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A few simple tips for 2h warriors


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#151
Bahlgan

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Let's not forget Precise Striking increases critical hit chance, therefore your increased chance to "hit" under the Misdirection Hex. This would most likely cover all your normal attacks and/or anything outside the Sunder Arms/Armor attacks. How much the increase in critical hit chance goes I have no idea, but hey, any chance is better than no chance right?

^Yay!   You just ressurected an eight-month old thread. I think that's the record here. Granted, this is the only 2-handed warrior thread that's ever been done so I guess it's all good. . Oh wait! LOL


Congratulations! Yrkoon comes on here to ruin yet another awesome thread with his narcissistic remarks and/or undeserved sense of demanding respect. It seems your "My way or the Highway" attitude has yet to dominate you again. Here's the deal.

You have your way, and various others may have their own way of dealing with issues in the game. I am all fine for people expressing your opinions, but if you cannot do so without making fun of the other person, then eventually people are gonna stop taking you seriously. Please keep it civil, must I remind you of your charade from last time?

Modifié par Bahlgan, 07 août 2010 - 04:49 .


#152
Yrkoon

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Madax132 wrote...


You left out the part that is guarenteed to take away 5 armor on criticals

Mighty Blow does no such thing.

 

Madax132 wrote...
While it is a can that it will stun it is a 50% chance and since you have two auto criticals there you go

Mighty Blow is only 1 auto critical.  And the sunders are 2 auto  normal hits.

Is it your contention that one critical  does  more damage that two normal hits?




I said it isn't very likely because you have a small base chance of scoring a critical hit lets say for a sword that is a max tier with about 5 percent chance for criticals


2 hits do the same damage as one critical.  Stop missing the point now.  It was YOU who  wanted to compare the sunders with Mighty blow.  And so as ridiculous as it is to do so,  you have to deal the the results.


you have two hits with no flat attack bonus

Were we discussing attack  bonusses?  or were we discussing damage?


By the way, since you felt the need to hang your whole argument on situational things like  the fact that Mighty blows do more damage than sunders  only when misdirection Hex is involved,  should we take this time to remind you that  Mighty Blow has a 20 second cooldown while Sunder Arms has a 10 second cooldown?  I mean, don't you think that being able to use sunder arms  twice as often in any given battle will effect the damage output in this comparison?  After all, we're looking at 4 hits in the time frame it takes to do 1 critical...  and   this is true all the time not just in the rare occasion when you're in a fight with a mage,  and only when this mage casts misdirection hex.... and only when  he casts it on your two-hander....

#153
soteria

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And here I thought crits only did 50% more damage unless boosted by gear.

#154
beancounter501

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Both Sunder Arms and Mighty Blow are good. You should be using them every fight. Both are tier 1 talents so you should have them by the time you hit Ostagar.



Sunder Arms does do more damage if both hits connect. Plus it debuffs your targets attack score by 10 for 10 seconds if the second swing connects. And it has a half the cooldown and half the stamina cost of Mighty Blow.



On Misdirection Hex, you are better off relying on Dispel, Cleanse Aura or just killing the mage before he can cast it. For that I find Pommel Strike and Indomitable to be invaluable. Usually will charge right at them hit him with Pommel Strike, then Mighty Blow (hoping for the Stun), and if he is still alive then Sunder Arms.



But the whole debate is kind of pointless - players should have both and use both!




#155
Bahlgan

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beancounter501 wrote...

Both Sunder Arms and Mighty Blow are good. You should be using them every fight. Both are tier 1 talents so you should have them by the time you hit Ostagar.

Sunder Arms does do more damage if both hits connect. Plus it debuffs your targets attack score by 10 for 10 seconds if the second swing connects. And it has a half the cooldown and half the stamina cost of Mighty Blow.

On Misdirection Hex, you are better off relying on Dispel, Cleanse Aura or just killing the mage before he can cast it. For that I find Pommel Strike and Indomitable to be invaluable. Usually will charge right at them hit him with Pommel Strike, then Mighty Blow (hoping for the Stun), and if he is still alive then Sunder Arms.

