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Powergrip effectiveness?


WagesofSin

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Yeah, i'm rather curious myself.. I don't really see any usefulness in the fury path for zerks, but what makes fury a viable choice for minos? I really only see two useful choices... devastation for bloodhaze, and insane damage, or anger for skullcrusher and caster/communer domination. powergrip just seems like a gimp, when your talking about a dual axe wielding charging minotaur... since it is only useful when wielding one two handed weapon.. or am I wrong here?

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Mino's can double grip (and powergrip, I think) WHILE dual wielding axes. That's the bonus. On top of that, they can get away with more when it comes to mages, on account of their charge. So powergrip helps them with melees. Seems pretty good to me.

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Its been a while sinces I've had the powergrip warrior lore and berserker lores and I never truly tested them. However:

1) One, the other or both (for each class) may or may not make a weapon drop to your inventory when disarmed. If you want to know more you'll just have to test it.

2) Doublegrip and powergrip may or may not (on one, both or all classes) provide you with better two handed blocking. If you're a berserkers vs bmages this can be invaluable.

3) Doublegrip does more damage with a weapon (use a weapon then doublegrip it vs a mob and see). Powergrip ups the damage again.

4) Powergrip for fury zerks is a VERY viable rage path. They have two skills (I'd say use your imagination but you really don't have to think too hard about it....) that benefit from this. Benefit might be the wrong word for me to use - perhaps I should say it makes the skill do what they are meant to like a hot knife through butter.

5) If you want to debate the berserker paths, I would say devastation is the most useless - and this has nothing to do with the rage focus skills.

Cheers,

L-A

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5) If you want to debate the berserker paths' date=' I would say devastation is the most useless[/quote']

All rage foci have their respective pro's and con's. To me it's about how you want to play your berserker and who you'll be fighting. For example, if you're fighting a lot of casters/communers you'll have great success with a dwarven berserker/path of anger. Those skull crushing haymakers will turn battles in your favor, and your dwarven resistance to magic will allow you to stay in battle throwing them out. If you're looking to stand toe to toe with the melee onslaught (which is harder than fighting mages in my opinion) I'd recommend a stone/fire/storm giant/path of devastation. You'll have the maxium amount of rage bonus and the blood haze will help to give you an added defense while raged. On top of that, you'll have a size/str advantage which is key for plenty of berserker skills. And for those of you who enjoy breaking things, minotaur/path of fury.

Of course there are plenty of other viable race/path combinations.. in fact this got me thinking about some cool RP for a berserker combo I haven't tried yet.

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I recommend against fury zerks...

burnproof nulls your slight advantage with breaking

the main problem is that it is geared for the idea that zerks will want to use two-handed weapons...but there are very few cases when you actually want to do that (maybe if they got pugil for polearms...hehehe.....wait...then they would be blms! :P)

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