A personal request about my weapons

by Daganev

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Daganev2006-12-12 21:29:35
I'm trying to decide if I should improve my weapons, and if so, which ones, and with what.

Any advice is welcome.

Here are my weapons:


MORNINGSTARS: +10 Artifact runes

It is a one-handed weapon.
Damage: 76 Precision: 245 Speed: 172
It has a Great Rune of the Cosmic Knight attached to it.
A platinum spiked morningstar has no poisons or magical effects on it.
3586h, 3850m, 4114e, 10p elrx<>-
wp 14662
It is a one-handed weapon.
Damage: 86 Precision: 235 Speed: 172
It has a Great Rune of the Cosmic Knight attached to it.
A platinum spiked morningstar has no poisons or magical effects on it.

FLAILS: Lightning Damage runes.

It is a one-handed weapon.
Damage: 180 Precision: 137 Speed: 145
It has a Great Rune of the Jagged Lightning attached to it.
Klangar's Fury has no poisons or magical effects on it.
3586h, 3850m, 4114e, 10p elrx<>-
wp 4130
It is a one-handed weapon.
Damage: 180 Precision: 137 Speed: 145
It has a Great Rune of the Jagged Lightning attached to it.
Urlach's Heart has no poisons or magical effects on it.
3586h, 3850m, 4114e, 10p elrx<>-


HAMMERS: +5 artifact runes

It is a one-handed weapon.
Damage: 46 Precision: 147 Speed: 285
It has a Great Rune of the Puissant Knight attached to it.
A dwarven battle hammer has no poisons or magical effects on it.

It is a one-handed weapon.
Damage: 46 Precision: 147 Speed: 285
It has a Great Rune of the Puissant Knight attached to it.
A dwarven battle hammer has no poisons or magical effects on it.



I have Forging runes, and nightKiss at my disposal.

Questions
1. Would +10 Artifact runes on my Flails be worth it, or would +15 be better?
2. Are my flails worth putting +15 on them?
3. would my morningstars better benefit from more runes?

If my flails had +15 runes on them, would they be better than my morningstars, or not? Same question if they had +10.

Thanks.

*edit: I'm not willing to spend more than 1800 credits between the three of them.
Shryke2006-12-12 21:46:07
I forged those hammers! smile.gif superninja.gif
Daganev2006-12-13 03:22:25
good hammers. I like all the weapons, I sort of wonder if I put +15 runes on the flails if I will still need the morningstars or not though, and if it will still be good to have all 3 sets.

My plan right now is to get involved in combat as soon as I can set up a good enviorment to have my zmud/cmud working, which will probabbly not be for another 8 months though, and so much changes... but if I have overpowered weapons, I might be able to survive on nexus long enough for emergency fights. Just not sure what to do.

i.e. if my +15 runes on my flails make the weapons good enough, then it might be worht it to sell my morningstars.
Ekard2006-12-13 09:25:50
I think i would get rid of flails.
Attach woundsing and maybe +15 stats to morning stars, fi you could afford lightning runes to then then even better, but not nessesary.

And keep hammers too. They can be handy, try get nice wounds in few first attacksing with mornng start and then you may want to switch for hammers to deliver some speed combos, to bypass stancing parry.

But its just a theory and you need to practice to find your own tactics.

I found using speed raps on hands quite effective, pierced nerves + astham could harm a lot if your pipe goes out herbs.

I bet BC can find some nice tactics too, like Murphys combos.