Hand-and-a-half / two hand weapons
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Yeah, I just never train stealth (ideally) so it's a lot of XP for the mid-game, especially when I usually take 6-7 melee abilities per game. It seems that you sort of make up for the lost XP in a way by getting opportunist, because fewer enemies will escape up the stairs, so I guess it pays for itself in the long run. Plus kemen especially are infuriating without it and you can really miss out on a lot of experience. -
A greatsword does it pretty fast if it happens to be Calris & obviously Sathnir is good. I just took a look & you can actually get a great sword down to 3.5 lbs in Sil so a double-fine in a good weight is going to be strong.
I've used a 4d5 vampiric great axe without sharpness & it's slow but it will punch through Morgoth's protection so it's just a matter of having enough !str, !con & !quick to last a drawn out fight.
Not sure why you're saying rapid attacks hard to get, can't you just get it via opportunist?Leave a comment:
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So it turns out polearms are actually pretty good against V. I'm not too sure about greatswords or greataxes that aren't sharp, though, you will need a lot of strength to get enough damage sides to really do a lot of damage, along with Rapid Attack. I still think subtlety with a deathblade, preferably like 2.5lb, with a good attack bonus is best against V, but you can have some success with polearms, especially e.g. a 2d10 glaive. Rapid Attack really seems key here but it's a pain to get and seems to reduce your damage output without buffs and a massive slaying bonus.Leave a comment:
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My last winning char was swapping between the +2 deathblade and Glamdring while doing the 950' circuit and they didn't seem too far off one another, though the difference could be in Glamdring basicalIy having an autocrit on almost everything at that depth. I had a ring of damage<+1> for most of the game, so with subtlety and momentum I had 1d14 with 6/crit with a deathblade and 2d10 with 7/crit with Glamdring. If I had a bit more strength I could have had 2d12 with Glamdring. My strategy is basically to build song of slaying + sharpness + woven themes at 950' (no song before then), then weave them for the throne room.
Since you already have Anguirel I would probably go for dual-wielding Anguirel and Glamdring. I'm not really sure how the throne room works with mastery, to be honest - do you weave it with slaying, or just poke morgoth until he dies, or what?Leave a comment:
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Unless I smith I usually just hold off melee decisions until I find an endgame weapon to build around (usually the first sharp one in my way). After a certain point its all academic unless you want to kill V anyhow.Leave a comment:
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I've got this very quandary going on right now. I have a mastery build which has just cleared out the Chambers of Thu and so is more or less set, however I am not yet decided how to approach V.
At the moment I am switching between Glamdring for low protection and Glend for ancient serpents. The only melee ability I have taken is finesse and so there is plenty of scope in that tree.
I think in an ideal world I find a blackblade or Saithnar (assuming certain Mithril longswords don't pop). But assuming the weapons carried, how would you approach it?Leave a comment:
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the way I look at it is, I can give up my shield slot for a greatsword that misses a lot and is only good for killing Kemen, or I can give it up for a deathblade that can hit 30-40s with subtlety and some help from Concentration (which is viable in mpa since it has no prereq) at 700' and will melt the throne room easily. To me, it's not even a decision. In my last game before i rage-quit I was hitting shadow spiders for 50s, while running an XP defecit from smithing.Leave a comment:
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In my Sil hey days, I was definitely one of the few who almost always favored the Greatswords in the early game. The accuracy isn't great, I know. The fact that I lose the Shield slot, you probably couldn't stomach that either. Greatswords or any weapon that can be wielded two-handed and had a 3d(n) or 4d(n)), etc weapon dice were the hallmark of my all-out-melee playstyle. Check out some of my top characters on the Sil ladder (search for HugoTheGreat2011). You'll kind of see what I mean.Leave a comment:
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The weird thing with rapid attack is, it feels like my damage output actually decreases when I turn it on when using it with subtlety, even when using a deathblade. It seems that I get a lot fewer criticals from the -3 dex penalty. Using it in the throne room with +25 slaying is another matter, of course...Leave a comment:
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Almost killed Morgoth with a Hador hammerman (4221 competition one) once. Very fun. Hammers are one of the niche weapons that did profit from momentum though, without momentum 4d8 or 4d9 w/o sharpness option does not look really endgame viable. Or make momentum a blunt weapon only ability. (Or remove it completely. It would certainly help two-handers.)
One way to help two handed weapons would be to give them less AT penalties (think: better reach) instead of more compared to 1.5 handed weapons.Leave a comment:
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One thing I do like about the bigger weapons are that even though they're sub-optimal they can be a straight forward build. Particularly for belegosts where accuracy & evasion don't come cheap but str/con is inherent. Something nice about gear decisions being - get str, get more str, get even more str, rest will/con/protection/vital resists.
Yeah greataxes are super awkward, though they're fun if you finally get 1 to work. If you get enough str behind a 4d5 great-axe you eventually start 1 shoting ancient serpents on the charge which is kinda satisfying. Trouble is you have to smith to guarantee decent hammer or axe & the difficulty means you're constantly thinking about how you could have a much nicer battle-axe which would be better to start with.
