[b42] Classic Dwarf Bulwark

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mnkkill
Wayist
Posts: 15
Joined: Sun Nov 04, 2012 8:52 am

[b42] Classic Dwarf Bulwark

#1 Post by mnkkill »

Here's my top character: Towerman the level 34 Dwarf Bulwark... for the first time I managed to reach the East where I survived the spiders zone and the first orc pride... but then died in Vor...

http://te4.org/characters/23130/tome/f9 ... 20ab9b678e

an apparently simple question for all the experts... what could I have done better?

Phoenix1
Thalore
Posts: 160
Joined: Mon Dec 05, 2011 8:25 pm

Re: [b42] Classic Dwarf Bulwark

#2 Post by Phoenix1 »

Not experienced enough with bulwarks to give any build advice, but...well, to avoid spoiling, let's just they there's a lot of stuff you can do between arriving at the East and taking on the orc prides. Make sure you check out all of Aeryn's dialog options, and it's probably worth exploring the East world map.

5k17
Halfling
Posts: 84
Joined: Sat Sep 01, 2012 1:35 pm
Location: Germany

Re: [b42] Classic Dwarf Bulwark

#3 Post by 5k17 »

You got about as far as myself, so I don't really qualify as an expert, but I'll put my 0.02 gold in anyway. I noticed that you seemed to get killed mostly by spellcasters (which somewhat surprises me with your low Dexterity), so perhaps a few of the points you put in melee talents would have been better spent on more universally useful ones (either less Combat Training and more Conditioning or Warcries rather than Battle Tactics). Also, I don't think Harmony is worth unlocking for anyone but Wilders and Ziguranth with too many generic points; I probably would have spent the cat point on another inscription slot.
Die early, die often.

lukep
Sher'Tul Godslayer
Posts: 1712
Joined: Mon Mar 14, 2011 10:32 am
Location: Canada

Re: [b42] Classic Dwarf Bulwark

#4 Post by lukep »

I put a much higher emphasis on healing/regen/healmod than you do. For one, I would strongly consider switching to the Sanguine Shield over the Fire Dragon, as it gives you 5 HP per turn. That may not seem like much, but it is 50 HP in ten turns, for free (more with a good heal mod). Many of my characters had >20 HP regen by the final fight from items like that combined with high healing mod.

EDIT: I now see that you were in Vor when you died. The Fire Dragon Shield is the right choice for there.

For inscriptions, I strongly prefer having a Wild infusion along for a good cure option. Also, I find that Movement beats out Controlled Phase Door in most cases, and your teleportation rune can be replaced by an amulet, at least for now. Another thing I look for in inscriptions is short cooldowns. Your Healing inscription has a cooldown of 18, making it much, much less useful than one with a cooldown of 12.

For talents, if you are opening Harmony, I like to have at least a single point in the last two talents as well, possibly 5/5 in Healing Nexus. Removing infusion saturation instantly can be very handy once in a while, especially if you have many low-cooldown ones like I usually do, and Healing Nexus can be used to boost your own heals in addition to stealing enemies' ones. One point in Stone Walking is also a good escape. I like 5/5 Fast Metabolism for HP regen (as above). I'm not too sure about Blinding Speed and Bleeding Edge, though, and I've heard many good things about Step Up for mobility.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

SageAcrin
Sher'Tul Godslayer
Posts: 1884
Joined: Tue Apr 10, 2012 6:52 pm

Re: [b42] Classic Dwarf Bulwark

#5 Post by SageAcrin »

More resistances is always good-be willing to sacrifice in other areas for your elemental resistances, and if an area has a theme, it can really help to equip for it(like keeping blight resistance equipment around for the multiple Blight heavy dungeons, fire/ice for Vor, etc.).

You also don't have five slots-I wouldn't bother with Harmony, get a fifth slot and dedicate it to a Shielding for an instant durability boost when you need it, if you're not going Antimagic.

Finally, you're missing out on a lot of EXP/gear because you didn't go back west-there's a lot of bonus bosses and some extra dungeons you do that way. You need to talk to Zemekkys in the Gates of Morning, and he'll tell you to go to the back door of Vor Armory to find the Athame. From there, you should be able to find out the rest, but going back west is a big help in getting up to speed for the Prides.

