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Author: jesterzdragon
6,338 Views
2 Comments
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I have gotten a few messages lately about this, so I decided to post a brief summary for all of you who want this information.
So without further delay...the right weapon for the job, some call it a golf bag of weapons. Small Spoilers so beware...
General guide...If the numbers are all red you are fine, if they are purple use that weapon because they are vulnerable to it, green means you are healing the mob(that is bad) like fire vs. some golems, yellow means you are getting some form of damage reduction, like non silver vs. the vampire.
Also note Damage reduction changes at higher difficulties as well.
Changing weapons during a fight is often necessary for what you need vs. each mob (monster)
Easy stuff is frost vs. fire mobs, and fire vs. cold etc, giant bane vs. Giants = Ogres, trolls and well Giants
Cold Iron + Good (holy) vs. Elite Renders, yes I have tested it, and I have lots of time on my hands with 3 level 10's :/
Other than bane weapons, adamantine vs. golems, muckbane vs. oozes puddings and rust monsters (some forget that last one). My personal favorite Holy vs. anything evil, Anarchic vs. the Marut's and Reavers which are lawful, Axiomatic vs. trolls and other chaotic foes. Silver vs. the Vampire if you can hit him etc etc. Burst weapons are the same and anarchic burst is cool when it goes off FYI purple bubble effect very cool.
Cursespewing weapons effectively make -4 to all checks for a mob that is skill checks and saves. So say you have a nice 2hd cursespewer and you do that cleave to the front, or whirlwind, hit them all and they all make saves, and I guarantee some will fail. That is a big glowing red sign that says pk me, or whatever, trip, sunder etc. Trip reduces the monsters damage output and saves on spell points, sunder lowers ac, making it easier to hit for everyone, especially the rogue, and you can sunder multiple times on the same mob.
Cursespewing, Disruption (undead poof), Destruction (-1 ac per hit), Paralyzing (effectively mob is held) and Str. Sapping (cannot recall effects) all have a DC 15 save vs. the effect, don't let the description fool you. Mainly good at lower levels but they still work just take longer at higher levels.
Smiting, DC 23 save or die for constructs.
Wounding (every hit -1 con) and puncturing (-d6 con on crit) are awesome, especially on big hit point mobs, they go down a lot quicker with a few less points of con.
Enfeebling (-d6 STR) is good too, less STR = less to hit and damage. Bone breaking (-d6 DEX) less DEX = less Armor Class, thus easier to hit.
Crippling is ok, I'm not a big fan, but it effectively hamstrings the mobility of a mob.
I could go on, but you get the idea and the general guide will help.
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