But the whole debate is kind of pointless - players should have both and use both!


Fortunately my warrior is a templar just like Alistair, the two do a grand job at covering each others' backs when each of the two and party members are infected with debuffs. Unfortunately, Neither Morrigan nor Wynne in my game know anything from the upper spirit tree. Instead, I roleplay and fit Morrigan with the entropy tree.

#156
beancounter501

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^Completely agree - two Templars work awesome together. No need to fear a mage then.

#157
Bahlgan

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Let's not forget two holy smites! Alistair and my Warden played Volleyball with the hurlock emmisary guarding the roof to Fort Drakon!

#158
Madax132

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Yrkoon wrote...

Madax132 wrote...


You left out the part that is guarenteed to take away 5 armor on criticals

Mighty Blow does no such thing.

 

Madax132 wrote...
While it is a can that it will stun it is a 50% chance and since you have two auto criticals there you go

Mighty Blow is only 1 auto critical.  And the sunders are 2 auto  normal hits.

Is it your contention that one critical  does  more damage that two normal hits?





I said it isn't very likely because you have a small base chance of scoring a critical hit lets say for a sword that is a max tier with about 5 percent chance for criticals


2 hits do the same damage as one critical.  Stop missing the point now.  It was YOU who  wanted to compare the sunders with Mighty blow.  And so as ridiculous as it is to do so,  you have to deal the the results.


you have two hits with no flat attack bonus

Were we discussing attack  bonusses?  or were we discussing damage?


By the way, since you felt the need to hang your whole argument on situational things like  the fact that Mighty blows do more damage than sunders  only when misdirection Hex is involved,  should we take this time to remind you that  Mighty Blow has a 20 second cooldown while Sunder Arms has a 10 second cooldown?  I mean, don't you think that being able to use sunder arms  twice as often in any given battle will effect the damage output in this comparison?  After all, we're looking at 4 hits in the time frame it takes to do 1 critical...  and   this is true all the time not just in the rare occasion when you're in a fight with a mage,  and only when this mage casts misdirection hex.... and only when  he casts it on your two-hander....





your ignorant stop replying, please

with destroy mighty blow takes away 5 armor because it is a critical hit and this only happens on criticals


you didn't read my original post because I said that with critical damage boosting gear then it will be better


I thought I already explained what misdirection hex does but I guess not

all hits are misses all criticals and normal hits

so you get 4 hits with both sunder abilities, top tier sword has around 5% critical chance so you have a 20% chance using both sunder abilities you have a 20% chance to score ONE hit on the mage which it is unlikely he will die from. Mighty blow and critical strike are both guarenteed hits which if your a two hander the mage will likely die from

fighting mages isn't a rare occasion, the haven temple and the deep roads section of orzammar have plenty of mages who have misdirection hex, since you should be wearing heavy armor you have a high threat level and the caster will likely target you first.

from personal expierience I have me alistair leliana and wynne me and alistair generate the most threat and from my expierience it tends to be cast on the dps.


http://dragonage.wik...-Handed_Talents


if you want to even attempt to make a reply read all of that read it again then come back because it's frustrating having to explain all this twice.

#159
Madax132

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beancounter501 wrote...

Both Sunder Arms and Mighty Blow are good. You should be using them every fight. Both are tier 1 talents so you should have them by the time you hit Ostagar.

Sunder Arms does do more damage if both hits connect. Plus it debuffs your targets attack score by 10 for 10 seconds if the second swing connects. And it has a half the cooldown and half the stamina cost of Mighty Blow.

On Misdirection Hex, you are better off relying on Dispel, Cleanse Aura or just killing the mage before he can cast it. For that I find Pommel Strike and Indomitable to be invaluable. Usually will charge right at them hit him with Pommel Strike, then Mighty Blow (hoping for the Stun), and if he is still alive then Sunder Arms.

