Feat Selection
aye, just talking smack as always.... someone has to keep jesters dram-o-meter running
on a side note, in the time i have spent here i have found the devs are very sneaky sometimes. making a change and not posting it for quite some time just to see if anyone discovers it or if anyone is paying attention.
i try not to rely on update post unless its something major i am waiting for, just do differnt things and delevel as much as possible......
hence me having 6 30ish lvl toons, and a large number of 20ish with no 40's
on a side note, in the time i have spent here i have found the devs are very sneaky sometimes. making a change and not posting it for quite some time just to see if anyone discovers it or if anyone is paying attention.
i try not to rely on update post unless its something major i am waiting for, just do differnt things and delevel as much as possible......
hence me having 6 30ish lvl toons, and a large number of 20ish with no 40's
Imp.Expertise is good for dedicated WMs with high ab (works well on ns3.5) but with the amount of magical attacks in the higher epic areas, sometimes AC isn't everything.P. Fricebottle wrote:Hm.
Improved and normal Expertise. People take it for the WM, its not often used. Very rarely do people take Improved unless they just plan on tanking.
Archers seem to have a problem, and I was thinking that perhaps Improved Expertise and Expertise could help them. Perhaps an archer in Expertise mode receives the +5 AC but does not receive the -5 AB. And an archer in Improved Expertise Mode receives the +10 AC and only a -5 AB. Might be interesting, to make up for the loss of a shield.
EXPERTISE: does NOT work with ranged attacks (at least not in my offline testing)
MONK GLOVES: As far as I've seen in the past, +6 and +7 monk gloves do seem to punch right through stoneskin/permo... but i hardly play my unarmed monk anymore.
ARCHERS AB: I think for the most part AA's and WMs who take half or more of their levels in WM are about even for AB. Overall I'd say the advanages of archers would be - more attacks (with a few feats you can get a lot of attacks), and dex-based attacking with x3 crits (similar to a wm with less of a threat range), and the choice of wisdom-based AB (if you were to combine cleric or monk)
GREAT CLEAVE: well other than being needed as a prereq for some feats, this could also be great for coffer/component farming.

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Improved Expertise does not work with ranged weapons. It says action cannot be performed because of the weapon equipped.
IMO IE can be a life saver for any straight melee character. When my pure fighter was in Zons he would get critted by Lanceresses like a mofo with an AC of 54 but when IE kicked in the number of crits would drop dramatically(to near nil). Same holds true in Dorfs and earth plane.
IMO IE can be a life saver for any straight melee character. When my pure fighter was in Zons he would get critted by Lanceresses like a mofo with an AC of 54 but when IE kicked in the number of crits would drop dramatically(to near nil). Same holds true in Dorfs and earth plane.
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My general experience with Expertise and Parry has been that they merely prolong a battle. Parry more so than Expertise.
One definite up side to Expertise/IE is to turn it on when using items like potions, heal kits, or whatever.
Also IE is great to have as a caster (or anyone) when running around.
Click to move, hit Expertise and get an AC bonus to help with being flatfooted while running, get to where you want to cast from and cast.
It doesn't drop till after the spell is actually cast, but stays up during casting.
One definite up side to Expertise/IE is to turn it on when using items like potions, heal kits, or whatever.
Also IE is great to have as a caster (or anyone) when running around.
Click to move, hit Expertise and get an AC bonus to help with being flatfooted while running, get to where you want to cast from and cast.
It doesn't drop till after the spell is actually cast, but stays up during casting.
IE is definatly not usefull in a party, as a tank can use it while high ab arcers can pwn away at enemies :p
EDIT: This should have been usefull, not useless. Corected

EDIT: This should have been usefull, not useless. Corected





Last edited by VagaStorm on Fri Jan 05, 2007 7:50 am, edited 1 time in total.
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VagaStorm
VagaStorm
Why would I want to count 12 hours twice? I’m perfectly capable of counting to 24, and while we’re at it, can someone go shoot named time zones. GMT+x is all we need!
Amoenotep wrote:if you die to harper that just means your build sucks.
Also, a weapon master's ab isn't going to be as high as an AA... a char with 19 WM lvls only gets +4 ab total I believe (at lvl 5, 13, 16, and 19). Where with 19 AA lvls they get a +10 bonus... which *also* stacks with the ab bonus from their bow. AAs with called shot can be mean, as an AA can have an ab of 70+, which is very rare.
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