Is Powerful Swings any good? Do you put that on instead of Indomitable? Is that the trade-off? Or do you put both on and not use abilities like the Sundars?
Powerful Swings- Yes or No...
Débuté par
cJohnOne
, avril 17 2010 05:37
#1
Posté 17 avril 2010 - 05:37
#2
Posté 17 avril 2010 - 07:04
I personally never used it much. It gives +5 to damage, and -10 each to attack and defense. In the beginning of the game, I felt my attack rating already sucked enough without adding even more of a penalty to it. By the time I leveled up enough to get Two-Handed Strength, which halves the penalty and adds +25% armor penetration, the +5 to damage wasn't really looking all that thrilling. The armor penetration could be useful against heavily armored opponents, but I had a mage companion with the Telekinetic Weapons spell, so I didn't really need it for that, either.
I tended to cycle through my active attacks (the Sunders, Mighty Blow, Critical Strike, etc.) because they're a lot faster than auto-attacking, plus the Sunders are each actually two strikes. Indomitable was a must-have, as well.
I tended to cycle through my active attacks (the Sunders, Mighty Blow, Critical Strike, etc.) because they're a lot faster than auto-attacking, plus the Sunders are each actually two strikes. Indomitable was a must-have, as well.
#3
Posté 17 avril 2010 - 07:22
grab some +stamina equipment and that'll cover the cost of them so that you can still use the other talents.
#4
Posté 17 avril 2010 - 07:43
What JosieJ state is true. Powerful swings without 2H str does not make sense esp during early to mid game. It actually lowers dps. Get it as a pre-requisite.
With 2H str, you probably can combine it with precise-strking to maxmise its dmg potential during talent spam. If you are the dpser, you can probably justify choosing these instead of indom for a +4dmg increase. And if you get berserk, prioritize that instead of powerful swings.
With 2H str, you probably can combine it with precise-strking to maxmise its dmg potential during talent spam. If you are the dpser, you can probably justify choosing these instead of indom for a +4dmg increase. And if you get berserk, prioritize that instead of powerful swings.
Modifié par mosspit, 17 avril 2010 - 07:48 .
#5
Posté 18 avril 2010 - 12:17
Powerful swings is great - mid to late game. Early game it is just not worth it do to the massive penality.
#6
Posté 18 avril 2010 - 07:05
So I have one 'It's Great' and two 'Don't need it'.
Would Powerful Swings work on the heavily armoured Loghain?
What about other sustains like Frost Weapons and Flaming Weapons?
Would Powerful Swings work on the heavily armoured Loghain?
What about other sustains like Frost Weapons and Flaming Weapons?
#7
Posté 19 avril 2010 - 02:22
Frost and flame for straight damage, telekinetic for armour penetration.
have 2 mages and damage flies for the warriors.
have 2 mages and damage flies for the warriors.
#8
Posté 19 avril 2010 - 04:21
As far as I'm aware, the +25% armor penetration from Two-handed Strength is entirely passive. You get it whether Powerful Swings is on or not. If you have the stamina to use it, do so, otherwise, don't. Same rules apply to all sustained skills really. You want sweep, and it's in the way, so you can't really opt out of it.
That said, if you have Stunning blows or Destroyer, prioritize Precise Striking over anything but Indomitable. Since they both only trigger on crits, which the tooltips forget to tell you. Since I learned that, I just avoid Destroyer entirely.
Anyone know if Shattering Blows works properly yet?
That said, if you have Stunning blows or Destroyer, prioritize Precise Striking over anything but Indomitable. Since they both only trigger on crits, which the tooltips forget to tell you. Since I learned that, I just avoid Destroyer entirely.
Anyone know if Shattering Blows works properly yet?
#9
Posté 19 avril 2010 - 03:03
I didn't bother with powerful swings when i finished the oc and awakening. Indomitable and berserk were all i used and my damage was fine.
Powerful swing's just +5 damage that doesn't scale so it's pretty much only good in the beginning against easy to hit enemies like mages.
+5 damage when your total damage is 15-20 is a big boost. But later in the game when you're doing over 60 damage another 5 is just not worth the stamina upkeep + fatigue. I'd only use this skill early when it actually matters.
Powerful swing's just +5 damage that doesn't scale so it's pretty much only good in the beginning against easy to hit enemies like mages.
+5 damage when your total damage is 15-20 is a big boost. But later in the game when you're doing over 60 damage another 5 is just not worth the stamina upkeep + fatigue. I'd only use this skill early when it actually matters.
Modifié par Hundbert, 19 avril 2010 - 03:07 .
