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Warrior specialization for next playthrough


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#26
rayx

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Pommel strike does wickedly good damage though, and you need it on the way to get the guard breaker.  Guard breaker may have been next to worthless before, but if you play with trials Walk Softly on, the guys that seem to have infinite guard definitely would benefit from this passive.  Pommel strike does 500% damage all the time (when upgraded).  Mighty Blow will only get it's bonus damage when you have people knocked down, and to be honest if you can knock them down killing them is trivial.  The real problem is when you are fighting something you can't knock down.  So you are comparing 200% mighty blow to 500% pommel strike (which is a really fast attack animation).  I'm not saying I wouldn't make the same choice, but perhaps not for the same reason.

 

As for dropping whirlwind, for me it is the reason...only reason, I play 2H.  I love it when mages freeze people and paralyze people, and I get to whirlwind through them and detonate them all.  And then they freeze again, and bam bam BAM bam BAM BAM BAM BAMMMMMM!!!!  Screen slow-mo occurs and I begin frothing at the mouth.

 

 

So it does more than 250% damage?  I've used it and haven't seen numbers that much higher than other comparative skills (mighty blow when the target isn't knocked down).  It would be overpowered if it knocked people down, but it doesn't.  It should, but it doesn't.  It is not nearly as reliable as Charging Bull in that regard.  That being said, I am not sure if I'd take the damage upgrade unless fighting trivial fights.  Being able to move out of CC (like being frozen) sure seems to help.

 

Is there any evidence it does more than 250% damage (other than TTD being active)?

 

Combat roll makes like 500% damage, definitely not 250%. I posted before you can see here. http://forum.bioware...or-skills-test/ 

 

And that's why I say I will drop pommel strike. Since CR now is so broken the damage output in theory should mostly be done by CR. and mighty blow can control more people also lasts longer. That will make pommel strike lost its position. 

 

But of course, this is based on you are willing to use this broken skill..... 


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#27
Bigdawg13

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Combat roll makes like 500% damage, definitely not 250%. I posted before you can see here. http://forum.bioware...or-skills-test/

 

And that's why I say I will drop pommel strike. Since CR now is so broken the damage output in theory should mostly be done by CR. and mighty blow can control more people also lasts longer. That will make pommel strike lost its position. 

 

But of course, this is based on you are willing to use this broken skill..... 

 

I see...that does change things quite a bit.



#28
Bigdawg13

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Well I ran around last night with all three warriors in my party just to play with the specs some more.  I just don't know.  I may be level 27 before I decide.  :rolleyes:

 

Templar:  WoH/SP just doesn't seem to cut it with the trials enabled.  Damage is too low, but it may just be that Cassandra isn't geared well enough.  But I know I'll be frustrated on dragons, giants, etc.  I think I used to use Earthshaking Strike a while ago but it is just crud now days.

 

Reaver:  Amazing damage.  Damage from Dragon-Rage seems to be in the 3k-5k range consistently.  But something does seem different after 1.10.  I remember before, that if my life got too low, it would not let me use Dragon-Rage (like not having enough stamina for another skill).  But now it will let me drain my health completely.  So when the enemy's life gets low, and my attack speed increases...I often kill myself.  More often than I like.  On the positive note, the fear on crit is really nice as it adds control and surprisingly few enemies ignore fear.

 

Champion:  Really having a hard time fitting in the skills.  I really detest needing Warcry.  It should have been built into Walking Fortress upgrade.  In fact, when they removed the -2 sec c/d upgrade, they should have replaced it with a taunt or something.  The kind of "Hit me I dare you" upgrade thing.  Oh well.  But Champ does the one thing that I miss on the other specs, which is I love AoE detonating groups from ice mine, etc.  That's just fun and the slow-mo multiple detonation is just bliss.  Mages do this too, but rarely up close with such a visceral feedback.  But everytime I run into a promoted enemy with barrier, I cringe because it takes me sooo long to eat through it, but the Reaver just chews through it like a hot knife through butter.


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#29
Bigdawg13

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I just had a stroke of genius...ok maybe that's a bit narcissistic.

 

I think you can remove warcry in favor of the alternate whirlwind upgrade that sucks people in.  TTD is a single-target taunt.  And on tough single-enemy fights you can swap the upgrade on whirlwind.



#30
Mordray Darkblood

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Reaver:  Amazing damage.  Damage from Dragon-Rage seems to be in the 3k-5k range consistently.  But something does seem different after 1.10.  I remember before, that if my life got too low, it would not let me use Dragon-Rage (like not having enough stamina for another skill).  But now it will let me drain my health completely.  So when the enemy's life gets low, and my attack speed increases...I often kill myself.  More often than I like.  On the positive note, the fear on crit is really nice as it adds control and surprisingly few enemies ignore fear.

Dragon Rage has always been a killer in my experience. I started my Reaver in 1.08 and I remember killing myself on truskets... just spamming DR to try it out.



#31
wicked cool

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I have a low level 2 hander right now (level 6) . I want a pre spec build that can beat the demons at the hinterlands waterfall . If i have to wait a few levels that's ok.

Whats the order your taking skills and armer/weapon choice
Seems like old guides are now somewhat useless

#32
Bigdawg13

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Dragon Rage has always been a killer in my experience. I started my Reaver in 1.08 and I remember killing myself on truskets... just spamming DR to try it out.

 

That is what I am saying.  Pre-1.10 I could not do so.  Once my health was too low it would gray out and become unusable.  Perhaps it's a latency issue when spamming.



#33
Mordray Darkblood

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Perhaps... Never let my health get that low after confirming what had happened.

#34
Bigdawg13

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NVM



#35
PapaCharlie9

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I just had a stroke of genius...ok maybe that's a bit narcissistic.

 

I think you can remove warcry in favor of the alternate whirlwind upgrade that sucks people in.  TTD is a single-target taunt.  And on tough single-enemy fights you can swap the upgrade on whirlwind.

Nice idea! I'll give it a try. What do you do for Guard, Horn of Valor?



#36
rayx

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Champion:  Really having a hard time fitting in the skills.  I really detest needing Warcry.  It should have been built into Walking Fortress upgrade.  In fact, when they removed the -2 sec c/d upgrade, they should have replaced it with a taunt or something.  The kind of "Hit me I dare you" upgrade thing.  Oh well.  But Champ does the one thing that I miss on the other specs, which is I love AoE detonating groups from ice mine, etc.  That's just fun and the slow-mo multiple detonation is just bliss.  Mages do this too, but rarely up close with such a visceral feedback.  But everytime I run into a promoted enemy with barrier, I cringe because it takes me sooo long to eat through it, but the Reaver just chews through it like a hot knife through butter.

 

IMO a champion should always get TTD active and engaged with every enemy one by one in every fight. An enemy has a massive barrier means you need more time to kill, so it's perfect for TTD to build up its affect. I do understand the annoying mages constantly teleporting around makes TTD disconnected, for that, keeping them on floor could solve this problem. But of course, if you have a promoted mage who is immune to physical affect....then indeed there is nothing better we can do for damage output. Maybe for that kind of enemy you could consider combat roll. broken skill vs most annoying enemy. so perfect.  


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#37
Bigdawg13

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Nice idea! I'll give it a try. What do you do for Guard, Horn of Valor?


Walking fortress upgrade results in guard. Also charging bull and TTD.