P. Fricebottle wrote:Um....just so you guys know, all two-handed weapons come with some Bludgeoning Immunity and Resist.
this is not true. two SIDED weapons do have imm and resist (double axe double sword etc.), but regular 2 HANDED weapons (greataxe greatsword scythe) do not. at least I have never found 2 handed weapons that do.
the only exception is the spear, which is a 2 handed weapon and generally sports resist and imm.
i have tried to do the "max damage" thing in 2 different builds. it does not work well past level 25-30. ftr-wm-rogue str half ogre build was pure pure damage and he died a LOT. frightening damage until someone noticed him then he just ... died. he never made it out of frostdale.
second attempt was a ftr wm bard with lots of bard, good song buffs, self buffs through spells, earth genasi for defense. umd for premonition scrolls. got a lot further than the first max damage attempt but his usefulness lasts exactly as long as his soaks, which dwarves rip through very fast. premo helps but the 2 handed axe dwarves have a weapon that beats the +5 soak premo gives.
basically my armor class is so low that almost every swing will hit (48-49 ac vs dwarves with 41 ab..) , so the soaks have to provide all defense and they go fast. there is a point where ac is so low vs enemies that buffing it is throwing good money after bad.. there's not a lot of practical difference between 40 ac and 45 ac vs planars. since you cant change armor in battle you have to be extra careful vs mixed damage type enemies, mixed resist armor is your best friend.
FYI i've notice that if you cast premonition FIRST and then activate the genasi power, premo will soak up damage until it's used up then the genasi soak will kick in (making it last much longer). if you do genasi token first then premo the genasi soak will get used up before the premo and you lose the ac bonus.
I don't know if the double-headed weapon resists would make a difference but if devs think it's required to balance the shieldless double headed weapon user, then the same logic should apply to the shieldless 2 handed weapon user. 2 headed weapons give 2 extra attacks (and chances for crits, and medium weapon damage on the off hand for only -2 ab), so i'm not sure why a 2 handed weapon is perceived as being strong enough to not need this defensive boost.
edit: the main issue i think is that the mod is designed for characters with +9 ac from shields and 25% imm/20/dr (if not 50% imm from well selected armor/shield combos, not to mention elemental imm that is usually thrown in). If you dont have access to this kind of defense then you are a long step behind what the planar area designers are balancing against. in the stock game a shieldless toon would be down only 3-6 AC and not so much immunity so it's a decent tradeoff, but here shields are uber.