innate is cool, but hardly capstone worthy with the current itemization. red slot is currently the best place to grab a high single element spellpower, unless the rune arm you're using packs it's own in a high enough qty. but with the exception of the glass cannon, most of them cap out pretty low.

    and this is supposed to cmpare to grabbing evasion and extra sneak dice + extra xbow enhancements

    or two more feats + several useful low tier fighter enhancements from both kensei and defender

    or a huge bonus to saves from pally + a defensive stance bonus



    how about tacking on an extra bolt to all xbow firings. round of 4 shots. or making all xbows fire like repeaters. would be pretty sweet to shoot a greatcrossbow 3 bolts at a time. atleast SOMETHING worthwhile to convince me not to multiclass. cause losing some 6th lvl spells and 2 lvls off my rune arm right now just aint cutting it.

    currently on live, the option to splash for evasion is a good toss up; deciding between a more defensive build or a more offensive one. with the new enhancements there's only one area where a pure arti would be better at than a multiclass, and that's in DC casting, which is near useless in all but the most trivial endgame settings.

    this doesn't even include builds like Jugg's, which ignore 90% of an arti's specialty just to gain reconstruct on a decent platform. which will be outclassed by more melee class driven builds with the update using either Bladeforge for the same reconstruct on ANY 2 pally splash build, or fleshies with cocoon
    Shadowsteel [TR train wreck]

  3. #123
    Community Member Satyriasys's Avatar
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    May 2013
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    1,271

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    Could we please get an icon to display whether Weapon Attachment is active or not? Since I can't roll over my weapon to see it's stats (due to a separate bug) Currently I have to open my inventory menu, click on my weapon, click the little gear in my focus orb, select examine, and then I can finally see the weapon stats. Even then the only way to determine if it is active is if a player takes note of their weapon dice before and after applying it. A simple Icon displayed with my other buffs letting me know it is still active would mean the world to me.

  4. #124
    Community Member ZexionII's Avatar
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    Feb 2007
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    111

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    Does anyone know if the Weapon Attachment for Battle Engineer stacks with the one from the Warforged racial tree? I assume they don't, but if they do I definitely wanna grab it!
    Characters on Argonessen: Frotgar Stonefoot (Badass heal-daddy) - Dwarf Cleric 20 | Baerin Arkenett (hagglebard) - Drow Bard 9 | Duplolas Duilthran (Intimitank) - Drow Fighter 6 | Kempe Knive ("Exploiter" ranger) - Human Ranger 18 / Rogue 1 / Monk 1 | Pewny Mortals - WF Barbarian 7 (Frenzied Cratesmasher)

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