![]() In general though if you don't go looking for the maximum obtainable defenses then your character is very respectable and doesn't feel broken. It's not too easy to get him to very high values during mid game without the use of a shield.Yea yea we all know the sorcerer cheese with over 80 armor class or the max (18)DR build with over 70 armor class. I'm still playing my Aloth as a high deflection Spellblade who wants to use Riposte and Offensive Parry of the WotEP. For example, I'm curious how much deflection you need to get from equipment and buffs before investment in resolve beats investment in constitution.īonus ROFL points for using "D&D" and "prevents people from cheesing too much" in one sentence. Any attempt at light investments have never payed off, so I guess I've never hit the point where you really start to gain a lot from each point. Looking at the various deflection buffs, it's incredibly hard to assess their value because I've never really tried to build heavily in deflection or payed too much attention to enemy accuracy. With that character, would I be able to hit a high enough deflection that way to significantly reduce incoming damage?īut this thread isn't meant only for that character. Between helwalker, duality of mortal presence and the shield, fortitude, reflex and will should also be very high. A chanter could give another +10, or a paladin could give +20. Cipher can eventually give another +20 from borrowed instinct, for a total of +48. The shield itself can give up to +28 deflection and reflex (+4 small shield, +8 legendary, +6 shield style, +10 from the "balanced shield" enchant). That shield has a nice synergy with soul blade, since constantly repeatable primary attacks allow you to mostly avoid punching with the shield, meaning you enjoy the recovery boost from dual wielding with the defense boost of the shield without much downside. ![]() I'm planning a helwalker/soul blade transcendent using tuotilo's palm, the monk punching shield. At what point do you start to get enough defense that further gains make a noticeable improvement in effective health? For people unclear about the concept of increasing returns with this type of defensive stat in rpgs, check thelee's thread for a thorough and easy to follow explanation here. I haven't really made an effective deflection tank in this game before. ![]()
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