But the whole debate is kind of pointless - players should have both and use both!


I agree both have very good situational purposes

cleanse aura doesn't work to remove it though, I always bull rush the mage but that seems to make him even more likely to cast it at me, and he can often do it before I get in range but that isn't a probably because I do critical strike and mighty blow.

I was just highlighting a situational use of these talents I use both of the talents often.

#160
soteria

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so you get 4 hits with both sunder abilities, top tier sword has around 5% critical chance so you have a 20% chance using both sunder abilities you have a 20% chance to score ONE hit on the mage which it is unlikely he will die from. Mighty blow and critical strike are both guarenteed hits which if your a two hander the mage will likely die from


That doesn't make sense. Mighty Blow is a single hit that does 150% damage (I believe 200% is the cap with gear bonuses). Sunder Arms or Sunder Armor is two hits that do 100% damage each. That means that even in the best case for MB, it's only doing the same damage that Sunder does in its worst case (no crits). By default, Sunder is doing the same damage or better as MB... so how are you going to say that MB will probably kill a mage when Sunder won't?

If you're saying it's just because of misdirection hex, well, first, if you're letting it stick, you're doing something wrong. Second, if you're letting it stick, MB won't kill the mage, either, because it will only deal normal damage. Third, and again IF you're letting misdirection hex stick, a better way to deal with the mage at that point is to open with pommel strike and let a rogue or mage or another warrior kill it rather than wasting stamina with abilities that are going to function poorly at best.

#161
Yrkoon

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Madax132 wrote...


your ignorant stop replying, please

Oh, what a mind-blowingly  intellectual response, complete with flawless grammar and a demand!  (one which will be  denied,   by the way, as there's nothing I love more than to reply when some  complete nobody urges me not to!)

Let us continue in your education process, shall we?




with destroy mighty blow takes away 5 armor because it is a critical hit and this only happens on criticals

You mean Destroyer... with its whopping 3 second duration, 5 armor,  non-cumulative debuff.  Yeah, I suppose we can  ascend to the highest peaks of Fereldan to scream of its awesomeness, unfortunately for your argument however, that's  Destroyer...  not  Mighty Blow.   Oh you can choose to argue that the 2 are 1, but I wouldn't do that, lest I remind you that all my two-handers  hang out with Mages who love casting Death Hex, which make ALL hits criticals.... meaning my Sunders now do  2 criticals.  

Wanna play that game? or  will you finally stick to  the Original comparison you tried making, which only involved comparing just the sunders, with Just mighty blow/Critical strike?

PS: what's a better Debuff?  -20 to armor for 20 seconds??  or -5 to armor for 3 seconds?

Modifié par Yrkoon, 07 août 2010 - 08:29 .


#162
swk3000

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I'm pretty sure that Cleanse Area does, in fact, remove Misdirection Hex. The reason you would not have seen it being removed is because Cleanse Area doesn't work on the character using the Talent. So if Warden and Alistair are both Templars, and Warden gets hit with Misdirection Hex, then only Alistair can remove Warden's Misdirection Hex.

#163
Yrkoon

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soteria wrote...




so you get 4 hits with both sunder abilities, top tier sword has around 5% critical chance so you have a 20% chance using both sunder abilities you have a 20% chance to score ONE hit on the mage which it is unlikely he will die from. Mighty blow and critical strike are both guarenteed hits which if your a two hander the mage will likely die from

That doesn't make sense. Mighty Blow is a single hit that does 150% damage (I believe 200% is the cap with gear bonuses). Sunder Arms or Sunder Armor is two hits that do 100% damage each. That means that even in the best case for MB, it's only doing the same damage that Sunder does in its worst case (no crits). By default, Sunder is doing the same damage or better as MB... so how are you going to say that MB will probably kill a mage when Sunder won't?
If you're saying it's just because of misdirection hex, well, first, if you're letting it stick, you're doing something wrong. Second, if you're letting it stick, MB won't kill the mage, either, because it will only deal normal damage. Third, and again IF you're letting misdirection hex stick, a better way to deal with the mage at that point is to open with pommel strike and let a rogue or mage or another warrior kill it rather than wasting stamina with abilities that are going to function poorly at best.

