![]() When you REALLY need to hit, it's golden. This is while you are in range of the attacker, although it begs to point that you need a really good attack bonus to hit.Įmerald Razor is the complete opposite. This mingles well with the Power Attack benefit, since it pretty much makes the damage scale every two turns. I agree with Biff, but I'd expand upon the idea.ĭiamond Mind is excellent because of the Nightmare Blade maneuvers, which pretty much allows you to double or even quadruple your attack eventually. The only thing to keep an eye on is the Boost/Counter/Strike mix so you'll have as few wasted actions as possible, and can maintain versatility and ability to act from as many positions as possible (and defend against as many types of attacks as possible). Really, this is the awesome of ToB there are very few "bad" options, and most builds are perfectly workable. Diamond Mind also has an array of great moves there are only few specific ones that don't work that well while two-handing and those are really easy to tell apart. If you especially wanna break things and overcome DR, Stone Dragon is for you.Īnd if you want Fighterish maneuvers for attacking multiple opponents, debuffing opponents with strikes and so on, go Iron Heart. If you want jump-attacks and Barbarianish maneuvers in general, go Tiger Claw. ![]() Really, just pick an assortment of defensive maneuvers (Wall of Blades is a must 'cause you have kickass attack bonus, but your AC might be lackluster, especially after charging), but other than that, flavor to taste. Stone Dragon and Iron Heart also have fine attacks, and for Two-Handers, any Str-based save maneuvers are great as Two-Handers tend to have immense Str, making them almost autofails for opponent (Dazing Strike to just plain knock 'em out for a turn, for example). Also, if you have Pounce, make sure to check out Bounding Assault from Diamond Mind 'cause being able to make two move actions and then full attack is just awesome (unlike normal chance, you can move through any kind of terrain and don't even need line of effect at the start of the maneuver allows attacking just about anyone on the battlefield in one turn provided you can match their modes of movement). Since two-handers tend naturally towards Charging, especially the latter is amazing.īut yeah, Tiger Claw has solid offensive options especially early on, stuff like Rabid Wolf Strike is awesome for your offense, since that +4 to hit allows for full Power Attack without significantly taxing your accuracy, and the extra damage doesn't hurt either.Īs I touched above, Two-Handers tend towards Charging, making White Raven's Charge-maneuvers incredible. Insightful Strike + Greater Insightful Strike ) and ones that add damage based on the number of attacks you make/add damage to each attack (Warblade doesn't even get much Blood in the Water, Punishing Stance, Girallon Windmill Flesh Rip, Leading the Charge, maybe few others), and it's worth noting that both, Punishing Stance and Leading the Charge are still plenty good for two-handers. Really, the only things that become weaker are attacks that determine their own damage (e.g. Protect those above from the darkness below.Two-Handed Warblade really doesn't need to be built in any specific way the only thing to keep in mind is that the TWF-focused maneuvers of Tiger Claw are of less use (however, Wolf Fang Strike specifically allows unarmed strike as secondary and negates the penalties so you'll get that back, and Two-Handed Fighter likes 1x Extra Attack from Dancing Mongoose just as much as a Two-Weapon Fighter likes the 2x). Some believe Grom still lumbers in darkness, mindlessly following his last, heartbreaking imperative. Grom was forgotten and the dark lair below the Temple was sealed, leaving him to be twisted by forces of evil. In a tragic twist of fate, Grom was trapped below the Temple during the First Temple Raid before he could leave. Despite an impressive career, Grom was dismissed from the order for undisclosed reasons. Grom’s enormous size and unkempt fur made him seem a savage beast, but this assumption could not be further from the truth. ![]() Grom, or Grom the Wicked, was a gifted Loucanan child trained by the order. Its sheer size is tailored to a brute fighting style, combining length and weight to charge powerful two-handed strikes that stagger even the most nimble opponents.įirst time buying a saber? To learn how they work, click here. The Warblade is a domineering presence. A broad hilt with a smooth-ribbed handle and a windowed emitter complement a lengthy build.
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