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2H Warrior + Specializations


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#26
Pharsyde99

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Just wanted to say thanks again for all the info. It has been a great help.

#27
Elhanan

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Based on this info, adding DEX vs STR will replace lost Attack Dmg with increased Defense. It appears all else remains static:



http://dragonage.wik...wiki/Attributes



So if the Player wishes the 2H build to avoid being hit by spending bonus damage, then it would seem to be a fair trade. Maybe not to all, but at least it is an informed choice.

#28
Yrkoon

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Elhanan wrote...

Based on this info, adding DEX vs STR will replace lost Attack Dmg with increased Defense. It appears all else remains static:

http://dragonage.wik...wiki/Attributes

So if the Player wishes the 2H build to avoid being hit by spending bonus damage, then it would seem to be a fair trade. Maybe not to all, but at least it is an informed choice.

  Yep.  In other words,  both Str and Dex increase your attack score by 0.5 per point spent.    And that being the case, the only "trade off" here is: 

1) Do you want to do more damage per hit? 

Or
 
2)  Do you want   to be harder to hit?


If  #1, then  increase  Strength
If #2, then increase Dex

But...  it takes  a lot of  Dex points to make a noticeable difference in how infrequently you get hit in battle, which brings us back to what we were discussing earlier:  What is the purpose of a 2-handed warrior?  is it to  engage in  long and drawn out  fights where having a good defense is vital so that you're the one still standing in the 12th round?  Or is it to charge into the  battle and   score a first round knockout so that your opponent doesn't  get the chance  to engage you in a long and drawn out battle??

Modifié par Yrkoon, 04 juin 2010 - 12:53 .


#29
Phaelducan

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2H Warrior is the last class I haven't really played to any real extent, but it's next.



I'm looking at Human Noble, Full Str (not a single point elsewhere, rely on Fade for skill prereqs), Warden Commander Armor + Chasind Maul, Andruil, Key to the City + Warrior's Ring, neckpiece undecided but looking at Spellward. I'll pick up Evon's and Wade's Heavy Set for Awakenings import.



For party make-up I'll run both Wynne and Morrigan with Haste spec and Mana Clash for insta-gibs on mages.



Questions.... do elemental weapon buffs stack fully, and does haste x2 "overcap" the speed limit to the point where adding precise striking won't affect attack speed?


#30
Guest_jsr24_*

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Haste x2 is right at 50% so you will be okay. I suggest getting Sunder Arms and Sunder Armor asap Next to Indomitable and 2H Sweep they are the 2 best skills in the tree. Press Sunder right after a weapon swing and you get a nice burst Weapon swing->Sunder->Weapon Swing all in one animation.



I like Starfang more the difference between the Chasind Maul is very little and it costs a lot plus the 2h animations are all for Swords so it looks weird getting killing blows with a mace or axe. As for the weapon buffs stacking couldn't give you an accurate answer on that :(.

#31
Yrkoon

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Weapon buffs do stack.  That is to say, if you've got 2 grandmaster silverite runes on your weapon,  and you hit  that Hurlock, you'll see something like this hovering above its head:


weapon damage
+10
+10


But, I did notice something really wierd just recently.  Weapon buffs do not  get applied on hits you make with activated talents.     If, for example,  you  Mighty Blow your opponent, you only do the base weapon damage.  Even if you've got 3 elemental runes on your weapon.

#32
yasuraka.hakkyou

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^ that's been obvious to me for a while *shrug*



that'd make DW completely and utterly ridiculous. not that I'd complain :D

#33
Guest_jsr24_*

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I think to combat that only the main hand gets the damage runes applied you can put them on the offhand, but they will not work properly. I think that is how it works the only dw char I played was a templar warrior, and I put spell resist in his offhand anyways, so I never got to see if it is true or not. Might be a bug or intended or a rumor I don't know for sure.

#34
Yrkoon

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yasuraka.hakkyou wrote...

^ that's been obvious to me for a while *shrug*

that'd make DW completely and utterly ridiculous. not that I'd complain :D

Not really, because you're still doing one weapon's worth of damage per hit.

#35
Phaelducan

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Sorry, to clarify I meant will I get 100% from both Ice Weapons from one Mage and Fire Weapons from the second. I'm wondering if there is any diminishing returns.



Also, regarding Starfang vs. Chasind.... my understanding is that in the beginning sword DPS is inherently better but as your strength continues to grow the difference favors the higher mod for mauls. I would guess that number is around 60 or so?

#36
Yrkoon

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Phaelducan wrote...

Sorry, to clarify I meant will I get 100% from both Ice Weapons from one Mage and Fire Weapons from the second. I'm wondering if there is any diminishing returns.

I'm pretty sure both buffs stack on your weapon when cast from different mages. 

I haven't tried Ice and Fire, but I have done Telekenetic and Ice, and both of those stack.

#37
Guest_jsr24_*

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Yeah Chasind is better, but not by a noticeable amount IMO around 60 strength like you said it will become superior, but be warned all the deathblow animations are for swords, and that bugged the hell out of me.

#38
Phaelducan

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Well without knowing what Awakenings has in store, all I can look at is my last save from Origins. My rogue had about 85 dexterity (with gear), with maybe 15 points in Strength/Cunning.



So I would guess that a Strength of 100 is fairly realistic in Origins, and maybe 150 for Awakenings.



I haven't looked at Awakenings Mauls vs Greatswords, but wouldn't that extra strength mod be pretty important once Strength beings to get so high?



Not trying to argue which is better, just asking about game mechanics here. If the difference really is minimal I'd like to know.

#39
Yrkoon

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Phaelducan wrote...

I haven't looked at Awakenings Mauls vs Greatswords, but wouldn't that extra strength mod be pretty important once Strength beings to get so high?

You mean the 1.25 strength modifier that mauls get vs. the 1.10  that Great Swords get?

Yeah, You'd think that It'd make a huge, noticable  difference, especially  when we're talking about 2-handed warriors who wield those weapons and who have strength scores of 120.... 130, even 150.

But I haven't noticed any different at all.  If My maul is doing  10 or 15 points more damage, it's because of the armor penetration property on mauls, which is much higher than it is on Greatswords.

And to be honest, I've yet to see evidence that strength modifier bonuses past 1.0 are even implemented in this game.   

Modifié par Yrkoon, 06 juin 2010 - 01:57 .


#40
Elhanan

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Yrkoon wrote...

Phaelducan wrote...

Sorry, to clarify I meant will I get 100% from both Ice Weapons from one Mage and Fire Weapons from the second. I'm wondering if there is any diminishing returns.

I'm pretty sure both buffs stack on your weapon when cast from different mages. 

I haven't tried Ice and Fire, but I have done Telekenetic and Ice, and both of those stack.


Plus I believe the first couple of Hex spells not only boost elemental results, but they appear to stack, which seems to improve damage. I was using this tactics for my Warden mage in aiding party kills, and it seemed to help.