Archer passive skills question....

Sooo what kind of damage is Bow? I see in the archery passive skills area " % increase to Bow Physical Damage" skills, as well as " % increase to Projectile Damage" skills. What one effects bow damage, or do both?

Also if you take the perk that eliminates mana, causeing you to use health as mana.....how do mana increasing/regenerating/saving effects work in regards to this?
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Last edited by Roby#1216 on Apr 3, 2012, 1:13:58 PM
pretty sure both increase bow damage.

As for blood magic, i don't think mana regen will ever increase health regen. I think the point of not using mana as energy for spells/skills is to be able to stack in life leech and health regen in stead of mana.
Bows are a ranged weapon so both of those apply. Blood magic doesn't make life into mana it just means you spend life instead of mana. So, mana regen still only applies to mana and becomes rather useless.
Bear in mind that "% increase to Bow Physical Damage" will only affect Physical damage whereas to my knowledge "% increase to Projectile Damage" affects Elemental damage as well. Then again I could be wrong.
99% of suggested changes would make the game easier. Thats why only 1% of suggested ideas are even worth considering.
i've got a question. theres a passive skill that converts physical damande gain from strenght into ranged damage. I was hoping that someone could elaberate or give their opinion on this skill. I am interested in have health(strenght) even though its an archer class and this looks like a way to get damage and health though strenght. could this also be a way to get more health for blood magic w/o wasting the strenght damage. (cant remember what skill is called/computer at school cant load skill tree)

p.s. i hope i have a clue what i'm talking about
Yeah I am useing that as well, its called Iron Grip.
To all you virgins, Thanks for nothing!!
"
ChrisKid wrote:
i've got a question. theres a passive skill that converts physical damande gain from strenght into ranged damage. I was hoping that someone could elaberate or give their opinion on this skill. I am interested in have health(strenght) even though its an archer class and this looks like a way to get damage and health though strenght. could this also be a way to get more health for blood magic w/o wasting the strenght damage. (cant remember what skill is called/computer at school cant load skill tree)

p.s. i hope i have a clue what i'm talking about


There's als a skill in the STR section that causes attacks to always hit and you never make criticals. Using these two combined you can max the dmg/hp gain from str without losing out on the chance to hit from not pumping dex.
Well you still need dex anyway to use the better bows and skills...and you can get a nice damage bump later on from crit hits as well...so it's not worth taking the one that makes you never miss in my opinion..at least long term (you can always ditch it later though).

Iron grip is pretty sick. It basically allows the %physical damage increase of strength to work with bows as well. It's also pretty easy to get from pretty much any start point (within 7-10 levels).

To me, for the most part, I have found bows do the most damage over time once you have iron grip...as far as normal attacks. Wands etc are better if your using alot of skills/spells since youc an boost the base level with them...but even so it's generally better to go with bows still.

Strength is the only way to boost base damage of your attacks basically...and to me it seems like strength has a much larger effect then int or dex on a character...even spellcasters to a large degree.

Witch starting characters can get both excellent bow damage (and AoE with lightning shot) and a very nice strong undead army pretty fast right now.

Duelists and Mauraders can also get iron grip very fast, along with very high natural HP regen (and nice strength bonuses).

You need dex though. It's great for phase run (Even without the bonus damage since your not using melee damage) and it's required for higher lvls of lightning shot.

Over time I find individual classes less defining, and more about where you start on the map and how easy it is to access specific powers. Since you can get to iron grip with pretty much any character though, I find that makes a much smaller difference if you plan on using bows as your primary attack.
Since blood magic was brought up.

It's also quite near iron grip on the map and works VERY well with certain classes (maruader/duelist for instance) who get golem blood etc to pump up natural hp regen (and max hp) very fast.

It lets you use all your slots for hp healing and is especially useful for ranged characters who can spam skills like crazy from range when not taking any damage.

It does make int bonuses kinda silly though, and it does reduce your over all regen (since with just random int bonuses you'll still have decent mana regen)...but much like the no miss ability, you can remove blood magic later if you want.

Specializing in hp % increases/max hp boosts and strength can lead to some pretty huge max hp pools and very fast/high hp regen (think you max at 6% base per second..and then toss vitality on top of that). That is really more then enough to spam anything with...while still giving you a huge pool of hp to play around with.

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