Not to mention the fact that   as annoying as Misdirection hex  is,  it's about as situational as they come.  Which is interesting to note, since the guy who decided to bring it up here opened the debate by claiming he's not interested in  "cans".

Modifié par Yrkoon, 07 août 2010 - 08:32 .


#164
d3c0yBoY

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Yrkoon wrote...

Madax132 wrote...


your ignorant stop replying, please

Oh, what a mind-blowingly  intellectual response, complete with flawless grammar and a demand!  (one which will be  denied,   by the way, as there's nothing I love more than to reply when some  complete nobody urges me not to!)

Let us continue in your education process, shall we?




with destroy mighty blow takes away 5 armor because it is a critical hit and this only happens on criticals

You mean Destroyer... with its whopping 3 second duration, 5 armor,  non-cumulative debuff.  Yeah, I suppose we can  ascend to the highest peaks of Fereldan to scream of its awesomeness, unfortunately for your argument however, that's  Destroyer...  not  Mighty Blow.   Oh you can choose to argue that the 2 are 1, but I wouldn't do that, lest I remind you that all my two-handers  hang out with Mages who love casting Death Hex, which make ALL hits criticals.... meaning my Sunders now do  2 criticals.  

Wanna play that game? or  will you finally stick to  the Original comparison you tried making, which only involved comparing just the sunders, with Just mighty blow/Critical strike?

PS: what's a better Debuff?  -20 to armor for 20 seconds??  or -5 to armor for 3 seconds?

I would have warned Madax to quit runninng his mouth but some people have to learn the hard way. Flame on Yrkoon! :devil:

#165
Bahlgan

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swk3000 wrote...

I'm pretty sure that Cleanse Area does, in fact, remove Misdirection Hex. The reason you would not have seen it being removed is because Cleanse Area doesn't work on the character using the Talent. So if Warden and Alistair are both Templars, and Warden gets hit with Misdirection Hex, then only Alistair can remove Warden's Misdirection Hex.


That's why it's an interesting idea to contain two templars in your group, or two units who utilize the spirit tree. In my case, one templar can cover the other three units in each party, but not himself. The other templar is meant to be a beacon to the one who initially is unable to sustain himself, plus the two independent party members. Personally I am more comfortable with templars because as being warriors they have better armor and usually stay closer to the epicenter of a party's range. So, by the way, is Cleanse Magic supposed to be an AOE version of Cleanse Area?

#166
Madax132

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Yrkoon wrote...

soteria wrote...




so you get 4 hits with both sunder abilities, top tier sword has around 5% critical chance so you have a 20% chance using both sunder abilities you have a 20% chance to score ONE hit on the mage which it is unlikely he will die from. Mighty blow and critical strike are both guarenteed hits which if your a two hander the mage will likely die from

That doesn't make sense. Mighty Blow is a single hit that does 150% damage (I believe 200% is the cap with gear bonuses). Sunder Arms or Sunder Armor is two hits that do 100% damage each. That means that even in the best case for MB, it's only doing the same damage that Sunder does in its worst case (no crits). By default, Sunder is doing the same damage or better as MB... so how are you going to say that MB will probably kill a mage when Sunder won't?
If you're saying it's just because of misdirection hex, well, first, if you're letting it stick, you're doing something wrong. Second, if you're letting it stick, MB won't kill the mage, either, because it will only deal normal damage. Third, and again IF you're letting misdirection hex stick, a better way to deal with the mage at that point is to open with pommel strike and let a rogue or mage or another warrior kill it rather than wasting stamina with abilities that are going to function poorly at best.

Not to mention the fact that   as annoying as Misdirection hex  is,  it's about as situational as they come.  Which is interesting to note, since the guy who decided to bring it up here opened the debate by claiming he's not interested in  "cans".



