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As of yet I've only got an amber staff, and I've just done Golgoltha after clearing a few lairs (which I've found /way/ more than I've had in the past, which is /super/ cool), but I'm feeling weak. I'm relying on freezing not just for actually hitting enemies, but also for damage, and I couldn't kill, say, Slog, without resorting to either healing or my special abilities, which I have been able to do with other builds quite easily.
I'm runnin with Bludgeon, Conk, Backswing and Slam, and whilst Bludegeon activates alot, and I get lots of stunning, enemies can still get in a few hits. If I slow them with Time Dilation and freezing though, I can stunlock enemies. Conk seems nigh worthless, as it's basically just Bludgeon's effect, and Backswing, when you do the math really doesn't make much difference, because the second hit still needs to pass another DV check.
Slam is useful, but weak. Enemies take ~8 damage for going through 3 walls, the max, and I see no way that it scales (it's not weapons, nor PV, nor even wall type). The knockback is quite nice, and can be used to then get attack at range, like with Freezing Hands, but the damage itself is weak. However, I will note, going through walls is great. I was tunneling all about Golgoltha, and that lets me position myself in a corridor whenever I want.
Although I haven't got it yet, Demolish seems interesting. There won't be good single target damage, because knockbacks nature is that you can't hit an enemy twice in a row. However, in areas with lots of enemies, I think it could be useful.
TL;DR Cudgels are interesting, and show some alright ideas, but the damage is wholly lacking. I think that some sort of version of the previous effect would be good.
I haven't played with Axes, but Longswords are much stronger, and it's final ability is way better, as you can do epic juggling of stances.
EDIT: I should note, because it's not obvious in the description, Slam has no cooldown on walls, so there becomes something of a dilemma as to whether or not you want to put a 50 turn cooldown onto your digging ability to hurt an enemy.
Swords and Axes are all right, although a few more skills couldn't hurt them.
Cudgels are the only one that I feel really needs a buff (granted that I haven't had much time to play with them.) They're too focused on a few specific things, and the things they do aren't universal enough or powerful enough.
Thoughts: Axes are amazing for more than just brute strength now with even more dismembering. Mobility and bleeding the enemy out tactics are now very valid. Makes the wheel caste axe and shortblade combo work well. Or there's the strength stacking cleave build.. or mix both. I really really like axes. They are what I will play with strength based characters forever.
Longblades: Got an Ibul Praetorian up to level 31 using sword & board. Even with a sharp serrated two-handed metametal longsword I felt swords fall completely flat against extremely armored enemies, which makes the vibrokopesh still the go to weapon against anything but Rhinoxi (Rhinoxes? Rhinoxo?) when delving deep. Dual wielding vibroweapons with a good buckler ended up being what was used most.
On the bright side I found Long blades versatility with all the stances and how they effect lunge and sweep to really shine in certain situations. En-guarde + aggressive stance sweeps mows through ickslugs, earthworms, and other small swarms. Using charge and another artifact that lets you charge extreme distances I was able to get right up to Leering Stalkers and then disarm their blast cannons with duelist stance lunge. Defensive stance is a solid in its ways, especially if you are making an agility heavy character.
Cudgels: I leveraged cudgels as a nomad, maxing out strength and endurance. Pretty much all I ever did was try to limit myself to hallyway or doorway battles, 1v1s, where I would stunlock the enemy and take a couple days to kill it (like killing Cragmensch when level 16). Very bad idea to get surrounded, but the awesome part about cudgels is what was mentioned further up. No cool-down on slam and having eXtreme strength means you can slam through a couple walls and have a good chokepoint in a couple actions. This doesn't work too well in flower plains or jungle forests though.
Cudgels don't seem to be meant for crushing heavily armored foes anymore. Especially since axes have cleave. If anything the tree seems more suited to crowd control for an esper.
Ah, the satisfaction of wearing faces.
I won't disagree. strength heavy cudgel nomad got to see a remarkable increase in offensive power once I found cudgels that had higher pierce values (two-handed fullerite maul) so I'm going to see if I can get him up towards level 30 with an ape-god fist or femur if I can find one, rhinox-skull if I can't, to see how those stack up vs magma crabs, leering stalkers, etc.
Also trying a build based off what was mentioned earlier in this thread. I don't know how accurate I am towards how it was built, but I am doing;
Greybeard, double muscled, freezing hands, cyrokenesis, ego projection, hemophilia. After everything is picked I'm looking at 24 ego, 20 strength, 18 toughness, 10 agil, 10 int, and 15 wisdom. Double muscled should help offset the fact all my points will go into ego, both freezy skills should work well with the stunlocking cudgel tree, and ego projection will ensure during combat that strength stays up to snuff.
BTW, I don't think that Greybeards make great Cudgel Tree builds, as the lowered strength will have you struggling with skill points, and the cudgel expertise is only 50 SP.
Conk does essentially do the same thing as bludgeon, but more consistently (100% on hit instead of 50%) and with potentially greater effect (if you can KO enemies) at the cost of being an activation skill. They really aren't the same nor does one invalidate the other.
It is, however, not worth the cost. They could probably be rolled into a single skill, that grants both the passive buff and activation.