Instalar Steam
iniciar sesión
|
idioma
简体中文 (Chino simplificado)
繁體中文 (Chino tradicional)
日本語 (Japonés)
한국어 (Coreano)
ไทย (Tailandés)
български (Búlgaro)
Čeština (Checo)
Dansk (Danés)
Deutsch (Alemán)
English (Inglés)
Español - España
Ελληνικά (Griego)
Français (Francés)
Italiano
Bahasa Indonesia (indonesio)
Magyar (Húngaro)
Nederlands (Holandés)
Norsk (Noruego)
Polski (Polaco)
Português (Portugués de Portugal)
Português - Brasil (Portugués - Brasil)
Română (Rumano)
Русский (Ruso)
Suomi (Finés)
Svenska (Sueco)
Türkçe (Turco)
Tiếng Việt (Vietnamita)
Українська (Ucraniano)
Informar de un error de traducción
So, if you are playing a half-orc barbarian with two adamantine scimitars with the great weapon master feat you do, with a action attack and a bonus weapon attack
1d6+1 (adamantine scimitar)
1d6 (normal crit)
1d6 (savage attacks racial passive)
1d6 (brutal critical, barb lvl 9)
Then the second swing (as your normal bonus action) = above x2
Then with great weapon master, you trigger a bonus action with your attacks when you crit or when you kill a creature, which makes the
x2 to a x3.
With barb extra attack at lvl 5, you turn the x3 to a x4.
If you take fighter after lvl 9 barb to a lvl 3 fighter and take battle master, you can add a +1d8 to your attacks with the battle maneuvers, turning the x4 to a x4 + 1d8. Then you have an action surge, giving you another attack, turning the x4 +1d8 to a x5 1d8
Then, you can add things to do additional damage, like casting elemental weapon on your swords for a 1d4 bonus to damage and a +1 to attack, caustic band for a +2 to damage, etc.
If you do not want to play as an Orc, you just take 1d6 out of the above tabulation. For your second feat, you could take something like dual wielding to give you a better chance to hit or savage attacks to increase the minimum damage you do.
So, in a turn as a half orc you would do, at minimum by level 9 16d6+4 damage or 19-96 damage. At level 12 with a battle master maneuver it would be the 16d6+4+1d8, or minimum 20-104. Not being a half orc would reduce it to 12d6+4+1d8
The only question i have is how often GW master pops, and if it pops off the original bonus attack, only off the first attack that crits, or only off attacks from actions. I haven't tested the build yet but I am going to this run, but not as a half-orc (do not like the aesthetics). If you take tiger heart as a barb to level 9 and get the bleed effect, you are more likely to hit overall after the second hit.
So it'd be great vs Steel Watch, and possibly great against the Adamantine boss golem (pretty sure you can loot the thing you've forged mid battle for free then equip it for 1 action), but, unless I'm horribly mistaken, I think it has normal crit chance against almost everything else.
Bottom line, whether you want to use heavy or medium armor or a shield, those are very good choices at this point of the game. They are free and definitely worth the effort. You will also get a free crit resisting helmet as a part of crafting process.
I guess the only reason to hesitate doing this, would be playing in honor mode, but honestly, if you are in honor mode, you probably played before and should know what to expect there.
Just looking it up now, apparently creatures and objects are different things. Thanks for replying before I sunk like 30 hours into a build that isn't viable. I know I can re-roll with withers, but it screws up the RP a bit on my end.
Shield is probably the best option though.
Honestly the magic scale armor you can get in the refugee camp by this point is better.
Medium armor with no dex cap is broken.
If you build for medium armor you will usually only put 14 points into Dex, knowing you can't make use of more.
Raphael's armor is better in every way, although because you can put it on *anybody*, it doesn't actually have to replace the adamantine armor.
However, there are other sets of heavy magic armor in Act 3 that are still better. Dammon, for instance, will just sell you a set that is better than the Grymforge set.