Way to take what I said out of context, I was talking about what the ability will do and I already stated that it was situational if you actually took the time to read my posts and aside from the fact that you actually looked something up from the wikia page I provided I'm convinced you largely don't.

You harped on the most minor point I made in my arguement for the situational advantages of critical strike and mighy blow and after that you still had to admit you were wrong.

But then again I do have bad grammar. . . well that must mean I can't be correct, you sir have won.

#167
Madax132

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Bahlgan wrote...

swk3000 wrote...

I'm pretty sure that Cleanse Area does, in fact, remove Misdirection Hex. The reason you would not have seen it being removed is because Cleanse Area doesn't work on the character using the Talent. So if Warden and Alistair are both Templars, and Warden gets hit with Misdirection Hex, then only Alistair can remove Warden's Misdirection Hex.


That's why it's an interesting idea to contain two templars in your group, or two units who utilize the spirit tree. In my case, one templar can cover the other three units in each party, but not himself. The other templar is meant to be a beacon to the one who initially is unable to sustain himself, plus the two independent party members. Personally I am more comfortable with templars because as being warriors they have better armor and usually stay closer to the epicenter of a party's range. So, by the way, is Cleanse Magic supposed to be an AOE version of Cleanse Area?


good idea but I normally choose to get berserker myself for final blow, the last talent just seemed really underwhelming in my first playthrough and while it does have some decent passives I just think berserker fights my guy better.

#168
Bahlgan

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Madax132 wrote...

Bahlgan wrote...

swk3000 wrote...

I'm pretty sure that Cleanse Area does, in fact, remove Misdirection Hex. The reason you would not have seen it being removed is because Cleanse Area doesn't work on the character using the Talent. So if Warden and Alistair are both Templars, and Warden gets hit with Misdirection Hex, then only Alistair can remove Warden's Misdirection Hex.


That's why it's an interesting idea to contain two templars in your group, or two units who utilize the spirit tree. In my case, one templar can cover the other three units in each party, but not himself. The other templar is meant to be a beacon to the one who initially is unable to sustain himself, plus the two independent party members. Personally I am more comfortable with templars because as being warriors they have better armor and usually stay closer to the epicenter of a party's range. So, by the way, is Cleanse Magic supposed to be an AOE version of Cleanse Area?


good idea but I normally choose to get berserker myself for final blow, the last talent just seemed really underwhelming in my first playthrough and while it does have some decent passives I just think berserker fights my guy better.


Eh Final Blow is awesome and all that; really devastating as it is, but in my equation it isn't worth the deactivating and waiting to reactivate most of my sustained abilities for my main character, hence why I didn't make him a berserker, as tempting as it was. It wasn't a cost I was willing to bear, certainly not for someone who is the main target of combat; those sustained skills will be much needed for the one who consistently takes damage in a party.

Now granted, I have Oghren and Sten as my bererkers, and they use Final Blow often on their "final" target, for the name is self explanatory. Otherwise, good luck for those two staying alive afterward, should they utilize it too early.

But then again I do have bad grammar. . . well that must mean I can't be correct, you sir have won


Yea, I must say, some people might not be able to spell certain words, maybe not in your case Madax, because English is not their official language, and therefore are trying to learn to post it promptly on the forums. 

I love it how it's always the self-indulgent prejudiced people who always resort to going below the skin of another individual though and try to correct something as aesthetic as spelling though. Granted I sometimes correct other people when they misspell a word, but not in order to feel like a big boy who finally found his dad's gun and waving it around, but because of the genuine feeling of helping someone out in need of it.

 I mean, don't you think that being able to use sunder arms  twice as often in any given battle will effect the damage output in this comparison


Taking chances is not exactly a smart thing to do once under Misdirection Hex. I'd like to get all my guarantees out of the way first, THEN take the chance knowing I stood a fighting chance. Even if the sunders do strike twice as often, I would like to get Mighty Blow out of the way first.

