Best Critical Threat range
Posted: Fri Feb 20, 2004 4:42 pm
I've been fiddling around with a few characters using the Halls of Advanced Training mod, seeing what I want to play HotU with, and one I'm messing around with is a Fighter/Pale Master mix.
My question is what is the highest critical threat range one can achieve? I specialized in rapiers, and with a bunch of feats (at work, so don't know exactly which), I was able to get it to 12-20 for both hands (dual weilding).
Is there anything that will improve this any more? Its pretty sweet hitting for crits so often, I'm even thinking about playing all the way through again to see how this toon progresses.
I took it to 10F/3W/10PM and it was pretty fun, although I question the usefulness of the Familiar and summoned Undead since they're kinda puny against any boss mob.
My question is what is the highest critical threat range one can achieve? I specialized in rapiers, and with a bunch of feats (at work, so don't know exactly which), I was able to get it to 12-20 for both hands (dual weilding).
Is there anything that will improve this any more? Its pretty sweet hitting for crits so often, I'm even thinking about playing all the way through again to see how this toon progresses.
I took it to 10F/3W/10PM and it was pretty fun, although I question the usefulness of the Familiar and summoned Undead since they're kinda puny against any boss mob.