![]() Or shift it to a katana or pick to take advantage of critical hit chance.ĭon't forget to purchase a wand of longstrider (2nd level heightened). Or shift it to avoid damage reduction based on slashing/piercing/bludgeoning. Or shift it to a whip to use manuevers with reach. Staff shifted to bastard sword is d12 damage when used 2-handed, and is viable with 1-hand on it, allowing you to perform athletics maneuvers. I second the recommendation that you grab a shifting rune and just put it on the staff. They also work with any weapon, like your backup longbow or your melee staff. Offensive athletics checks like Trip, Grapple, Disarm, and Shove all can benefit. I will also note that True strike also works on attacks which aren't your traditional strikes. Buy a ring of wizardry (360 gp, 7th level item) to get 2 more 1st level slots. Use the 3rd slot for haste or other spell. Personally, I'd suggest keeping your 3rd level slot, and simply sacrifice a 2nd level slot for an extra charge on the staff. Get more spells instead, get better Fighter/Ranger feats. You could also MC into fighter late (or with Human) to get Power Attack for ridiculous damage when starting next to an enemy.Īll this being said, I honestly don't think Bespell Weapon is worth the feats for some minor extra damage. That extra 3d8 on one attack with a big sword makes True Strike worth it. Easier to set up as you can move then use it.Ĥ. Dual-Handed Assault: A little less damage, but can use defensive stuff with it and a Bastard Sword. Power Attack with a d12 weapon: An extra 3d12 damage at level 20, but again, 2 actions, so you need to start adjacent to the enemy.ģ. Swipe: Hit 2 enemies with 1 attack roll, but it's 2 actions, so it's hard to set up with True Strike.Ģ. There are a few ways to make this work:ġ. Otherwise, you're simply better off swinging twice. This is taken straight from my big list over at Steam.I've looked at it and I think with True Strike, you effectively want both good critical affects, and one attack that's better than the others. I honestly forgot if I posted them here, and some of them might've been fixed, as it has been a long time since I played WFTO:īug Fixes, Tweaks and Minor Additions / Removals:ġ. Beasts (Skargs in particular) really often makes Mendechaus say: ''Your minions are under attack'', although they only fight in the Arena.Ģ. Certain Minions (Beastmasters and Sentinels in particular) often gets unhappy without reason.ģ. Mandalf the Many-Colored bugs when Possessed in the first level of My Pet Dungeon (Murkmud).Ĥ. The Disciple and Ghoul units only stands idle when summoned in God Mode / Map Editor (Intentional?).ĥ. ![]() ![]() ![]() Mendechaus inaccurately says: ''New Aspect Unlocked'', when both bridge types has unlocked (through the automatic timed research) in the My Pet Dungeon campaign.Ħ. The Hand of Evil can sometimes be quite bothersome, when for example trying to reach the Arrows << (Objectives) tab, and certain other small UI buttons and such.ħ. The corrupted version of the Huntress hasn't got a visible mini-crossbow.Ĩ. Weird Democorn-colored buggy flickers on the lower-middle part of the right-hand side of the screen. Seems to be happening a lot when your dungeon is big and busy.ĩ. Sometimes, the ‘Tribal’ combat music won’t stop playing, even after the battle has long ended. This also happens (although rarely) when the inaccurately ''You minions are under attack'' saying happens around the Arena area.ġ0. The Vampires' Restless Spirit summon ability shouldn't have the Leveling up sound / animation, and the same goes for Wisdom Juice's effect (unless it actually does level upġ1. The Democorn's Disco music shouldn't play so loud and so often. ![]() The Dwarven Arcanist hasn't got a visible Mace weapon nor Shield on either Faction.ġ3. ![]()
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