Besides, the sunders are not guaranteed to land criticals. Now if you enjoy crap like taking chances, that's fine, more power to ya.

Modifié par Bahlgan, 08 août 2010 - 05:02 .


#169
beancounter501

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Madax132 wrote...

good idea but I normally choose to get berserker myself for final blow, the last talent just seemed really underwhelming in my first playthrough and while it does have some decent passives I just think berserker fights my guy better.


When it comes to a 2 Hand Warrior I think the Templar spec is stronger then Berserker.  And Final Blow just stinks.  Why would I trade four or five talents for one attack?  As for Berserk - an extra 8 points of damage is just not that useful.  Berserk is really good with a fast attack class like Dual Weld - but for a 2 Hand who already hits for  100+...  Not that great.  Odds are I am killing my target in three hits - with or without Berserk.  So why waste time Zerking out?

No need to worry about Misdirection Hex once you get Holy Smite.  Hit the mage with Holy Smite - charge straight down the line and turn that mage into  paste with a Sunder Arms/Mighty Blow. 

And two templars are just awesome.  When I beat the crap out of Gaxkang with my warrior party I used Cleanse Aura twice.  Once to clear Misdirection Hex and once on Crushing Prision.  Poor Gaxkang did not really stand a chance.  If you don't have Mana Clash mages are extremely deadly.  But Templars are a great counter to a mage.  With either Holy Smite or Cleanse Aura.  The strongest specs for a party based 2 Hand Warrior is a Champion/Templar.  War Cry, 2 Hand Sweep + Holy Smite - lots of Crowd Control.

#170
Madax132

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beancounter501 wrote...

Madax132 wrote...

good idea but I normally choose to get berserker myself for final blow, the last talent just seemed really underwhelming in my first playthrough and while it does have some decent passives I just think berserker fights my guy better.


When it comes to a 2 Hand Warrior I think the Templar spec is stronger then Berserker.  And Final Blow just stinks.  Why would I trade four or five talents for one attack?  As for Berserk - an extra 8 points of damage is just not that useful.  Berserk is really good with a fast attack class like Dual Weld - but for a 2 Hand who already hits for  100+...  Not that great.  Odds are I am killing my target in three hits - with or without Berserk.  So why waste time Zerking out?

No need to worry about Misdirection Hex once you get Holy Smite.  Hit the mage with Holy Smite - charge straight down the line and turn that mage into  paste with a Sunder Arms/Mighty Blow. 

And two templars are just awesome.  When I beat the crap out of Gaxkang with my warrior party I used Cleanse Aura twice.  Once to clear Misdirection Hex and once on Crushing Prision.  Poor Gaxkang did not really stand a chance.  If you don't have Mana Clash mages are extremely deadly.  But Templars are a great counter to a mage.  With either Holy Smite or Cleanse Aura.  The strongest specs for a party based 2 Hand Warrior is a Champion/Templar.  War Cry, 2 Hand Sweep + Holy Smite - lots of Crowd Control.



I generally have enough crowd control with two handed sweep and war cry. I tried it once and once I got cleanse aura I think it did around 30 damage to non spell casters and since the stun/knockdown resistance check is based on willpower that doesn't do much for me since I pump every point I get into strength which at end game with items was over 95 at level 21.

#171
Madax132

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beancounter501 wrote...

Madax132 wrote...

good idea but I normally choose to get berserker myself for final blow, the last talent just seemed really underwhelming in my first playthrough and while it does have some decent passives I just think berserker fights my guy better.


When it comes to a 2 Hand Warrior I think the Templar spec is stronger then Berserker.  And Final Blow just stinks.  Why would I trade four or five talents for one attack?  As for Berserk - an extra 8 points of damage is just not that useful.  Berserk is really good with a fast attack class like Dual Weld - but for a 2 Hand who already hits for  100+...  Not that great.  Odds are I am killing my target in three hits - with or without Berserk.  So why waste time Zerking out?

