I got the build idea to build a throw character from a comment from Matti Tervonen in my Harm build video. The comment said "My most op build was a male half elf with only child. I took agility of fire at the start, then maxed with it dex and throwing. Then I took the spell hasten, then increased my willpower to 18 and took teleport at lvl 15. With teleport you can go to Kan 'Tha to get Azrams Star for the throwing mastery. Then steal the azrams star back from the master trainer with a fate point. Azrams star deals ridiculous long range damage, and with max dex and hasten you can attack a billion times in a turn. You don't need armor, because you kill everything in a turn. You don't need mana potions or health potions. With this build, you don't need any followers, so it saves a lot of hassle." I settled with the Arial Decapitator, but am glad Comments like these had sparked creations of amazing builds that I never would have considered. Thank you Matti Tervonen, and I hope other will continue to post build ideas to test and build around. Harm build video : ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-ZMfc3CAFFjs.html
Thanks, I really enjoyed making the build and didn't think it was going to be too viable and boy was I Wrong lol. The azrams star would actually work out better with the end game stealth build as getting distance won't be such a pain like the short range of the Ariel decapitator
-The big advantage that throwing has over melee is that the weapon is never damaged except by a critical fail. Comes in handy for rock golems and the like. -Throwing also seems to take the least amount of skill points to become deadly with and I've used it as the combat skill for most of my diplomatic characters. -And, of course, Molotov cocktails are the most OP weapon in the game for a relatively neutral Magic/Tech character as they cost zero action points in turn based.
1.Don't think I ever seen my throwing weapon damaged, but can't confirm on the critical fails. In terms of melee weapon damage, there are some melee weapons like the pyrotechnic axe that doesn't get damage when hitting Golems. 2. Many builds can be accomplished pretty strong early in the game without that many skill investment but just depends on your play style and preference (Melee, bow, Harm mage, ETC). 3. I can't confirm Molotov cocktails cost zero Action Points in base turn combat mode. I've applied the unofficial patch and it seems all bombs tossed seem to use at least 4 AP in combat mode. One of the additional requirements to tossing actual items is that even with your throw maxed, you'll still need some strength to get good accuracy when tossing bombs at a distance, but bombs are definitely great damage output, and great way for tech builds to make some extra gold.
Yeah i tested it just now in the unofficial Arcanum Patch 2.0.2 and throwing Molotovs uses AP even with apprentice Throw. Good to know it'll be free in original game without unofficial patch though thanks.
It's actually better than that. The fact is, throwing weapon attacks _can't critically fail in the first place._ Throwing basically gets the Melee Master ability for free. That's in addition to throwing weapons not needing ammunition and also being able to hit anything at all without ever being damaged, allowing you to use a throwing weapon as a kind of loud skeleton key-especially a powerful one like Azram's Star. And of course the synergy between it and Master Prowling is ... well, you basically just become undefeatable at that point. Backstab may be great for the uber damage numbers, but combining Master Prowling with ranged attacks pretty much allows you to eliminate nearly any situation where any enemy could possibly hurt you. Throwing in Arcanum is god-tier.
Thanks, Im glad you enjoyed the video. If you decide to explore morw prowling build, you can check out my backstab build with backstab using the pyrotechnic axe. Over 100dmg per a melee backstab. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-NNjOcBLE3p8.html
Thanks so much for the Arcanum content. I used to play half-ogre and there was a place near ashbury (i think) where monsters would spawn out of a portal forever, and i could just level up like crazy until i was level 50+ or something, and carve through the game. playing gunslinger was a lot more challenging, especially trying to complete the quest to become a master in firearms where you need to save the lady that shit was virtually impossible, i used to use stun grenades to buy myself some time to kill them all without her dying haha
I believe that monster portal is the Liam's workshop near Blackfoot. Good place to level up, but monster tends to stop spawning around level 30 for me. I agree with you on the gun slinger build that master firearm quest is difficult and I use the same tactic with the stun grenades. I hear you can also resurrect the lady to still complete the quest if for some unfortunate reason she doesn't survive the fight.
@@jessesgamereviewstipsandst5517 yeah level 30 does sound right, yee liam workshop in blackroot. I remember trying to res her with a scroll and she just stood there doing nothing and he was just sad of her death when you tried to talk to him haha.
@@jessesgamereviewstipsandst5517 No thats sopmething else, in Ashbury theres a grave yard that spawns zombies non stop out of 3 different graves, its part of a quest to get a gem from out of the dungeon, there's a mage at the entrance to the graveyard who gives you the quest for that but if you get the gem straight away the zombies stop spwning, I used to pick pocket the guard in the arms dealer shop, he's got a very good pistol, go to the graveyard and level up to whatever you felt like!! You also gotta wait a day sometimes cause the bodies build up and cause the game to lag.....lol