#10
Posté 19 avril 2010 - 03:09
^ +5 might seem low. But how will you compare with say, +8dmg from berserk? Generally, if you have stamina pool is large enough, no reason not to stack dmg sustains.
Modifié par mosspit, 19 avril 2010 - 03:11 .
#11
Posté 19 avril 2010 - 03:55
Yes that's true but it was berserk or powerful swings.I felt it drained too much stamina to keep all 3 active.
#12
Posté 19 avril 2010 - 04:19
Depends on your build itself and specialization.
Powerful Swings is a really useful skill early to late game when combined with Berserk its a really hurts when it matters.
If your build is built around Strength and Willpower the upkeep wouldn't really matter I found 20 willpower was enough to handle Indomitable, Powerful Swings and Berserk although it did take away my final blow damage.
Powerful Swings is a really useful skill early to late game when combined with Berserk its a really hurts when it matters.
If your build is built around Strength and Willpower the upkeep wouldn't really matter I found 20 willpower was enough to handle Indomitable, Powerful Swings and Berserk although it did take away my final blow damage.
#13
Posté 20 avril 2010 - 09:40
So if I don't want both Powerful Swings and Berserker I should choose Berserker because I get amour penetration anyway. Is that right?
How many steps in Berserker should I get?
How many steps in Berserker should I get?
#14
Posté 21 avril 2010 - 02:26
afaik the +8 from berserk is available from the get-go. As for the 2nd and 3rd, one just reduce stam degen by 1 and increase hp regen by 1.5... Attractive benefit but nothing directly benficial to dps.
#15
Posté 21 avril 2010 - 09:03
Berserker flips off after every battle and I forget to turn it on again. In my case I'm better off with Powerful Swings or Indomitable.
#16
Posté 22 avril 2010 - 05:37
It's a roleplaying game after all. Don't worry too much about berserk beeing active all the time.
It's probably intended that you sometimes rage to get more damage
It's probably intended that you sometimes rage to get more damage
#17
Posté 23 avril 2010 - 09:47
As a 2-hander warrior you just stack every single passive you can with damage runes on your weapons and icy + fiery + haste from the mages and autoattack your way to victory. Special attacks don't get bonus elemental damage so end up losing out to autoattack.
#18
Posté 23 avril 2010 - 10:06
^ That is only one of the ways to play them.
#19
Posté 24 avril 2010 - 10:17
Personally Im doing a str/dex/con build and equips to counter the low will.
Dont use PS, not even early on +5 isnt all that great really just not worth the will usage I only got it to get crit strike.
Dont use PS, not even early on +5 isnt all that great really just not worth the will usage I only got it to get crit strike.
#20
Guest_werwulf222_*
Posté 04 juillet 2010 - 11:34
Guest_werwulf222_*
I never use powerful swings early on, because of the disadvantages, and I try to avoid using indomitable unless I know it's going to be necessary.
But late game, with all the stam gear and a load of WIL I've been running with precise striking, powerful swings, indomitable, and rally all going at the same time, with plenty left over for the other talents and it seems to be working fine.
But late game, with all the stam gear and a load of WIL I've been running with precise striking, powerful swings, indomitable, and rally all going at the same time, with plenty left over for the other talents and it seems to be working fine.
#21
Posté 05 juillet 2010 - 01:28
NEVER use this sustainable, While in this mode, the character puts extra muscle behind each swing, gaining +5 damage but suffering -10 attack and -10 defense. Two-Handed Strength reduces the penalties to -5 attack and -5 defense.
#22
Guest_werwulf222_*
Posté 05 juillet 2010 - 01:39
Guest_werwulf222_*
If you've got the stamina to run them all, precise striking nullifies the PS attack disadvantage for +5 attack overall gain, with the level increase in critical something or other as a bonus.
Rally has some attack and defense bonuses as well, I'm too lazy to look them up right now, but they work for the PC as well as other party members. The -5 defense disadvantage is a PITA, but gear can usually take care of it, and by the time I'm ready to run powerful swings anyway, defense is usually high enough that a drop of a few points won't make that much difference.
To tell the truth, I haven't really noticed much difference between using powerful swings and not using powerful swings, but this current game I have the WIL and the gear to be able to afford it, so why not?
Rally has some attack and defense bonuses as well, I'm too lazy to look them up right now, but they work for the PC as well as other party members. The -5 defense disadvantage is a PITA, but gear can usually take care of it, and by the time I'm ready to run powerful swings anyway, defense is usually high enough that a drop of a few points won't make that much difference.
To tell the truth, I haven't really noticed much difference between using powerful swings and not using powerful swings, but this current game I have the WIL and the gear to be able to afford it, so why not?





Retour en haut