Sceptres are 1 handed & you can put grace or song on the artifact versions (which are 1/2 cost). I've still never bothered to build 1, but there's possible tricks here. Occasionally I'll use a sceptre of fire against snow trolls or shadows if I find it at the right time & lack a better weapon.Yeah, with quarterstaves and scepters, I have no idea if you're actually suppose to use them or if they're just there for flavor and identification XP. Doesn't one of them grant you Majesty? I guess that could be useful for a pacifist. If scepters were one-handed and a scepter of grace<+1> existed it could be useful for smithers, at least. Though, apparently there is a Graceful Smith build that was/is overpowered that uses Song of Mastery. I haven't tried it yet so I can't speak to how good/bad it is compared to a warrior that uses smithing.Leave a comment:
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How low is low-str? 0 or 1? What kind of archetype are we talking about, here?I think rapid attack was designed to be used with 1-handed light weapons, but we all started using it with 2-handers instead because it's the obvious way to get a second attack. If you think about it, quickly hitting with a greatsword like that is pretty nonsensical. I think it makes sense for it to be awkward to get for 2-hander builds.
Polearms seem fine to me -- all of them have a niche. Glaives are especially useful on low-str characters, and spears are useful in a bunch of ways.
I think greatswords are eclipsed by bastard swords now that momentum exists. Momentum is actually my least favorite addition to Sil -- I preferred it when light weapons really had a strong cap on how much strength you could put behind them, because it forced you to consider other weapon types on those builds. Stun wasn't a particularly brilliant ability, but I personally found it really fun.
There are a lot of niche weapons in Sil, and I think that's okay. I agree that greatswords are probably among the most useless; probably quarterstaves and sceptres are worse, but not much else.
This reminds me that I still really want to win a warhammering Hador some day.
Finally, I agree that opportunist is a good path to rapid attack if you're going for a 2-hander. You get a useful aux attack, and it's nice not to wake up the universe every time you go down the stairs.
A lot of my guys start with 2 str, and I haven't felt much desire to switch to a polearm. Of course you can throw spears to kill fleeing enemies, and Aeglos, Gaurin, Ogbar are really nice, except I've never seen Ogbar, but the last time I tried a glaive char I had a (-2,2d9)[+2] glaive Naugrim with Parry, and it didn't go very well, as my accuracy was terrible. Maybe that was due to Naugrim being Naugrim. To me, the shield slot is just too useful when there are round shields of deflection, frost, kiteshield of hador, and so on.
Yeah, with quarterstaves and scepters, I have no idea if you're actually suppose to use them or if they're just there for flavor and identification XP. Doesn't one of them grant you Majesty? I guess that could be useful for a pacifist. If scepters were one-handed and a scepter of grace<+1> existed it could be useful for smithers, at least. Though, apparently there is a Graceful Smith build that was/is overpowered that uses Song of Mastery. I haven't tried it yet so I can't speak to how good/bad it is compared to a warrior that uses smithing.Leave a comment:
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Dunno, I guess I just never bother training stealth unless I want to get cruel blow, which I actually like. But then that has the Assassination prerequisite, so I'm already at another 1500 XP for Opportunist, just to chase down fleeing enemies and occasionally get an extra hit on wolves. I almost always use something at least as heavy as a mail corslet so I'm not going to get any stealth stabs on dragons, which don't even pursue you in the first place. I also usually prefer charge to follow-through, since I only carry a 2h to kill serpents and kemen, and Follow-Through doesn't really do a ton for you aside from being an overused prerequisite.Not just you; just pretty sure everyone on the forum have already given their two cents about it. Check out do something about greatswords? and balancing spears.
But yeah, the weapon classes should probably be rebalanced should half/Scatha decide to proceed to 1.4 eventually. My preferred solution is merging the various subclasses of weapons into plain "Swords", "Axes", "Spears" and so forth (acting as one and a halfhanders) and have the amount of weapon dice and damage per side tie into weight somehow.
EDIT: Aside; why not get Opportunist? 6 Stealth is a good number for not aggroing the entire map, and the free attcks are ridiculously good for hunting down archers, fleeing enemies and flitterers like serpents or wolves. Assassinate is a fairly cheap (1k xp) alternative to Follow-Through should you not want that, and the occasional ~+10 helps a lot when waking Dragons and the like.
With that said, maybe I'll try getting opportunist in a game. I do like Rapid Attack for the throne room nowadays. I also don't really understand how sil stealth checks work, since apparently you can wake up offscreen monsters when you go down the stairs, which I never knew. It hasn't been much of a problem.Leave a comment:
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They're super fun. The biggest problem I have with them is that you basically have to forge one, because you're never going to reliably find a fine one in any given game. I might wizmode myself a good-weight 4d2 one someday and run a 5111 Hador with it
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Keeping that Sigmar dream alive huh? The lack of (sharp) artefacts hurt, but otherwise Warhammers are better than Greataxes. (-2, 4d3) 5lb > (-4, 4d4) 10lb any day of the week, and you get the shield option as well.Leave a comment:
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