No need to worry about Misdirection Hex once you get Holy Smite.  Hit the mage with Holy Smite - charge straight down the line and turn that mage into  paste with a Sunder Arms/Mighty Blow. 

And two templars are just awesome.  When I beat the crap out of Gaxkang with my warrior party I used Cleanse Aura twice.  Once to clear Misdirection Hex and once on Crushing Prision.  Poor Gaxkang did not really stand a chance.  If you don't have Mana Clash mages are extremely deadly.  But Templars are a great counter to a mage.  With either Holy Smite or Cleanse Aura.  The strongest specs for a party based 2 Hand Warrior is a Champion/Templar.  War Cry, 2 Hand Sweep + Holy Smite - lots of Crowd Control.




Besides with certain stamina boosting items final blow is ungodly damage.

#172
Bahlgan

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beancounter501 wrote...

When it comes to a 2 Hand Warrior I think the Templar spec is stronger then Berserker.  And Final Blow just stinks.  Why would I trade four or five talents for one attack?  As for Berserk - an extra 8 points of damage is just not that useful.  Berserk is really good with a fast attack class like Dual Weld - but for a 2 Hand who already hits for  100+...  Not that great.  Odds are I am killing my target in three hits - with or without Berserk.  So why waste time Zerking out?


Haha I myself do prefer for my own Warden to be a templar over a berserker first for storyline purposes, but perhaps even you may under estimate the might of a berserker. Final Blow does additional damage based on additional stamina reserve, therefore a greater contribution towards finishing off an enemy. Also all the resistances, physical and nature. There are more bonuses, but I care not explain.

No need to worry about Misdirection Hex once you get Holy Smite.  Hit the mage with Holy Smite - charge straight down the line and turn that mage into  paste with a Sunder Arms/Mighty Blow.


Would be cool if holy smite was a skill that temporarily prevented mages (perhaps a second or two) from casting again. It might already do that, but I interpreted that holy smite merely interrupted the immediate spell original casted by the mage. I still don't trust sunder arms/armor though when shot by MD Hex, I would like to execute mighty blow and critical strike instead, for they shall slay the mage and prevent retaliation.

And two templars are just awesome.  When I beat the crap out of Gaxkang with my warrior party I used Cleanse Aura twice.  Once to clear Misdirection Hex and once on Crushing Prision.  Poor Gaxkang did not really stand a chance.  If you don't have Mana Clash mages are extremely deadly.  But Templars are a great counter to a mage.  With either Holy Smite or Cleanse Aura.  The strongest specs for a party based 2 Hand Warrior is a Champion/Templar.  War Cry, 2 Hand Sweep + Holy Smite - lots of Crowd Control.


Haha yea two templars can make a living hell for any mage, even Gaxkang, even that damned hermit from the Brecilian Forest. I understand, however, that Cleanse Area is a great means of neutralizing all debuffs on party members. Do they also, by any chance, neutralize the current spell of the target mage nearby, or no?

Second, if you're letting it stick, MB won't kill the mage, either, because it will only deal normal damage


I completely disagree. The average mage can easily be finished off by the combination of the two. If you ever get the stun proc off your attacks, then your first one, let's say mighty blow, can stun the mage, therefore eliminating the mage's chance to dodge or be ready to prepare to defend the second attack, in this case critical strike. Only Gaxkang and the hermit have ridiculous amounts of hp as mages, but then again they are bosses.

Modifié par Bahlgan, 08 août 2010 - 07:04 .


#173
d3c0yBoY

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Madax132 wrote...

beancounter501 wrote...

Madax132 wrote...

good idea but I normally choose to get berserker myself for final blow, the last talent just seemed really underwhelming in my first playthrough and while it does have some decent passives I just think berserker fights my guy better.


