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MyrrDisparo

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    Criolla
  • Why do you want to join DarkMatters?
    Sacred 2 guides and help
  • All time best video game ever played
    Planescape: Torment
  • Real Name
    Hope
  • Country
    Spain

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  1. Having a lot of fun with it, level 9 now, thanks everyone! Finally got a hold of a deathly spears rune. Still a bit low level to really get a lot out of it, but we're just starting I can't afford to squeeze it in, but it's no big deal. By the way, someone should edit the wiki about deathly spears, it does suggest that Weapon Speed is what affects casting time, not Casting Speed. It's probably referring to what you're saying here, but it would probably be helpful to update the description to clarify its behaviour. By the way, does this happen with all combat arts? Dedicated blow and battle extension behave like that too? What about pelting strikes or other toons weapon arts? Thank you for all the info! Hah! I couldn't play without a battery! The precious, precious stats!
  2. Thanks for the poutine, gogo, looks delicious! There's a place where we used to go that actually had really good poutine! Ok, so no hafted/sword weapons. I can probably boost my attack speed through some other means (although I think attack speed mods are mostly locked behind sword/hafted skills, right?), and attack shouldn't really be a priority. Conc and combat disci it is, then. I was more or less right about modding choices, specially if I don't pick buff for combat alert. One important part of modding Deathly spears for fire damage is that it gets boosted (although not much in this build) by fiery ember, which could be useful. I can probably spread weaken if I gear for it with untouchable force, making use of the concentration extra buff slot. Oh, and yeah, that's an incredible breastpiece! Incredible roll there. Thank you all! I'll let you know how it goes!
  3. Thank you for all the responses! And really sorry for the late reply, stuff got in the way. Anyway, I'm playing on PC, without the community patch, so Blacksmith is viable, but ancient magic isn't. If I understood you correctly, then, my best bet would be concentration and Combat discipline, but it worries me that not picking a sword/hafted weapons lore will leave me at a disadvantages in casting times for DS, should I abandon the DS focus and try to make up for it with other CA's? Using battle extension as passive and just left-click bashing things sounds a bit boring. I take it armor+shield+toughness will serve me well defensively if correctly geared, although I'm still a bit wary of boss crits, but I can't really afford any more defensive picks, tight as the spots are. In fact, I may need to drop one deffensive to boost DS casting times, I don't know. So, mod choices, with the setup I'm leaning now, seem pretty clear cut, specially seeing as I'm not going to be moding more than one aspect: Let's start with the Shroud: Derogate is tempting, but since I have Concentration, I can put an unmodded untouchable force there for more or less the same effect, so power seems okay -> reduction is the obvious one -> again reflection is obvious. Combat alert: depends what I am doing with it, but if I were using DS, I'd take Barricade, if left-clicking with BE out, Assault (gotta push the attack numbers to hit something) and riposte (since I wouldn't need attack that much, and less damage sounds more tempting than life regeneration for a shield char). The third pick is mostly useless whatever I do, because I'm playing solo, so party protection is not very useful, and turning it into a buff would sound nicer if it didn't cut the value of the CA in HALF. That's a huge nerf, and I can't see it being that useful in that state. I'd rather recast it from time to time than kill it like that. Deathly Spears: this one's easy: Gore (no use for knockback), singe (fiery ember increases damage, even unmodded), jab (5, 6 waves of spikes at high levels sounds gooooooood). Also, Area of Effect is kinda lacking in this build. Battle extension: might as well not mod it, it's mostly the passive I want, and that gets no benefit from modding. Seeing as how I've got nothing better to do with the points, Double attack, impairment, intent, but it's no big deal Dedicated blow: I see two routes here, one for damage to big meaty guys, one for "soft" crowd control. First one goes Transformation, intent, impact. Second goes bedazed, confident, impact, because again, it will go towards the biggest frakers in the mob, so deep wounds always sounds more tempting than just more damage. About attributes, I was thinking: stamina at first (because it will be useful no matter what), willpower second, int for the ds route or str for the left click route third, and spring vitality when needed. What would you say has more chances of progressing? PS: I'll see about adding an avatar, gogo!
  4. Hello, long time lurker, new to posting in the forums! I have been using the wiki and some guides for a long time before, and I'm now writing for the first time to ask for advice on building a TG mostly for utility, but that can also reach and run niobium if need be. Here's my outline and concept: I want to focus my TG on the shield deffensively, and deadly Spears offensively, and I want to take bargaining, blacksmith and enhanced perception. So, here are the essentials in my skill outline: Devout Guardian Focus (CA regen and level) Tactics Lore (damage and all) Armor Lore (everyone takes it, might as well. It also synergises well with the shield mitigation) Warding Energy Lore (shield focused) Toughness (because it synergises well with the mitigation provided by the shield, better than constitution) And the three utility skills available: BS, EP and Bargaining. So, 8 skills of a total of 10: Now, here's the options I'm juggling for the 2 remaining spots: Concentration/Sword (or Hafted Weapons) Lore: faster DS casting, more damage, but concs extra buff slots mostly go to waste. Concentration/Source warden focus: Tankier through Untouchable force modification, possibly could modify fiery ember with churn and DS with singe to provide higher damage from DS. Combat reflexes/something: Crits are the biggest problem I see for the defenses, so increasing evasion and reducing crit seems like a godsend for this build, at least on paper. It could go with the SW focus, and then substitute Toughness with Conc for that extra buff slot for Untouchable force and the regen bonus. Combat discipline, probably paired with sword or hafted weapons lore too, for extra damage, could be an option, provided I find some way to fit it in there. I've also got questions for the CA mods (specially shield and battle extension), but this will do for now. Thank you, Dark Matters community!
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