Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
They are the best of both worlds, ranged and melee, with a lot of skills even becoming more usefull when using Throwing Weapons.
Some things that kinda make that point:
Dual wielding Ranged Weapons
Honing Blades applies to Throwing weapons but not Bows
Act 1-3 dropping an above average amount of throwing weapons
Int based elemental attacks:
Use Rune. It boosts Int to absurd numbers, its great for leveling, it converts your damage into elemental and even has a little attack damage converted to health, plus the best AoE for throwing weapons.
For Dex based piercing attacks:
Use Hunting. Marksmanship adds pierce. Hunting is all about boosting your pierce damage, and if you use Skeletal Darts (and I suggest you do) the ratio is absurd and you'll do a lot of damage.
For Str based physical damage:
Use Warfare. Boosts throwing weapon speed and damage. Can DW like rune, and has the best skill in the game with battle standard that will increase damage done and decrease damage taken.
The new mastery makes for the perfect secondary mastery with any of these and you can maybe even replace the attack with the one that comes with it as it explodes every other hit.
Look through the skills on the wiki and decide if the flat out passive bonuses are those that you want on your trowing weapons, and if the active skills/spells are those that you want to use instead of your trowing weapons. (in between attacks)
Since ranged attacks dont get a penalty from being in melee range (casting spells or using active skills does), you dont realy have to take that into account for the playstyle you want to go for.
You can try to be a bit tanky and get a shield with your trowing weapons, or you can get some pets and attack from a distance, and be more focused on damage. Either way works.
About half the skill trees give you something to make the trowing weapons deal more damage, or other useful effects. Or spells/abilities that you can activate to control the battlefield somewhat. For example;
Storm Mastery gives you Storm Nimbus that buffs your weapon attacks, a Whisp to keep enemies away from you, and a lot of stun effects that can be used at range (Lightning Bolt/Thunderball) so you can more easly pelt the enemy with your trowing weapons.
It also gives access to Spell Breaker and Freezing Blast, both abilities that synergyze well with trowing weapons, as Spell Breaker has about the same range as your trowing weapons, and helps you deal damage and stay alive.
Hunting Mastery has a strange synergy with trown weapons, in that most skills although flavored for bows and spears, actualy work realy well with trown weapons. Or straight up have trown weapons added to the weapons they effect.
Ensnare is super useful to keep an enemy in place while you pelt them from a distance, Study Prey has a ranged AOE buff that does not work well with bows at all because the range is rather short, but can work realy well with Trown weapons. A lot of the skills increase the attackspeed of your trowing weapons or add some damage to it.
As long as you avoid skills like ''Take Down'' or ''Spear Dance'' that only work on spears, you should find a fun build with this one.
Already mentioned but Warfare Mastery works realy well, since almost all skills will effect trowing weapons. This mastery has skills that dont require much thinking or planning ahead towards what kind of playstyle you want to go for. And just works.
Keep in mind that trowing weapons have about half the range of bows and most ranged spells. So this might change your playstyle a bit, and allow shorter ranged abilities to work that wont work with a full caster or for bows all the time. Like I mentioned at Storm/Hunting Mastery.
I use them with 80% of my builds.
Hunter is a good choice. But for me Rune and Reckless Offence (dual wield throw weapons) is my favourite fun build. If going all elemental type build i.e with Storm or Earth is Rune Weapon from Rune. If going with i.e Defender (you do not need any shield skills to become a tank) then I do not go for Transmutation from Rune Weapon and keep my damage a mix of elemental and physical.
So many ways to use them.
Thanks alot. I will definetly try Rune with something Elemental. I actually never tried Storm so this will probably be the way to go.
Stat whise Ill probably go a mix out of everything right? Since I need Str/Dex to equip the daggers and still want to deal dmg with my spells?
I would recommend both, making Strenght the lowest stat of the 3, mainly to equip armor.
Strength becomes less important than dexterity if you want to fight more at range, other that for equiping armor, but more important if you want to be a bit tanky as well.
As for inteligence, you need it to scale the damage of your spells and elemental damage for both masteries. However keep in mind that all stun effects from storm mastery and some debuffs dont actualy scale with anything other than the level of the skill. So you are less dependend on Int. towards Storm mastery if you were to only use it for Crowd Control (stun/debuff/slows). Picking Rune mastery to complement elemental damages however changes that, and makes you want to take Int. more and build on elemental damages that way.
Dexterity you need for both weapon equips as well as for landing hits, since you will do a lot with your trowing weapons. Increases your chance to hit as well as chance to crit, and dodge attacks.
So i would probably go for Dex/Int > Strenght.
As for skills, i would recommend getting Squal from Storm mastery as soon as you can, with 1 level of Obscured Visibility. This will make sure you have something to clear crowds with, as well as debuff attacks from strong enemies and bosses. Keeps you alive and trowing ;)
Getting ''Runeword: Feather'' from Rune mastery, makes sure you need Strenght a lot less, so you can focus on your more important skills (int/dex).
Do not worry about Strength if going elemental with Storm. Just use enough to equip armour you want to wear. As @MedeaFleecestealer pointed out, max Runeword Feather that will give 50% reduction to Strength requirement for weapons (includes shields).
Your base strength with masteries maxed is 90, you get strength rewards from quests, 10 in normal, 14 in Epic and 18 in Legendary. A Neiths Will only needs 204 str but 270 dex. So in Reality with Runeword Feather you only need 102 strength.
If going into legendary, with quests you have 132 base strength, meaning only 26 strength needed to equip the likes of "Blessings of Moirae", but it needs 420 Dex.
Thanks for this :)