Range damage
Range damage
I`ve been wanting to start a game with Archer in ToB, in fact I did, but the damage he dealt didn`t seem right...I seemed to be doing quite a few 10s (tried on kobolds)
Grand Mastery- +3
Level 16- +5
Arrows +2- +2
Arrow dmg (1-6) 1
That`s a minimum of 11...
Also I`ve heared of a 2.5 nº of attacks cap, anything on this?
Grand Mastery- +3
Level 16- +5
Arrows +2- +2
Arrow dmg (1-6) 1
That`s a minimum of 11...
Also I`ve heared of a 2.5 nº of attacks cap, anything on this?
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- Musashi Miyamoto
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LOL i have a archer myself and has grandmastery in crossbow, shortbow, longbow, so i can use any bow, and then with tugan bow i got an 4 attack per round which i belive is now the cap? but with bow of geshin i was geting 7/2 but i slap on boot of speed and boom 4 attacks per round, all i can say is greater whirlwind is NASTY! heh and if i need to tank i just grab a hardness then do 3 armor of faith and boom 100+ something i think like 114 resistance to all physical damage, and into the 90's resistance to EVERYTHIHNG ELSE 
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- Musashi Miyamoto
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- Joined: Tue Aug 07, 2001 10:00 pm
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yep, right bow, with normal bow, i only do maybe 10-15 damage, but with a good short bow, like gheson's or any of those bow that adds a lots of damage, i don't rember what they were, one was called strong arm added some damage? those kind can drive ur damage into the 20-30's range, and ive got crit approaching 100, the 100's crit is only surpassed by an thief backstabbing, i onice got 900 crit, with 7x assain but that's kind of rare 
bah bah, sig? Me? naaa.
Personaly, I always make sure all my characters have melee weapons equipped, regardless of class or prof. Keldorn with the giant hair crossbow does 21+ damage. Minsc w/longbows does 20+, same with mazzy etc. It comes in really handy. I just send my paladin forward with Carys. and let the nmes hit him, while all the others let fly.
The waves came crashing in like blindness.
So I just stood and listened.
So I just stood and listened.
i have been flyign through SOA with a party of 4 archers.
it has been SO easy...especially the mind flayer dungeon. they never get close enough to suck my brains out.
i only have a couple levels to go before they all get whirlwind...then of course greater whirwind...i just can't wait!
it has been SO easy...especially the mind flayer dungeon. they never get close enough to suck my brains out.
i only have a couple levels to go before they all get whirlwind...then of course greater whirwind...i just can't wait!
I would be a serial killer if i didn't have such a strong distaste for manual labor
- incandescent one
- Posts: 154
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Man, am I the only saying that whirlwind is ok for archers ? I mean sure 10 attacks is nice, but I can get 9 attacks with improved haste, and 1 casting of improved haste has the same duration as 20 whirlwinds. And don't NOBODY have 20 whirlwinds.
I find the power-attack line more useful. My ranger (lvl 29) has around 4 power attacks, 6 critical strikes and 1 smite, and 1 whirlwind. Think for a moment, most creatures are vulnerable to critical hits. Now 9 critical hits in 1 round will VASTLY outdo the damage any sissy 10 attacks will do. I think that alone is reason enough to choose critical strike over whirlwind. For those nasty critters that you definately do not want close to your archer, you have smite. Especially useful for those mist horrors/ mind flayers/ vampires and other draining creatures.
I find the power-attack line more useful. My ranger (lvl 29) has around 4 power attacks, 6 critical strikes and 1 smite, and 1 whirlwind. Think for a moment, most creatures are vulnerable to critical hits. Now 9 critical hits in 1 round will VASTLY outdo the damage any sissy 10 attacks will do. I think that alone is reason enough to choose critical strike over whirlwind. For those nasty critters that you definately do not want close to your archer, you have smite. Especially useful for those mist horrors/ mind flayers/ vampires and other draining creatures.
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