WereBear Grillz- New Player Friendly Build

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Diaco
Sasquatch
69 | 0
Obiben wrote:
romascha wrote:Hi guys. A bit of theory crafting question: is this build (bear form) playable with this thing
Hammer of Jholm
Hammer of Jholm
Maul (Sacred)

Two-Hand Damage: 74 to 82
Required Level: 100
Required Strength:
1260
Item Level: 120
Strength Damage Bonus: (0.26 per Strength)%
While Using Whirlwind:
Adds 3 - 5 Fire Damage per 10 Attributes
Adds 3 - 5 Lightning Damage per 10 Attributes
+200% to Fire and Lightning Spell Damage
-1% to Enemy Fire and Lightning Resists per 60 Attributes
15% Chance to cast level 60 Cataclysm on Melee Attack
15% Chance to cast level 60 Nova on Melee Attack
120% Attack Speed
+50% Damage to Undead
+20 to Whirlwind
Requirements +100%
Socketed (6)
?
Has somebody tried the WW with Werebear?


Maul is a hammer. Bear form requires axes or maces.

You can morph woth an axe and then switch
smartasss
Son of Lucion
738 | 1
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Why are u even posting advice when u dont even know Hammers fall under mace class and can be used by bear?
Obiben
Prowler
16 | 0
smartasss wrote:Why are u even posting advice when u dont even know Hammers fall under mace class and can be used by bear?


Why are you asking a question if you know the answer?

smartasss wrote:u dont even know


Not knowing that a separate class of weapons is actually comprised in another is a perfectly good reason to give erroneous advice. That and the fact the guy asked a month ago and didn't get an answer (he should have been wrong, you'd evidently have participated earlier then :D).


Weapons classes are currently one of the repeated gripes I've had with this mod. Why separate hammers from maces if they're the same? Why are throwing knives daggers but don't work with dagger skills? There are a few unclear things.

Edit: further checking in-game. Documentation shows Maul as a Hammer separate from mace class, but in-game it shows as a Mace class weapon. Confusion intensifies: Scepters are also classified as Mace class, but do not work.
Edited by Obiben 1 week.
Obiben
Prowler
16 | 0
How do you generally deal with monsters that run away as a Werebear? I'm thinking skeleton mages in K3K and Necromorbs in Duncraig. They basically outrun the missile speed of Rend and are annoying me to the point were I'm not having much fun!
Cheno
Balrog
129 | 2
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Obiben wrote:How do you generally deal with monsters that run away as a Werebear? I'm thinking skeleton mages in K3K and Necromorbs in Duncraig. They basically outrun the missile speed of Rend and are annoying me to the point were I'm not having much fun!

There's a couple of things which can improve it a bit:

1: Don't use any armor and shield pieces that has speed penalties.
2: Vine skill slows a lot and can help you catch up to them.
3: Only chase down mobs when Idol is active.

I don't remember if there are any movement speed increasing skills that you can get from items but I'm sure someone can confirm or deny that.
rcarson15
Stygian Watcher
42 | -1
Obiben wrote:How do you generally deal with monsters that run away as a Werebear? I'm thinking skeleton mages in K3K and Necromorbs in Duncraig. They basically outrun the missile speed of Rend and are annoying me to the point were I'm not having much fun!

Youll find that if you stop running towards them, theyll come to you. Idol, then pounce. I dont suggest chasing them all, as thatll take a ton of time lol.

On a side note, Im having trouble with end game damage (cant leech very well from necrobots) - link to the gear. I can melt most mobs, but come bosses and necrobots, leeching isnt working very well. Advice?

https://tsw.vn.cz/acc/char.php?name=Rawr_Meat
Flyon
Cog
215 | -6
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Man i have so many comments ^^

Perhaps we should have a small chat if you would like to add the end game content.