When it comes to a 2 Hand Warrior I think the Templar spec is stronger then Berserker.  And Final Blow just stinks.  Why would I trade four or five talents for one attack?  As for Berserk - an extra 8 points of damage is just not that useful.  Berserk is really good with a fast attack class like Dual Weld - but for a 2 Hand who already hits for  100+...  Not that great.  Odds are I am killing my target in three hits - with or without Berserk.  So why waste time Zerking out?

No need to worry about Misdirection Hex once you get Holy Smite.  Hit the mage with Holy Smite - charge straight down the line and turn that mage into  paste with a Sunder Arms/Mighty Blow. 

And two templars are just awesome.  When I beat the crap out of Gaxkang with my warrior party I used Cleanse Aura twice.  Once to clear Misdirection Hex and once on Crushing Prision.  Poor Gaxkang did not really stand a chance.  If you don't have Mana Clash mages are extremely deadly.  But Templars are a great counter to a mage.  With either Holy Smite or Cleanse Aura.  The strongest specs for a party based 2 Hand Warrior is a Champion/Templar.  War Cry, 2 Hand Sweep + Holy Smite - lots of Crowd Control.




Besides with certain stamina boosting items final blow is ungodly damage.

You HAVE to be a troll with a comment like that. A word of advise, listen to the forum vets. They have put in the work and ran the test. Doing things "once" is not enough to draw a conclusion. While your intentions might be good, all it is making you out to be... well, you get the idea. Not to say that you are wrong, but without proper data and prolong playtesting, your opinion becomes... a opinion. One that people will ignore. Just my two cents. <_<

#174
Bahlgan

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You HAVE to be a troll with a comment like that. A word of advise, listen to the forum vets. They have put in the work and ran the test. Doing things "once" is not enough to draw a conclusion. While your intentions might be good, all it is making you out to be... well, you get the idea. Not to say that you are wrong, but without proper data and prolong playtesting, your opinion becomes... a opinion. One that people will ignore. Just my two cents.

What is this garbage? I haven't seen you post ANYTHING on here other than "Keep up the flaming Yrkoon". I say you are not only a hypocrite, but one who has a biased hatred towards Madax for some reason that makes you no more important than a poser who lost his puppy to a mage.

And then, THEN you wish to say "Your intentions are good, but... (insert rude comment here" is just so sad to hear. Until you decide to post something useful on here, something that contributes to the thread, and not some nerd rage towards others, please get off here before I completely drown you out like a rat.

And btw, "veteran", what makes you think that a single playthrough, without close observation, is not enough to make great conclusions? You think a player's guide and or the internet cannot possibly draw enough conclusions for ya?

#175
d3c0yBoY

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Bahlgan wrote...

 

You HAVE to be a troll with a comment like that. A word of advise, listen to the forum vets. They have put in the work and ran the test. Doing things "once" is not enough to draw a conclusion. While your intentions might be good, all it is making you out to be... well, you get the idea. Not to say that you are wrong, but without proper data and prolong playtesting, your opinion becomes... a opinion. One that people will ignore. Just my two cents.

What is this garbage? I haven't seen you post ANYTHING on here other than "Keep up the flaming Yrkoon". I say you are not only a hypocrite, but one who has a biased hatred towards Madax for some reason that makes you no more important than a poser who lost his puppy to a mage.

And then, THEN you wish to say "Your intentions are good, but... (insert rude comment here" is just so sad to hear. Until you decide to post something useful on here, something that contributes to the thread, and not some nerd rage towards others, please get off here before I completely drown you out like a rat.

And btw, "veteran", what makes you think that a single playthrough, without close observation, is not enough to make great conclusions? You think a player's guide and or the internet cannot possibly draw enough conclusions for ya?

"This song is not about you". While I appreciate you standing up for him (tugs at my hearts strings), be careful on how you accuse me. With that said, I'm not going to compare accomplishments and contributions with the likes of you. I've been around a long time with different names. You are inconsequential. You, kind sir, are forgotten. So excuse me as I try not to step on you.

Edit: Summary to what I said to Madax:" Listen to Bean, he knows 2handers."