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Unfortunately I stopped using most of them fast after I got my chars the skills/certain skill weapons I wanted.
The only one Im using now sometimes when facing large groups is an Elven weapon with the low chance stun ablility on my tank which can give my small team a breather.
To me the Elven weapons should be one of the best if not the best ingame after all the unlock hassle. Maybe adding certain extra skills/damage boost would pimp it a little more without making it OP.
- Warrior - if its not a blunt or shield i don't use it
- Rogue - if its not a sword i don't use it
- Bard - if its not blunt i don't use it
I got the Strife Spear in the sentry tower and its just sitting in inventory. Even a +20 str spear doesn't offset the bonuses from what my specific build weapons provide.
The thing I am trying to get the hang of quickly is: how to decide, based on my chars' skills and the opponents' skills, ....is which of my team to go 1st & which to go last. Plus, right now, I want to use my special spells with my lot but then some of us seem to skip turns related to using said special skills.
Ultimately in this game, the strategy becomes where battles are won or lost. I remember that from the earlier games.
- Acidic Plaguebearer (2H) - Vanguard warrior with an arming sword in the off-hand can deal 100+ damage per opportunity point thanks to melting. With Vorpal spell stealing in the hands of a Paladin, the offensive output and utility is insane.
- Honed Crafted Shard Sword (1H) - raw stats are excellent, and the critical chains will tear through groups like crazy. Excellent Rogue weapon, and even makes Bards formidable offensively.
In general, the Elven weapons *are* underwhelming for sure. Even Father's Rage isn't that great when you consider a quick Vorpal enchant will give you the same boon. Hopefully the new Dwarven elite crafted weapons will be more viable for end-game play.