![]() It's a swift action, so you can attack during this round. This maneuver acts as a one round time stop. And last but not least - Moment of Alactrity. Greater Insightful Strike is twice as strong as the regular one, and there are ways to skyrocket your concentration roll. My Wizard/Warblade/Jade Phoenix Mage abused the hell out of Iron Heart Endurance - healing twice your level every second round while beating on enemies was -very- strong. Pick what you feel is best.Īs for level 6, three awesome maneuvers here. Level 5 is pretty forgettable, nothing really worth using IMO. Otherwise, Ruby Nightmare Blade is strong if you focus on slow, powerful hits. Also, I recommend Lightning Recovery, it's a free, addittional attack with a bonus to hit which does not cost you an action. Extremely useful when dealing with many foes. Others aren't that spectacular.Ĥth level maneuvers -> Mithral Tornado. Iron Heart Surge is simply amazing, allowing you to shrug off ability damage, level drain and many other things. White Raven Tactics is broken in PnP, but doesn't seem to work in NWN (I didn't test it very thoroughly though). Insightful Strike lets you hit for very nice damage. Stacking is not implemented (hard to code). Blood in the Water can be nice, but it's just a +1 to hit and damage. From the stances, Punishing Stance is worth looking at. Honestly, things at level 1 and 2 are useful, but nothing gamebreaking. At level 9, level 3 maneuvers are available. So, if you enter warblade at 5, you have access to maneuvers of level 2. Overall, entering warblade late lets you get higher level maneuvers right away, which is important as there's no maneuver swapping implemented. There are requirements, which can make getting a maneuver impossible. ![]() ![]() Also, try to write down character progress, noting which maneuvers on which levels will you take. In general, I recommend multiclassing and entering Warblade as late as possible. And before that, it was dropped by The Devourer of Gods in the now-removed Prepare to Cry mode.Well, I played warblade many times and it's one of my favorite classes, sooo.ĭiamond Mind and Iron Heart are definitely functional, but you need to know what to pick. Before that, the Murasama was a Revengeance-exclusive weapon dropped by The Devourer of Gods. Prior to being located in Underworld Arsenal Labs, the Murasama was generated in now-removed Underworld Shrines.The weapon's tooltip, "There will be blood!", is a reference to the lyrics of "The Only Thing I Know For Real", which is Sam's boss theme, specifically the line "The only thing I know for real- There will be blood! Shed!".The fact the weapon is "ID locked" is also a reference to Sam, for the inability of using his weapon immediately after defeating him, unlike the other bosses in Metal Gear Rising.The fast, blurred cutting animation that the item uses is based on the blurring visuals shown when the player or Sam uses the sword.The Murasama is a reference to a weapon of the same name and similar appearance wielded by the character Jetstream Sam from Metal Gear Rising: Revengeance.The Murasama has a Draedon's Log entry dedicated to it, also found in the Underworld Bio-center Lab, where it is depicted alongside the Phaseslayer.When this is paired with a night owl potion or a night vision helmet, it generates even more light. If the player is playing with the retro or trippy light settings, then the Murasama behaves as an immense source of light.The Murasama only deals 40% damage to Ares and its weapons and 35% damage to Supreme Calamitas' Supreme Soul Seekers.The Murasama can be used at any point before defeating Yharon if the character's name is "Jetstream Sam" or "Samuel Rodrigues".Its swing range is also fixed, despite the slashes appearing at varying distances. The Murasama's attack speed is slower than what is visually indicated when using it, at 25 use time (2.4 swings per second).As such, it also has the most range of all true melee weapons.Despite not behaving like normal swords or spears, it is considered a true melee weapon.The exception to this rule is enemies that move through tiles. The Murasama cannot attack through walls.
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