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Optimizing my Two-Handed warrior


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#1
BomimoDK

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So, i've got a Level 10 two handed warrior that i haven't played for months. I don't remember his specs, all i know is that according to my Character sheets on here, his damage output is pathetic... and he's the best of the team.
I've got Wynne as healer and frost/nature DPS, Morrigan as Fire/versatile DPS/CC and Zevran as the grand damage dealer. What i want to know is how, with the vague description of my current build that i have given, i can optimize his damage dealing.

My Arcane Warrior mage from last November had a Max DMG hit of 1200... why can't this guy reach up there? Also, he's the main tank as well and doing an average job at it.

Please, no gear reccomendations, re-builds or whatever since i've actually already got that mapped out for this party... Just how do i Buff/enhance/what skills to utilize to do it right.

Also, It pisses me off that we have to look at a wiki to get the actual Mathematics/precise knowledge of what each skill does. Why did they have to be so vague? all other games have clear definitions of what exactly a skill does and how much it damages/how long the effect is. That has pissed me off many times since i can't sit with the wiki open without taking a grand **** at immersion.

Here's the warrior BTW: http://social.biowar...na_id=213003950

Modifié par BomimoDK, 02 décembre 2010 - 08:00 .


#2
Elhanan

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2H Warriors trypically are built with STR only. I like to add 30 Willpower for extra Stamina, but that is me.

You should also look at threads that discuss tactics for your team. This may help them become more effective, too.

#3
Ferretinabun

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Yeah, I think your low damage is just because you're only level 10 atm. Keep focussing on Strength, as you have been, and soon your damage output will soar. You might want to think about swapping out Yusaris when you see a better 2H weapon too. It's okay, but there are better weapons out there. Also, Wynne should have some nice buffs. Heroic offensive should help your hit rate. And Haste is brilliant to increase your annoyingly slow attacking speed.

Also bear in mind that your aren't optimally suited to tanking. Heavy hitters like your warden, Sten and Oghren should be building Strength, and thus can be a little fragile. An ideal tank build would use S&S and have Dexterity through the roof for the defence score. I'm not saying you shouldn't be able to take a few knocks, and you're probably more durable than Wynne, Morrigan or Zevran, but don't take it personally or think your warden isn't functioning properly if he can't hack it as a tank. It'd be better to focus Morrigan on crowd control spells than to imagine you can take lots of enemies mobbing you. The Sleep line is nice here. Plus, Wynne should have some Glyphs, and there's a nice little spell combo there waiting to be discovered that's brilliant for crowd control...

#4
BomimoDK

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Ferret. Thanks for your reply. As you advice, i do put a lot of effort into compensating his lacking tank specialization with CC. I plan to keep this party throughout the game so that plan will stay the same. So, yeah, He's gonna try to fake it as tank and have Morrigan keep his back clean.



The combo... Would it happen to be sleep + one of the nightmare spells? I believe that there's Waking nightmare, what's the other one? I forgot. I'm a mess right now.

#5
FinneousPJ

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No, there's a spell combo in the glyph line.



I'm sorry, are you asking for advice regarding your character or your party? I agree your 2H noble should invest heavily (nay, only) in STR. Building a 2H warrior isn't that hard, but you have to play it right. Are you using your special abilities to the fullest? e.g. Sunder X "resets" the attack timer enabling you to hit normally, then by clicking Sunder Arms you can hit immediately again...



Regarding your party, I don't like using two magi. Too micro-management heavy, and too easy when you're patient enough to do it properly. Thus, I'd recommend swapping Morrigan for Alistair. He's a great tank to help out your noble in battle.

#6
Ferretinabun

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Glyph of Paralysis and Glyph of Repulsion. Cast one on top of the other and you get a mass paralysing spell. Watch out for friendly fire though.

#7
Ferretinabun

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Also, Waking Nightmare is a bit of an odd spell. In effect it makes the affected enemies stop and evaluate each other as potential enemies. However, if someone in your party is generating more hosility than any of them, they may still target you. Basically I didn't find Waking Nightmare all that useful. It's a bit fiddly if you want it to be really effective. Sleep is much better for CC.

And the combo you are talking about is to cast Sleep, and then either Horror or Waking Nightmare over the top.

#8
tonnactus

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All in strenght + powerfull swings. And precise striking.

Using swift salves and/or haste to improve the attack speed,Death Hex so all hits against taugh enemies are critical hits should improve the damage further.

#9
BomimoDK

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Thanks for the advice so far. Replacing Alistair with morrigan is something i'd rather go without since he's been on every and each of my playthoughs so far... I guess you could say i really must have been drunk to make my main char a class that we already have two others of in the game (sten and oghren). I could perhaps take in loghain lategame to serve as main tank when taking on the tougher battles. He is tank specced originally, right?



