What are the best weapons for a TWF / SWF wolf with shield (mastery taken) and why?
Thanks in advance!
Resin
What are the best weapons for a TWF / SWF wolf with shield (mastery taken) and why?
Thanks in advance!
Resin
Shield mastery has some effect with orbs I think, in either case I can mention the single weapons I have found useful.
You don't get damage type, but you get all the effects, so things like vorpal, bonus elemental damage and so on work just fine. I made an undead/everything beater with blunt damage, light damage, vamprisim and I added in a ruby of endless night for -level on vorpal and it worked beautifully. But look for items with bonuses you like. You don't get expanded crit from the item either so just use whatever you want, since you have IC Blunt regardless.
Sacrificial Dagger is very popular, and so is Blade of the High Preistess. In lower EH I paralyze everything, but eventually I just end up with TForged anyway.
I am just wrapping up a sploiter wolf build. It's okay...I feel like it is less powerful than my battle cleric of yesteryear though, because it kind of lacks AOE. Yes, there is ice storm and whatever, but I did not build a wis wolf, and I don't have room in my feats for maximize and such. I also did not have any good non metal armors for the low 20s, made a Red Dragon plate to last me until Shadow Plate, which was only a couple of days, but still.
In lower levels I used my undead beater and a vampiric fury short sword.
Not a full true.
You can use combat tab to check it out in practice.
Vorpal - roll 20 is working, but passive .5[W] is not.
Elemental and other damage effects - only 1 dice is working, so for example 3d6 acid weapon effect is always making damage of 1-6 on target (looks like a bug).
Also, effects do not work on wolf companion collars (looks like a bug), while these from armors are working.
Hope that helps.
I don't have any particular gear recommendations; just remember that +[W] bonuses don't apply to wolf form (so those are meaningless) and the crit profile doesn't matter either (so a club is just as useful as a khopesh if it has the same effects). Also remember: if you run in Dreadnought, Headman's Chop will apply in wolf form if you have an axe in your main hand, but Pulverizer does not.
Not anymore: it used to be bugged so you go SM doublestrike bonus with orb equipped, but that got fixed ages ago.
If you didn't build around Dance of Death, you didn't make a true "sploiter wolf" build.I am just wrapping up a sploiter wolf build. It's okay...I feel like it is less powerful than my battle cleric of yesteryear though, because it kind of lacks AOE.
Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.
I've noticed that when blocking with a small shield that the AC and PRR stats dont change. However the shield stats and AC that normally accompany the shield are present. Just wondering if this is correct or shoukd i see an effect from blocking?
Well, sorry I thought I had implied that weapon dice were part of the base weapon +weapon dice add to that base.
I think you are wrong on the elemental effects, as I said, I made a bludgeon, light, vampirism beater, and was getting nice big purple numbers on undead. That weapon was perfect right up until Mutineers, which replaced it.
I can't check anything anymore, I tred the instant I hit 30, and heroic ottoboxed myself, I am 160k away from 20 and another TR and otto box, I bought these expressly for Druid. I took one PDK wolf druid to 30 because everyone said it was so good, I don't see it personally, quite squishy, was fine in EH, but what isn't. Ya, I only died once in a LE slavers run, but I had to constantly back out of combat.
I know I couldn't solo Devil Assault at 22 on EH, which I definitely was able to do on my Cleric.
Last edited by Whitering; 12-13-2016 at 02:20 PM.
1) take cheapest item with Weapons Acid/Fire/Cold Effect +2/+3/+4 from auction
2) go to wilderness area
3) transform to animal
4) open combat tab or look at damage numbers above your target
5) you will notice that maximum damage from item acid/fire/cold is always 6 (1d6) instead of 12/18/24 (2d6/3d6/4d6)
6) transform to standard humanoid form and see that maximum damage during combat is now correct
Maybe it was working in the past, but currently it is not working like it should.
Maybe other effects you mentioned are fine, but example of "Weapons [Elemental] Effect +X" is not.
It is even worse when talking about collar for companion.
It seems like none collar effects are working (but armor effects are ok).
Last edited by speedstar; 12-15-2016 at 07:55 AM.