
Originally Posted by
Ddealti
Blade of the Clouds - Short Sword
+3 Enhancement Bonus
Favored Weapon (Useless, wrong class)
Finesse (already have)
Cloudburst - On Vorpal, this weapon triggers a Cloudburst, striking its target with lightning and dealing sonic damage to surrounding enemies through a powerful thunderclap.
Electrifying 2d6
Red Augment Slot: Acid 4D6
So 1D6 + 3 + 2d6 + 4d6 and 5% chance of an extra 20-30 points AoE
And
Dagger of the Deep Ones?-Dagger
+3 Enhancement Bonus
Tidal 2: This weapon is sheathed in water. A Tidal weapon deals an extra 2d6 points of damage on a successful hit. Creatures with the Fire trait take double this damage instead.
Corrosive Salt: This weapon stores a caustic, insatiable power deep within. When this weapon is used, this power can come to the surface in the form of a noxious, corrosive salt that dissolves all substances.
Bleeding 2: This weapon is wickedly curved, with spines and hooks meant to cause damage to those with flesh. This weapon does 2d8 bleeding damage to those that are vulnerable to it.
Maiming 2: This weapon has a twisted haft or grip and spikes along its blade, head, or point. When you score a critical hit with this weapon, it does an additional +2d8 damage.
Purple Augment Slot: Acid 4d6
So 1d4 +3 + 2d6 + 2d8 + 4d6 and a 10% chance of +2d8 and a 1-3%? chance of some super salt attack.
Which would you choose for Primary? Go for the AoE Cloudburst, or the Instakill? salt attack?
Now things get complicated, as in Red Sands I pick up this.
Ancient Vulkoorim Dagger
1.50[1d6] + 5 Slash, Pierce, Adamantine, Magic
Critical threat range 19-20 / x2
Weapon Type Dagger / Piercing weapons
+5 Enhancement Bonus
Poison Blast 3: This weapon drips with vile poison, dealing 3d6 Poison damage on a successful hit, and an additional 3d6 Poison damage on a critical hit.
Giant Slayer
Giant Bane 3
Wounding 2: This weapon saps the health from your enemies, dealing 2 Constitution damage on each hit.
Adamantine
Purple Augment Slot: Frost 4d5
Red Augment Slot: Acid 4d6
Mythic Weapon Boost +2: +2 Mythic bonus to Melee, Ranged, and Universal Spell Power.
So, 1d6 +5 + 3d6 + 4d6 +4d6 + 2pts Constitution! +10% chance of +3d6
Does this now become main weapon? Give up Cloudburst?
What would you make Main hand vs Off hand, and what gets set aside?
Now lets throw in a curveball. I got this shield (I am proficient).
Coronation Shield - Large Shield
Shield Bonus +9
Damage Reduction 9
Armor Check Penalty -1
Arcane Spell Failure 15%
Damage [1d6] + 5 Bludgeon, Magic
Critical Roll 20 / x2
Blinding Flash — 3 Charges (Recharged/Day:3)
+5 Enhancement Bonus
Holy Blast 3: This weapon sings of virtue, dealing 3d6 Good damage on a successful hit, and an additional 3d6 Good damage on a critical hit. This effect makes the weapon good aligned.
Blinding: This item can generate a flash of light that has a chance to blind opponents.
Paragon Light Guard: When hit or missed in combat, the attacking creature takes 4d8 Light damage.
Blue Augment Slot:
So, I can shield attack with this bad boy and do 1d6 +5 +3d6 and 10% chance of another 3d6 with a 1-3%? chance of blinding them.
Now this isn't 2WF, but I believe there is some chance of it proccing as my 2nd hand weapon?
But the biggest thing is melee attackers, whether they hit or miss me, take 4d8 damage. Each of them.
So do I fill my 2nd hand with a +9AC DR9, maybe weapon, that dings opponents as they hit me? I tested it and just stood there as a gnoll beat on me, for no damage, until it died!
Too many good and interesting options.
What would you main hand and off hand?