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This is my build:
http://images.akamai.steamusercontent.com/ugc/279597038232117895/15D14FF52CA13F0B3A74D123EEABC9138FFEF4F9/
I wanted him to be a melee damage dealer, like a marauder or a black skaven.
I took Daredevil:Mastery to deal with heavy armored foes (which usually have also high toughness and high crit resistance).
For all other foes I wanted to go with the promising crit line, so I took also Cull the Weak and Fatality.
But I encountered some problems:
* his martial pool is quite small, after putting 9 points into Accuracy I could increase Weapon skill only up to 13 (17 with heavy armor of weapon skill). This is not high enough - your effective crit chance is dependent from your chance to hit. So you either have to use Maces or use weapons of Expertise.
* if you use mace(s), you can't use parry... this leaves you with Guard-Stance as his only defensive option (since you can't use a shield your melee resist will not be high enough to make defensive stance a viable option).
* if you use sword(s) of expertise, you will find out that your overall damage is lackluster, so I decided ot use a hammer of expertise
* if you use a hammer together with a heavy armor you will have a very low initiative and probably be the last to move, which is quite annoying if you want to debuff your foe with Cull the Weak for the rest of your warband.
* to make the best use of Cull the Weak I wanted to go with a one handed weapon.
So I guess, your best bet is probably to use him as a caster - but this is also quite problematic momentarily because he has no access to weapons which reduce divine wrath (no sig.hammer no staff) - but Kes promised to give him access to a staff like weapon.
great axe of perforation of course.
ditch agility.
fiddle around with the remaining points, resilient and even hardy are valid options, some charge skill also works fine. you can go daredevil if you fancy it.
you have a slow ass bulldozer, thats fine, he acts last, so what?
he becomes a valid janitor, he ll clean up anything your 9 other guys havent finished.
use extra movements given by exhaustion to pull him back in the second line.
when you feel the time is not right for him to go all in, use damage spell instead, but never forget he s a melee guy.
this should work with sisters, not great with mercs though, but with either team, you should stick with one idea: do not try to make him a damage dealer and a criter at the same time, do not build a damage build as well as a caster.
take one simple idea and stick with it.
There seems to be many ways to play the wolfpriest so just pick whatever is fun for you and stick with it.
Fluffer, er, buffer build. Need to eventually try:
1) melee focused (less spell, more smack)
2) spell damage/melee damage hybrid (direct damage spells and the passives that boost spell damage on melee hit, plus that sexy new swipe skill)
I put overpower (mastered), hardy, devotion (mastered), divine study.
spells: ulric's gift, blessing of ulric (mastered), winter's chill, snow king's decree.
He is the best friend of my ogre.
Mine are only level 6 and 3 so far.
Basically built them to be tough to take down, due to melee resist as well as high armour (heavy amr with master prof.). Spells wise they have 2 general buff spells each to help my heavy melee warband out.
So far they have been extremely good and Ive only just started really. They are hard to take down already and deal decent dmg whilst buffing well too. Loving it.
glad you enjoy your build, have fun.
nonetheless, do note that since they can not carry shields, they make very poor melee resist units.
it's fine against AI, but it would not fare well in pvp, so if you ever play a pvp match, do not consider your build as a melee resist one.