Dual Wielding Arcane Blade Guide
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Re: Dual Wielding Arcane Blade Guide
But then you can't get rid of lightning bolt when you don't want it later. It's not just wasted points, it's actually making you weaker against anything that resists electricity.
Digitochracy
n. 1. technocracy. 2. government by the numbers. 3. rule by people with the longest fingers.
n. 1. technocracy. 2. government by the numbers. 3. rule by people with the longest fingers.
Re: Dual Wielding Arcane Blade Guide
Earthen missiles also gives you 3 times the chances to cast blood grasp/dust to dust/moonlight ray/manathrust...
Re: Dual Wielding Arcane Blade Guide
http://forums.te4.org/viewtopic.php?f=49&t=39883
I just win the game, and post about it.
My build clearly say, that Shalore is a perfect race for AB, and other build improvement and optimization.
In fact, we don't need Blinding Speed, because Grace of the Eternals it isn't overshadowed with it, it's actually give absolutely the same boost to global speed.
I just win the game, and post about it.
My build clearly say, that Shalore is a perfect race for AB, and other build improvement and optimization.
In fact, we don't need Blinding Speed, because Grace of the Eternals it isn't overshadowed with it, it's actually give absolutely the same boost to global speed.
English isn't my native language.
Re: Dual Wielding Arcane Blade Guide
6 times the chance. 3 missiles * 2 immediate hits each for starting the bleed damage.minmay wrote:Earthen missiles also gives you 3 times the chances to cast blood grasp/dust to dust/moonlight ray/manathrust...
Re: Dual Wielding Arcane Blade Guide
Bleeding can proc on-hit effect?
English isn't my native language.
Re: Dual Wielding Arcane Blade Guide
Unless it was changed in the last few versions, any damage you deal with a spell can cause a spell proc.
Re: Dual Wielding Arcane Blade Guide
I didn't know tat, I haven't tested it but assuming it works that's another plus for Earthen Missiles.lukep wrote:Unless it was changed in the last few versions, any damage you deal with a spell can cause a spell proc.
Also the addition of shortstaves changes things a bit, it might be worth investing in Staff Mastery early if you pick up a good one. Now it's definitely possible to get a randart better than Telos' Top Half since TTH doesn't give any crit mult.
My wiki page, which contains a guide and resource compilation and class tier list.
Re: Dual Wielding Arcane Blade Guide
Is it true, that killing Harcor'Zun unlocked Stone magic and thus saves Category point?
English isn't my native language.
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Re: Dual Wielding Arcane Blade Guide
Killing him unlocks the tree for future characters. The one to beat him doesn't get it at all. And even if you have it locked and beat him, it does not unlock the category in the way that makes it useable.
Re: Dual Wielding Arcane Blade Guide
According to the 'achievements' display, one of my characters achieved the 'Earth Master' achievement in December 2011 (do not know which game version), but 'stone Magic' is locked (version 1,1,3) for current characters - at least for Archmages, Arcane Blades and Stone Wardens, and needs a category point to unlock it.breadsmith wrote:Killing him unlocks the tree for future characters. The one to beat him doesn't get it at all. And even if you have it locked and beat him, it does not unlock the category in the way that makes it useable.
Re: Dual Wielding Arcane Blade Guide
It means you can unlock the category with a category point, not that it's already unlocked. It's like this for everybody.Grahammm wrote:According to the 'achievements' display, one of my characters achieved the 'Earth Master' achievement in December 2011 (do not know which game version), but 'stone Magic' is locked (version 1,1,3) for current characters - at least for Archmages, Arcane Blades and Stone Wardens, and needs a category point to unlock it.breadsmith wrote:Killing him unlocks the tree for future characters. The one to beat him doesn't get it at all. And even if you have it locked and beat him, it does not unlock the category in the way that makes it useable.
My wiki page, which contains a guide and resource compilation and class tier list.
Re: Dual Wielding Arcane Blade Guide
And before you got that achievement, it didn't even appear in those characters skill list. The achievement makes it available to spends a cat point on.Grahammm wrote:According to the 'achievements' display, one of my characters achieved the 'Earth Master' achievement in December 2011 (do not know which game version), but 'stone Magic' is locked (version 1,1,3) for current characters - at least for Archmages, Arcane Blades and Stone Wardens, and needs a category point to unlock it.breadsmith wrote:Killing him unlocks the tree for future characters. The one to beat him doesn't get it at all. And even if you have it locked and beat him, it does not unlock the category in the way that makes it useable.
Re: Dual Wielding Arcane Blade Guide
Great guide, thank you bpat!
