Closet Gamer wrote...
All Strength, points elsewhere are a complete waste.
Chasind Great Maul (+75 Stamina), Executioner's Helm (+25 Stamina), Warden Commander Set (+50 Stamina +1 Regen, or Wade's Set if you don't have DLC) and the Stamina you get from leveling are more than sufficient.
I think this is mostly a point of contention. Some people don't like not having STA early on in the game, others can tolerate it until they get Wades/Wardens/Chasind.
Something you've seemed to have left out is the fact Two-Handed Strength increases your Armor Penetration by 25% in addition to reducing the Attack/Defense penalty by 5 when using Powerful Swings. This makes Powerful Swings amazing, especially considering its low Upkeep cost.
For those interested in tooltips that better explain what all abilities do I recommend this
http://social.biowar...m/project/1117/
The only mention I made of Powerful Swings is not to get it at the start of the game. The hit penalty is too crippling when your attack is that low. Otherwise, I agree with you - I leave it on all the time now that my attack rating is over 100.
Precise Striking and Bravery are both very powerful once you actually see the math behind them. Precise Striking giving something like 12.5% crit and +10 attack at level 25, Bravery +3 Physical/Mental Resists, +1 Damage and +3.5% (with an added bonus based on Clevel) per every enemy over two you are facing.
Telekinetic Weapons and 2x GM Silverite Runes and 1x GM Hale rune will cause massive damage to any armored foe, cleave darkspawn in two and make sure you never receive attack/defense debuffs due to your enormously high Physical Resistance.
Agree with all this. Personally I use Dweomer runes and stack them with my Dwarfs natural spell resist. Resisting spells is fun.
Also, are you certain Two-Handed Sweep is a 360 degree attack? I don't recall hitting enemies behind near the flank.
I hit enemies on the flank with it all the time. Load a saved game and try it yourself.





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