Frumple
Sher'Tul Godslayer
Posts: 1517
Joined: Sat May 15, 2010 9:17 pm

Re: [b42] Classic Dwarf Bulwark

#6 Post by Frumple »

Only major problems I noticed were not having step up and unflinching resolve maxed (or at least at 3/5, maybe 4/5, in the case of resolve), really. That and using a CPD rune instead of a movement infusion; the latter are the flat out best close-range mobility inscriptions in the game and CPD is a pale imitation only desirable to undead. I exaggerate a little... but not much. Especially with a bulwark (overpower, repulsion) the movement infusion's greatest comparable weakness to CPD (getting surrounded) is easily covered.

Kit wise, I'm wondering why you were wearing that amulet... feathersteel would have been a lot more generally useful. Either the healing or the teleport amulets probably could have saved you, too, especially the latter. Mindweaver's a generally junky prefix and vision is almost entirely useless (especially with the withering orbs in your pack) outside a couple specific cases (Mostly a particular quest in the late game.). [strike]Bloodhexed pickaxes are kinda' terrible; the strength boost isn't even remotely worth the healmod penalty.[/strike] Ah, scratch that... that was changed? Still probably would have preferred the tooth, m'self, but that's not as bad as I was thinking. I forget what the watchleader prefix does, but I'd probably be wearing the summertide vial instead -- the extra boost to your healing and regen infusions would probably have helped out a bit.

Not sure if you came across them, but either boots of speed or rushing would have been considerably more useful than what you were wearing, as well. Shopping trip just before and/or after dreadfell generally coughs up a pair of the one or the other (or both), and either is incredibly desirable to a melee fighter. If I'd been wearing boots of speed, I probably would have swapped out the speed ring for bloodcaller, in your case. The bloodcaller heal is pretty darn good.

oldBeaver
Posts: 4
Joined: Thu Nov 01, 2012 8:59 am

Re: [b42] Classic Dwarf Bulwark

#7 Post by oldBeaver »

My current dwarf bulwark is at 41 level now, and at this stage of the game (farportaling & preparing to assault orcish pride bastions) I really can't see what can bring him down (except some totally absurd rares with huge non-physical damage, confusions/teleports, and, to say, dreamscape) - despite of build failures, such as antimagic and stale talents in warcries and survival tree.

I'm playing adventure mode, this guy (in fact, female guy) died 6 times: 2 on adventurers at ~18-20 lvl, and 4 in Dreadfell - since it was my first ever Dreadfell run, I didn't know real threat of certain situations. Then, since beating Master at 26 or 27, he feels pretty comfortable (I used to retreat from orc patrol encounter only once, and it was pretty easy - thanks to 5/5 Step Up, Movement infusion and Relentless Pursuit) - as I realized usefulness of investment into dexterity and dex-related Bulwark talents in addition to heavy mobility orientation of build.

So I recommend to consider investment in dexterity and class talents based on it: Precise Strikes (more of a doubt, high Dex and Combat Accuracy makes further accuracy bonus somewhat negligible, but trade-off between reduced attack speed & stamina pool and higher crit chance will become more attracive at higher Dex and 5/5 talent level) and especially Greater Weapon Focus (which IMO should be maxed ASAP after mobility skills - with high enough Dex it will be much better than Blinding Speed - in damage output, duration and cooldown). Dexterity also affects your Shield Wall for further defense and armor improvement. It seems that at higher levels bulwark benefits from Dex increase higher than from Str and Con.

Also, as mentioned above, Step Up really rocks when maxed.

mnkkill
Wayist
Posts: 15
Joined: Sun Nov 04, 2012 8:52 am

Re: [b42] Classic Dwarf Bulwark

#8 Post by mnkkill »

lukep wrote:I put a much higher emphasis on healing/regen/healmod than you do. For one, I would strongly consider switching to the Sanguine Shield over the Fire Dragon, as it gives you 5 HP per turn. That may not seem like much, but it is 50 HP in ten turns, for free (more with a good heal mod). Many of my characters had >20 HP regen by the final fight from items like that combined with high healing mod.

EDIT: I now see that you were in Vor when you died. The Fire Dragon Shield is the right choice for there.

For inscriptions, I strongly prefer having a Wild infusion along for a good cure option. Also, I find that Movement beats out Controlled Phase Door in most cases, and your teleportation rune can be replaced by an amulet, at least for now. Another thing I look for in inscriptions is short cooldowns. Your Healing inscription has a cooldown of 18, making it much, much less useful than one with a cooldown of 12.