When it comes down to gear i've got Yusaris which will serve as my secondary lategame for the dragons. Apart from that i'm considering Ageless or Stargang as main weapons lategame. I've got Warden Commander Tier 4 which i will be cheesing to Tier 7 (shame on me) and have Blood Dragon Armor filling out the blanks (Some of the parts appeared twice this time around, i'm guessing due to my origin.) and Loghain will inherit Blood Dragon armor i guess.



Morrigan and Wynne are so far covering eachothers blanks untill i've got Wynne specced to cover the essentials that i relied on Morrigan to perform. When we get there, Morrigan will catch a cold and Loghain will swap in. Zevran... well. His spec is down but his gearing i have no clue about.



Thanks for discussing this with me. This must be the millionth thread concerning this subject but i enjoy theorizing with other people and hearing their advice.

#10
BlazingSpeed

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Two handers in the vanilla game are best used as off tanks focusing on the strength stat (to build up damage and to make sure you don't miss...) like the other guy said and gear for extra stamina (I personally put a few points in other stats as well...).



As for fighting near the beginning of the game it's best to focus on knocking down stray mobs with Pommel Strike (since it can't miss...) and beating on them while their grounded.



Once you get 34 strength for Stunning blows then you can also focus on stun locking with critical hits crow poison and Song of Courage (if you use Leliana...) will help a bit Axes will also give you a tiny bit of a chance for critical hits but the stats on Axes suck big time. Also be aware that some talents like Shattering Blows for Golems etc along with the "weakens darkspawn" weapon effect etc are bugged and won't work.



The best thing for level 7 + 2-handers VS mobs in vanilla gameplay is to OHKO stray mobs by teaming up with Morrigan or Wynne with Winters Grasp (you have to time it carefully...) and Cone of Cold to shatter them. Critical Strike and Mighty blow are both auto critical hits. Sunder Arms/Armor also have a slight critical chance.



If you pick up Berserker as a spec then you can get some stamina/ stamina regeneration gear along with Death Blow and Final Blow to OHKO most mobs and still get back some stamina.



If you just want to max out your damage per swing then use Precise Striking, Powerful swings, Berserk, a mage with Fire Weapons, poison and damage runes on your sword.



As for weapons don't be afraid to carry a sword for creatures like Werewolves and a Maul for darkspawn and heavily armored humans since the Maul swings faster and has better armor penetration.



2 handers get much stronger by mid game.




#11
Elhanan

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Pommel Strike, both Sunders, and Mighty Blow are your workhorses. The Sunders count as two attacks each, so this will help speed up your attack animations, too. I have not found Powerful Swings to be needed, and Beserker is reportedly better w/DW and S&S melee warriors; might be a DPS thing.

Note on gear: If you wish to continue onward into Awakenings, bu certain to use the Post epilogue save, and exchange the WC armor and Starfang to other choices, as they will vanish; don't forget your runes.

#12
Yrkoon

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BlazingSpeed wrote...
Once you get 34 strength for Stunning blows then you can also focus on stun locking with critical hits crow poison and Song of Courage (if you use Leliana...) will help a bit Axes will also give you a tiny bit of a chance for critical hits but the stats on Axes suck big time. Also be aware that some talents like Shattering Blows for Golems etc along with the "weakens darkspawn" weapon effect etc are bugged and won't work.

The best thing for level 7 + 2-handers VS mobs in vanilla gameplay is to OHKO stray mobs by teaming up with Morrigan or Wynne with Winters Grasp (you have to time it carefully...) and Cone of Cold to shatter them. Critical Strike and Mighty blow are both auto critical hits. Sunder Arms/Armor also have a slight critical chance.

If you pick up Berserker as a spec then you can get some stamina/ stamina regeneration gear along with Death Blow and Final Blow to OHKO most mobs and still get back some stamina.

If you just want to max out your damage per swing then use Precise Striking, Powerful swings, Berserk, a mage with Fire Weapons, poison and damage runes on your sword.

As for weapons don't be afraid to carry a sword for creatures like Werewolves and a Maul for darkspawn and heavily armored humans since the Maul swings faster and has better armor penetration.

2 handers get much stronger by mid game.

A couple of minor corrections here.   Ever since patch 1.03, Shattering blows works quite well against Golems, at least on PC.  You'll notice this the moment you set foot in the Anvil of the Void map and begin  hitting the golems there.  If you were seeing your 2 hander doing 90-100 damage against other critters,  you'll be noticing him doing 110-120 or more against Golems

Also, Mauls are slower than 2-h swords. not faster.

Modifié par Yrkoon, 12 décembre 2010 - 04:40 .