A little late to the party. But I gotta say, found a lot of people making guides for this game with really really bad info. Your channel is small but you got good stuff. 👍
armor check penalty is a minus to skills against heavier armors.there is a whole other tag for casting spells.I know you know this i bring it up for those who didnt know
i love love your guides i am currently finishing my kinetic plasma knight build using your guide...i have a huge favor request...whenever you have time would you consider making a build for a 2 handed fighter...i always wanted a good 2 handed figther build as main...human wearing heavy armor and having as high charisma as possible since he will be my main character
Oh wishful thinking but if you ever borred and actually go with such a build can you have armag sword as weapon in mind I always wanted to put that sword on my main lol
He didn't touch on the Two-Handed Fighter's level 19 feat, Devastating Blow. Any Two-Handed weapon with at least a x3 critical multiplier is a good choice. A Standard Action ( Single Attack) is 1 attack. A Full-Round Attack as a pure Fighter is 4 attacks. Weapon Master turns anything with a x3 into a x4. Your highest possible damage per attack multiplied by 4 is better than 4 random rolls. However, anything extra your weapon does when it crits does not apply. I would say Scythes benefit the most from this archetype, as they're the only 2H weapon with a x4 CM. The x3s do more base damage before multipliers, but only by 2-4. Greataxes and Earthbreakers are other options, as they're 1-12 and 2-12, respectively. There are more ( and arguably better) options for Greataxe progression than Earthbreakers and Scythes. Seriously, the Lava Forged Axe is crazy good. I've built a Scythe 2H Fighter and it was... okay. More magical scythe variety would make it significantly more worthwhile. Gluttonous Scythe is underwhelming. 1d4 HP per hit = maximum 16HP/round at levels 16-20. Anything that level does more damage per round just glaring at you menacingly.
Very good question. I am probably going to do a video explaining this fully Quick answer is and combat maneuver takes your action phase. You only get multiple attacks per round of you do a full attack which uses both your action and movement phase. In tabletop some DMs may allow you to do a combat maneuver and then a standard attack, essentially a maximum of 2 attack actions per round, but I am not sure that is officially allowed on the rules. Regardless the computer game is not coded to allow that at all.
Now being a tank is more viable after being able to respec companions in the game. So you can change Valerie to a damage dealer if you want to use her.
I would caution against dropping str too much since the weight of your armour will penalize you, encumbrance penalties are harsh! Thx for the great content as always :)
A little late to the party. But I gotta say, found a lot of people making guides for this game with really really bad info. Your channel is small but you got good stuff. 👍
armor check penalty is a minus to skills against heavier armors.there is a whole other tag for casting spells.I know you know this i bring it up for those who didnt know
i love love your guides i am currently finishing my kinetic plasma knight build using your guide...i have a huge favor request...whenever you have time would you consider making a build for a 2 handed fighter...i always wanted a good 2 handed figther build as main...human wearing heavy armor and having as high charisma as possible since he will be my main character
Oh wishful thinking but if you ever borred and actually go with such a build can you have armag sword as weapon in mind I always wanted to put that sword on my main lol
He didn't touch on the Two-Handed Fighter's level 19 feat, Devastating Blow.
Any Two-Handed weapon with at least a x3 critical multiplier is a good choice.
A Standard Action ( Single Attack) is 1 attack.
A Full-Round Attack as a pure Fighter is 4 attacks.
Weapon Master turns anything with a x3 into a x4.
Your highest possible damage per attack multiplied by 4 is better than 4 random rolls.
However, anything extra your weapon does when it crits does not apply.
I would say Scythes benefit the most from this archetype, as they're the only 2H weapon with a x4 CM.
The x3s do more base damage before multipliers, but only by 2-4.
Greataxes and Earthbreakers are other options, as they're 1-12 and 2-12, respectively.
There are more ( and arguably better) options for Greataxe progression than Earthbreakers and Scythes.
Seriously, the Lava Forged Axe is crazy good.
I've built a Scythe 2H Fighter and it was... okay. More magical scythe variety would make it significantly more worthwhile.
Gluttonous Scythe is underwhelming. 1d4 HP per hit = maximum 16HP/round at levels 16-20. Anything that level does more damage per round just glaring at you menacingly.
Can't you use Sunder Armor or Disarm on your second or third attack? Must they be used on the first attack only?
Very good question. I am probably going to do a video explaining this fully
Quick answer is and combat maneuver takes your action phase. You only get multiple attacks per round of you do a full attack which uses both your action and movement phase. In tabletop some DMs may allow you to do a combat maneuver and then a standard attack, essentially a maximum of 2 attack actions per round, but I am not sure that is officially allowed on the rules. Regardless the computer game is not coded to allow that at all.
Now being a tank is more viable after being able to respec companions in the game. So you can change Valerie to a damage dealer if you want to use her.
Just found you. Thanks for the info, I look forward to watching your other videos
Thanks for the support
I was wondering will this mod with a PS4 save file?
Sorry but I doubt it
no
I would caution against dropping str too much since the weight of your armour will penalize you, encumbrance penalties are harsh! Thx for the great content as always :)