Best Tanking Attribute?
#1
Posté 09 décembre 2009 - 09:27
Essentially I believe Constitution adds to health, Dexterity adds to Defense and Strength adds to Damage (=more threat). All of the above contribute to Physical Resistance though I'm not sure by how much?
Which do you think is the best to pump once requirements for any desired talents/gear has been met?
#2
Posté 09 décembre 2009 - 09:35
#3
Posté 09 décembre 2009 - 09:45
#4
Posté 09 décembre 2009 - 09:56
#5
Posté 09 décembre 2009 - 09:59
#6
Posté 09 décembre 2009 - 09:59
str is necessary to wear massive armor, but other than that its not so important.
the general guideline is definitely enough strength for massive armor (38 for tier 6, 42 for tier 7) and the rest into dex. maybe willpower is good too if you want to use more activated abilities.
#7
Posté 09 décembre 2009 - 10:00
#8
Posté 09 décembre 2009 - 10:09
AXidenT Gamer wrote...
Defence isn't armour though... Spells though would still hit, but with Juggernaut armour, you'd still be pretty resistant...
Look in this forum section for a topic that says something about 100% spell resistance , its on the 1st page of this section
You can be 100% immune to spells if you're a templar
#9
Posté 09 décembre 2009 - 10:15
Rest Dexterity.
Set one of your specializations to Templar and use a 100% spell resist set up. Everything except physical attacks are irrelevant, and with high enough defense, you won't get hit much.
Dwarf is marginally superior to Human, so Oghren makes a surprisingly good lategame tank if you do not wish to use Alistair. Your Warrior's weapon style is relatively irrelevant save that dual wield is inferior at straight up tanking as it has no ability to become immune to knockdown. Shield vs 2H is an interesting discussion that basically comes down to Stun immunity vs flanking immunity.
Note that DW tanks are still viable, and will contribute significantly more DPS at the cost of forcing a couple of reloads if you aren't quick to compensate for disabling effects.
Modifié par 5Warlocks, 09 décembre 2009 - 10:21 .
#10
Posté 09 décembre 2009 - 10:17
#11
Posté 09 décembre 2009 - 10:18
#12
Posté 09 décembre 2009 - 10:19
Tonya777 wrote...
That wastes up valuable slots that could have better things in them like the spellward , lifegiver , key to the city , andruits blessing , and so forth
Re-read please... You can Unequip the STR+ items after you equip the armor. The Armor will remain on. You can then equip whatever accessories you want. The only thing you lose is maybe 2 or 3 minutes of sorting through accessories.
This works for Dexterity too. And Magic, but generally you'll keep all magic+ equipment on regardless. And if you're a mage, if you can't equip something because you magic rating is too low.. well... find a new game.
Modifié par Deflagratio, 09 décembre 2009 - 10:21 .
#13
Posté 09 décembre 2009 - 10:21
Tonya777 wrote...
That wastes up valuable slots that could have better things in them like the spellward , lifegiver , key to the city , andruits blessing , and so forth
No, once you equip the armour you can take the strength bonus items off but keep the armour on.
Edit: ugh, I'm getting slow
Modifié par valleyman88, 09 décembre 2009 - 10:22 .
#14
Posté 09 décembre 2009 - 10:22
valleyman88 wrote...
Tonya777 wrote...
That wastes up valuable slots that could have better things in them like the spellward , lifegiver , key to the city , andruits blessing , and so forth
No, once you equip the armour you can take the strength bonus items off but keep the armour on.
I can just see the lightbulb on that dudes head now, and then him starting a new game.
#15
Posté 09 décembre 2009 - 10:25
Deflagratio wrote...
You can then equip the massive Armors, and unequip the STR+ equipment, and your armors will remain on.
Enh, I would go around planning your character on that. It certainly sounds like unintended behavior, and I'd bet there's a chance it might get fixed some time.
#16
Posté 09 décembre 2009 - 10:27
#17
Posté 09 décembre 2009 - 10:28
Torias wrote...
Deflagratio wrote...
You can then equip the massive Armors, and unequip the STR+ equipment, and your armors will remain on.
Enh, I would go around planning your character on that. It certainly sounds like unintended behavior, and I'd bet there's a chance it might get fixed some time.
I doubt it. I mean, sit back for a second and thing. Is that really something that would get patched? Mind you Manaclash is still in the game. As long as that still exists, this has no chance of getting "Fixed"
#18
Posté 09 décembre 2009 - 10:29
Thats too much hassle even if I did realize that before because then you have to take your character all over the world to get those items and its only such a tiny tiny TINY crum of a difference that its absolutley pointless to do that
#19
Posté 09 décembre 2009 - 10:31
Tonya777 wrote...
Yeah right , I wouldn't start a new game to save like 5 points of STR wtf?
Thats too much hassle even if I did realize that before because then you have to take your character all over the world to get those items and its only such a tiny tiny TINY crum of a difference that its absolutley pointless to do that
So you would not start a new game if you skipped all the STR points in the fade... Awesome.
And actually it's more like 9. That's a pretty big difference.
As for "Traveling all over the world"
Lloyd's Ring - Redcliffe
Harvest Festival Ring/Helm of Honnaleath - Honnaleath, takes 1 hour to do that quest.
Old Teagrin/STR Belt- I can't get that stupid dwarf to leave me alone.
That's 7 points maybe 2 hours after Ostagar...
Reevaluate your comment.
Modifié par Deflagratio, 09 décembre 2009 - 10:34 .
#20
Posté 09 décembre 2009 - 10:33
I make sure I don't skip stats in the fade , I might have missed like 1/4th of them on my 1st save ever but then after that I made it a point to get all of them
#21
Posté 09 décembre 2009 - 10:33
#22
Posté 09 décembre 2009 - 10:35
Modifié par Deflagratio, 09 décembre 2009 - 10:37 .
#23
Posté 09 décembre 2009 - 10:38
Deflagratio wrote...
Torias wrote...
Deflagratio wrote...
You can then equip the massive Armors, and unequip the STR+ equipment, and your armors will remain on.
Enh, I would go around planning your character on that. It certainly sounds like unintended behavior, and I'd bet there's a chance it might get fixed some time.
I doubt it. I mean, sit back for a second and thing. Is that really something that would get patched? Mind you Manaclash is still in the game. As long as that still exists, this has no chance of getting "Fixed"
Erm in some respects it is kind of fixed in the game as it is. For example the other day when I recruited Zevran into my group, he was just 14 and had about 5 points below the required strength beneath what he needed to wield the longsword he starts off with. Can't remember when but at some point I was dabbling looking at his gear and suddenly noticed his longsword had been unequipped and his dagger moved to main hand. It was at this point I noticed he didn't have the strength requirement for his sword. I have seen it also before where like you I had boosted the stats up using items so that a member could equip an item and then given the strength boosting items to someone else and eventually the gear was removed from the character.
So it is obviously going to be very easy for them to fix it as the system is kind of in place already.
Also this has more chance of being fixed than manaclash being removed namely because it affects all characters not just mages.
#24
Posté 09 décembre 2009 - 10:38
#25
Posté 09 décembre 2009 - 10:40





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