![]() ![]() With Devoted I was quite restricted to Sabers but Paladin could get some good combos with weapons. I aimed at everything that lowers Recovery if possible and boost damage/defenses or give some nice effects for solo. Skills: I invested in Althetics for high Second Wind healing (especially on War Caller it was useful) and in History for that sweet stacking bonus to all defensives from The Giftbearer's Cloth (Unique Cloak) which gives +5 to all defenses apart from Deflection and stacks with History. Both builds are so tanky you can pick whatever race you want and have a great fun with it. You can go Moon Goldlike for War Caller for additional healing early game or for Nature Godlik for +2 Power for both or Human for early game procing of Fighting Spirit. Race: Pale Elf - pure for roleplay reason. ![]() CC spells/abilities are worse enemy than damage. Low Resolve because it doesn't really help that much. Perception for accuracy + seeing traps, low con because so much healing I didn't care, High INT because Linger on Chanter and buffs duration. Reason for that being: Hight Might for high healing and damage. Stats: I went with Might 18, Dex 9 (10), Per 17 (18), Con 6, INT 18, Resolve 7. Troubadour is great for melee class and gave me that nice "Sword Singer" roleplay feeling for my sexy elf. Why these Multiclasses? They combine very well damage, control, summoning (very helpful on solo) and tankiness. He is also thanks to that most flexible- you can stack buffs or spam invocations faster- just adapt to what you need. Even Sklad -1 cost to offensive chants fall later in game when you get 1 Phrase every 3 sec on Brisket Recitation on. With Brisk Recitation Turn on - you can still cast 2 healing chants and be tanky or one offensive or defensive ability (like Mith Fyr or Her Courage) and gaining Phrases at rate no other Chanter can. Which is great to combo offensive + defensive chant or 2 healing ones etc. Why Troubadour?- with high INT and normal chanting you can linger chants pretty much premanent and have two effects all the time on you. Paladin carry better early game while Fighter carry better late game when you have that Mob Stance + Charge. The difference is Fighter covers AOE damage at cost of spending resources a lot, while Paladin has cheap resources and single target damage potential and lack of AOE but you are pretty much immortal with Lay on Hands, Greater Lay On Hands and White Flames FoD.īoth pretty much can reach insanse Defense ratings (though Paladin with have better Deflection) and damage. Why I cover both? Because they are built pretty much the same and work simillar. Herald: Pladain Kind Wayfarer/ Troubadour. Even then its pretty much a wash.War Caller: Devoted ( Sabers or Swords. So unless you have something like a 50% hit to crit its better to single wield if you are totally pursuing critical hits. I think dual wielding gets you 30+15 now for +45% but I might be wrong. You'd need dual wielding to attack 41% faster for it to outpace single weapon style with a 50% hit to crit conversion. If you add in some sort of hit to crit like Berserker or Disciplined Strikes it gets interesting.Īt 50% conversion, Dual wield then gets 25% miss, 25% graze, 25% hit and 25% crit.Īt 50% conversion single weapon gets 13% miss, 25% graze, 20% hit and 42% crit. So single wielding is much better than dual wielding. With Single Weapon style you get 13% miss, 25% graze, 40% hit and 22% crit. One handed gets you 13% miss, 25% graze, 50% hit and 12% crit. So no critical hits (it might be 100 is a crit not a miss) The numbers might be off by one, basically you miss 25%, graze 25% and hit 50%. Your basic attack formula gets you this when accuracy = deflection
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