Few comments/questions though:
1) How is a regeneration infusion "essentially required"? I mean, I'd guess that most ABs A) end up with less than 5 inscriptions, B) do horrendous damage so the fight should be over quickly (few pro-longed fights), C) have shielding boosting capabilities which make shield runes more attractive over regen and D) have Arcane Reconstruction + a very good chance of at least one point in Healing Light, maybe even the whole Light tree! Given these circumstances, I'm not sure I would want to fit in a regen infusion at least if only with 4 inscription slots.
2) The early game definitely sucks as an AB. To make it suck less I've played the very early game as a poor archmage who has points in 3-4 attack talents (which can all be removed later except for stone/earthen missiles which you don't want to remove). I've had my character even wield a two-handed staff for like 10-15 levels or so and on my ongoing character I'm probably switching to daggers only when I get some points in dual weapon techniques at level 20 and start playing as a real melee character. This has felt like the easiest start for me in a normal roguelike even when going dual wielding later. Opinions may vary, of course, but even a suckfull ranged attack often times means you don't have to spend any time in melee range with a monster.
Few comments/questions though:
1) How is a regeneration infusion "essentially required"? I mean, I'd guess that most ABs A) end up with less than 5 inscriptions, B) do horrendous damage so the fight should be over quickly (few pro-longed fights), C) have shielding boosting capabilities which make shield runes more attractive over regen and D) have Arcane Reconstruction + a very good chance of at least one point in Healing Light, maybe even the whole Light tree! Given these circumstances, I'm not sure I would want to fit in a regen infusion at least if only with 4 inscription slots.
2) The early game definitely sucks as an AB. To make it suck less I've played the very early game as a poor archmage who has points in 3-4 attack talents (which can all be removed later except for stone/earthen missiles which you don't want to remove). I've had my character even wield a two-handed staff for like 10-15 levels or so and on my ongoing character I'm probably switching to daggers only when I get some points in dual weapon techniques at level 20 and start playing as a real melee character. This has felt like the easiest start for me in a normal roguelike even when going dual wielding later. Opinions may vary, of course, but even a suckfull ranged attack often times means you don't have to spend any time in melee range with a monster.
Re: Dual Wielding Arcane Blade Guide
1) I suppose no Inscriptions are truly required, but Regeneration Infusions are really amazing on Normal, very few enemies can burst you down before you get its full benefit. Upon rethinking it, the only really essential Inscriptions are Movement and Heroism (I take at least one, often two, Movement Infusions on every character and the only time I skip Heroism is if I have Bone Shield or Unstoppable). The best setup for only four slots is probably Movement, Heroism, Regeneration, and (physical) Wild, with the Regeneration or Wild possibly replaced with Shielding or a second Movement. I'll go edit in that Shielding Runes are a strong alternative to Regeneration Infusions.Mankeli wrote:Great guide, thank you bpat!
Few comments/questions though:
1) How is a regeneration infusion "essentially required"? I mean, I'd guess that most ABs A) end up with less than 5 inscriptions, B) do horrendous damage so the fight should be over quickly (few pro-longed fights), C) have shielding boosting capabilities which make shield runes more attractive over regen and D) have Arcane Reconstruction + a very good chance of at least one point in Healing Light, maybe even the whole Light tree! Given these circumstances, I'm not sure I would want to fit in a regen infusion at least if only with 4 inscription slots.
2) The early game definitely sucks as an AB. To make it suck less I've played the very early game as a poor archmage who has points in 3-4 attack talents (which can all be removed later except for stone/earthen missiles which you don't want to remove). I've had my character even wield a two-handed staff for like 10-15 levels or so and on my ongoing character I'm probably switching to daggers only when I get some points in dual weapon techniques at level 20 and start playing as a real melee character. This has felt like the easiest start for me in a normal roguelike even when going dual wielding later. Opinions may vary, of course, but even a suckfull ranged attack often times means you don't have to spend any time in melee range with a monster.
2) I've also noticed that staffs work very well early but for a slightly different reason different reason. Staffs are really awesome because their accuracy bonus is proc damage. I play as an awkward Archmage until I get around 3/5 Combat Accuracy and 5/5 Flame/Earthen Missiles and Arcane Combat, at which point I just attack in melee. Even with no points in Staff Mastery, staffs make you do a ton of damage with your spell procs. I might even suggest delaying Dual Techniques until you find a good shortstaff and taking Battle Tactics at level 20, since double staff attacks will be brutal and Step Up is amazing, but I haven't tested it much yet.
My wiki page, which contains a guide and resource compilation and class tier list.