For talents, if you are opening Harmony, I like to have at least a single point in the last two talents as well, possibly 5/5 in Healing Nexus. Removing infusion saturation instantly can be very handy once in a while, especially if you have many low-cooldown ones like I usually do, and Healing Nexus can be used to boost your own heals in addition to stealing enemies' ones. One point in Stone Walking is also a good escape. I like 5/5 Fast Metabolism for HP regen (as above). I'm not too sure about Blinding Speed and Bleeding Edge, though, and I've heard many good things about Step Up for mobility.
yep, having faster infusions (where available!) and also the removing infusion saturation may be life saver... will try to apply in my next build...

On step up I am still skeptical, sounds useful with big crowds but not so much with big single bosses .. but probably I just have a too narrow perspective

mnkkill
Wayist
Posts: 15
Joined: Sun Nov 04, 2012 8:52 am

Re: [b42] Classic Dwarf Bulwark

#9 Post by mnkkill »

SageAcrin wrote:More resistances is always good-be willing to sacrifice in other areas for your elemental resistances, and if an area has a theme, it can really help to equip for it(like keeping blight resistance equipment around for the multiple Blight heavy dungeons, fire/ice for Vor, etc.).

You also don't have five slots-I wouldn't bother with Harmony, get a fifth slot and dedicate it to a Shielding for an instant durability boost when you need it, if you're not going Antimagic.

Finally, you're missing out on a lot of EXP/gear because you didn't go back west-there's a lot of bonus bosses and some extra dungeons you do that way. You need to talk to Zemekkys in the Gates of Morning, and he'll tell you to go to the back door of Vor Armory to find the Athame. From there, you should be able to find out the rest, but going back west is a big help in getting up to speed for the Prides.
It was my first time in the East and didn't manage to go back, but sure it seems worthwile to explore

mnkkill
Wayist
Posts: 15
Joined: Sun Nov 04, 2012 8:52 am

Re: [b42] Classic Dwarf Bulwark

#10 Post by mnkkill »

Frumple wrote:Only major problems I noticed were not having step up and unflinching resolve maxed (or at least at 3/5, maybe 4/5, in the case of resolve), really. That and using a CPD rune instead of a movement infusion; the latter are the flat out best close-range mobility inscriptions in the game and CPD is a pale imitation only desirable to undead. I exaggerate a little... but not much. Especially with a bulwark (overpower, repulsion) the movement infusion's greatest comparable weakness to CPD (getting surrounded) is easily covered.

Kit wise, I'm wondering why you were wearing that amulet... feathersteel would have been a lot more generally useful. Either the healing or the teleport amulets probably could have saved you, too, especially the latter. Mindweaver's a generally junky prefix and vision is almost entirely useless (especially with the withering orbs in your pack) outside a couple specific cases (Mostly a particular quest in the late game.). [strike]Bloodhexed pickaxes are kinda' terrible; the strength boost isn't even remotely worth the healmod penalty.[/strike] Ah, scratch that... that was changed? Still probably would have preferred the tooth, m'self, but that's not as bad as I was thinking. I forget what the watchleader prefix does, but I'd probably be wearing the summertide vial instead -- the extra boost to your healing and regen infusions would probably have helped out a bit.

Not sure if you came across them, but either boots of speed or rushing would have been considerably more useful than what you were wearing, as well. Shopping trip just before and/or after dreadfell generally coughs up a pair of the one or the other (or both), and either is incredibly desirable to a melee fighter. If I'd been wearing boots of speed, I probably would have swapped out the speed ring for bloodcaller, in your case. The bloodcaller heal is pretty darn good.
unfortunately I never found a good guide for the items, so I am trying different stuff and I am still far from the optimum... thanks for the comment

Credinus
Low Yeek
Posts: 8
Joined: Tue Oct 02, 2012 9:13 pm

Re: [b42] Classic Dwarf Bulwark

#11 Post by Credinus »

Echoing others' suggestion, definitely build more dex. It took me several failed bulwarks to realize how useful dex is on them; it also reduces the need for investing more than 1-2 in Combat Accuracy so you can put more points in the (much more useful) conditioning tree. Also, Rush is one of those situational abilities... If you build around something amazing like the Spydre Silk Robe, maxed rush is great because of its low cost and low cooldown. Conversely, if you're walking around with heavy armor (thus high fatigue, thus high stamina cost increases), Rush ends up being a 1-point candidate and relying on Step Up in its place.


Resists also tend to be extremely valuable.

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