I'm about to start my 2nd M&MX run and I can't decide who's going to be the 4th character.
There's just no way around a Bladedancer and a Rune Priest. 3rd one this time is a Druid.
Now for the 4th spot I can't decide between:
- Scout / Dual Wield Master / Axe GM
- Barb / Spear GM / Two Handed GM
- Barb / Axe M / Dual Wield M
- Hunter / Spear GM / Two Handed GM
Help ?
Warfare 2H Mercanary ? What does he have over a Barb ? I don't have the game running, so I'm guessing he can grandmaster warfare.
Warfare 2H Mercanary ? What does he have over a Barb ? I don't have the game running, so I'm guessing he can grandmaster warfare.
Yes he can. But also auto-crits and ignores block/evade on healthy enemy. Give him a mace and he'll auto-stun enemies. He doesn't even need any Perception.
Also Windwalker mobility ability is very useful in some situations.
Warfare 2H Mercanary ? What does he have over a Barb ? I don't have the game running, so I'm guessing he can grandmaster warfare.
Yes he can. But also auto-crits and ignores block/evade on healthy enemy. Give him a mace and he'll auto-stun enemies. He doesn't even need any Perception.
Also Windwalker mobility ability is very useful in some situations.
someone on the official forums claims that Perfect Strike is bugged and doesn't work. He's made a patch, but that also seems to include other things that I don't want in my game. Why the fuck can't people offer bug fixes without forcing their subjective changes on me? Gives me a fit of entitlement.
Miner 2049er since you're going for a spear wielder, you might want to check out this thread. There's a bug that affects two-handed weapons that can be easily fixed.
I remember Perfect Strike did work for me. I don't remember what I installed though.
Anyway I was VERY happy with my Merc/Windwalker. Many people fail to see beyond the cookie cutter builds like Bladedancer, while M&M X offers A LOT more.
so I gave it a little more thought...
I really dont like rune priest for his limited defenses. Ive figured that shaman with spear would be better in his spot with his expert 2hf, spear(or staff) and master dodge.
I did a bit more reading and membrane spell seem to have invalid tooltip and it gives in fact insane dmg reduction if you push for grandmastery. Water magic also provides attacks reduction which got nice synergy with my dodge party.
As such id push for gm in water,eart,primordial. M in light. Expert wind and fire.
only expert...It would have a Defender, who's basically just a fire caster in heavy armor
I don't remember dual wielding being buggy or broken in the original game, did Greyface change the behaviour? do you see any mention in the patch notes?Before I start, can anyone explain to me how dual wielding works with grey face patch if both weapons are of same type?
Don't know the exact mechanics but the dual wielding was doing pretty good damage. Two GM swords was doing a lot of damage. I used it mainly for the different effects on the artefacts. Daggers don't have good artefacts from what i remember. Only decent one was the Foulfang and for him you had to finish the obelisk puzzle.I don't remember dual wielding being buggy or broken in the original game, did Greyface change the behaviour? do you see any mention in the patch notes?Before I start, can anyone explain to me how dual wielding works with grey face patch if both weapons are of same type?
its not about being broken, I just dont understand the mechanics.
For example if I dual wield daggers, one is 2d3+20, another is 2d2+1.
I have 10 skill in daggers.
What is my base dmg, dmg bonus and to hit?
My understanding is that since both are daggers, main hand will be used for dmg and hit mods. As such I will have +30 to hit and damage?
Still... what is actual base dmg?