Kyosai7 3 Posted February 25, 2018 Share Posted February 25, 2018 Playing through for the first time in YEARS. Wondering if there's any real advantages or disadvantages to each weapon style, or if it's mostly just cosmetic in the long run. I'm not much of a min/maxer. Do certain characters just naturally favor specific weapons? Also, any reason why I might want to wield a 1h weapon and nothing else? I always liked the aesthetic, but not sure if there's any skill or anything that may reward that, or if my Seraphim should just go ahead and put a shield in her off-hand. Link to comment
Popular Post Androdion 870 Posted February 25, 2018 Popular Post Share Posted February 25, 2018 Well, there are specificities in each weapon type that can influence your gameplay. Then it also depends on whether you use the specific weapon skill or not. Let me see if I can be of help. Sword weapons are usually the one handed weapon with the best speed vs damage ratio. Weapon skill unlock attack speed/value bonuses. Hafted weapons (one-handed axes) have a few bonuses, including stun. I remember reading a guide for a toon which used theses weapons and stun as a defensive measure. You'll need the weapon skill though. Fist weapons can fall under any of the two above in terms of the weapon skill bonuses as it seems from my experience, and they are the only one-handed weapons apart from Kaldur's Legacy which can present "+% life leech from opponents" bonuses. You can buy those with a bargainer and they don't require the weapon skill. Two-handed axes/swords will also fall on one of the two categories above. They're usually the best weapons for sheer damage along with pole arms, which can be used for melee based CAs that require a good base damage (Archangel's Wrath pole arm Seraphim for eg.). Pole arms are pretty much like above, both them and two-handed axes/swords can also have "+% life leech from opponents" bonuses. Pole arms usually have a "+% chance to hit additional opponents" which can also influence the way you play. Ranged weapons are really a lot to be honest, though the skill for all of them is the same. Bows differ on size, the bigger they are the more damage they cause, he smaller the faster they are. Blowpipes for Dryads eliminate the flying time of the arrow as they hit the target instantly. This makes a huge difference against a bow when you're using regen per hit mechanics for your gameplay. You also have shurikens which usually have "+% life leech from opponents" bonuses too and stone weapons which have the same bonus as well as a stun bonus. Both are one-handed and have a short range. Oh, and there are throwing potions too which apart from the "+% life leech from opponents" bonuses and small range like the previous two also have a huge deal of elemental damage built-in (some don't even have physical damage). Magic staffs (sic) come in two variants, one-handed and two-handed. The second variant usually causes more damage/elemental damage and have much better bonuses, but they also leave you a bit unprotected as they don't have nearly as much damage output as other two-handed weapons (nor its bonuses) and don't allow for a shield. Pre-CM Patch 1.60 magic staffs deal damage as any other melee weapon unless you chose the weapon skill, which would make them throw an elemental projectile very far away. With 1.60 they now shoot a projectile even without the skill, so they're basically a ranged weapon as well though they have a specific weapon skill. The range is limited too, being somewhere between a shuriken and a short bow (give or take). With 1.60 when you dual-wield magic staffs only the one in your right hand (first weapon equipped) will shoot a projectile, the one in the other slot will act as a melee weapon. This removed the Viperish Deases exploit that existed with dual-wielding staves. This also makes up for some interesting CA executions. Have a Shadow Warrior dual wield a staff+fist weapon with "+% life leech from opponents" bonuses and cast Frenzied Rampage, the result will be that the primary weapon (staff) will fire several projectiles within range and with the global bonus from the fist weapon each hit will provide that LL percentage. This brings down bosses in seconds (I should now, I've been playing like this for months now)! And this will work with other classes, the Seraphim and Pelting Strikes and so on. Any multi-hit weapon based CA will benefit from this. Not sure if I forgot something, and sorry for the huge tangent on magic staffs but they really shine now with 1.60 as opposed to before. Hope this helps a bit. 3 Link to comment
Kyosai7 3 Posted February 26, 2018 Author Share Posted February 26, 2018 That did help a bit. Are there any weapon types that there's just less of in the game? Like, Morrowind had spears, but there were only like 5-6 in the game, compared to the dozens of swords and axes. Link to comment
Kyosai7 3 Posted February 26, 2018 Author Share Posted February 26, 2018 Also, minor question that I don't think needs its own topic: What possible bugs or problems could I run into if I use a character editor to put my Seraphim on the Shadow Campaign? Link to comment
Androdion 870 Posted February 26, 2018 Share Posted February 26, 2018 (edited) Oh you mean lack of variety? There isn't much of that I guess. Sure there are weapon types that seem to spawn less at merchants but I'm not sure if the same is valid for loot. Forgot to mention lightsabers, which are based on Willpower for damage and that usually have good amounts of built-in elemental damage, plus some nice bonuses. There are one-handed and two-handed variants. PS: No idea about the campaign change issues, but my best guess is that it'll screw up your quest log. Edited February 26, 2018 by Androdion Link to comment
gogoblender 3,039 Posted February 26, 2018 Share Posted February 26, 2018 1 hour ago, Kyosai7 said: That did help a bit. Are there any weapon types that there's just less of in the game? Like, Morrowind had spears, but there were only like 5-6 in the game, compared to the dozens of swords and axes. What about Blowpipes... are these drops more rare? gogo Link to comment
chattius 2,512 Posted February 26, 2018 Share Posted February 26, 2018 Playing without a weapon skill frees one skill and works very good with melee characters. So you can play with any weapon just lacking the unlocks on the weapons. Even weaponless is playable with carefully chosen equipment for dryads and shadow warriors. The last character with a weapon skill and not being a staff abuser or sniper was my dragon mage. It was because the dragon mage had no weapon combat art and a polearm was the weapon of choice to bring life leech to bosses while recharging the debuffing combat arts with regeneration per hit. For animations... best looking is it if you ignore regeneration per hit and mix normal attacks and weapon combat arts. But it isn't the best for damage per second Link to comment
Androdion 870 Posted February 26, 2018 Share Posted February 26, 2018 19 hours ago, gogoblender said: What about Blowpipes... are these drops more rare? gogo Can't say for sure without the expertise of looking at the game's files, but they rarely drop on my gaming incursions. Link to comment
gogoblender 3,039 Posted February 26, 2018 Share Posted February 26, 2018 I remember them being quite rare as well... getting a pipe was a meaningful and thrilling... specially if was a delicious yellow.. . until the uniques dropped ^^ gogo Link to comment
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