Quote from pataterose;151429:
because the end games way of doing dungeon/sm are usualy either melee or magic (maybe a bit of alchemy left and right) and giants are better than human in melee, and not that much handicaped magic wise. why are they beter in melee?
-dual blunt instead of sword ->more damage
- giant full swing
-can use charge without shield
- move faster (really useful for wm positionning)
-faster smash
- ego have more damage
- in g13, blunt mastery gives more damage than sword mastery.
- better melee title (stomp master plox), but in the really end games, its irrelevant when shock master title becomes the best for both races(or maiz title for notion).
- more str from skill (not that much more, but its there)
-more unique melee skill
-more hp
there is some downside to melee giant tough
- enchants less awesome (no raven greaves nor delusional hat, wooden needle is soon to be replaced by steel needle anyway)
-harder to get enough dex for best weapon, but can be overdone with player's will :v
-until warhammer is usable, harder to get 30% crit rate when potion poisoned.
Enchants less awsome?
Try
Conceptual -Str+5
Will+20
If Combat Mastery Rank 1, Max Damage+8~14
When using the One Who Discovered Maiz Prairie Ruins title, Max Damage+5
If Wind Guard Rank 5+, Str+20
Int-10
Repair Costx2
Enchant enabled rank regardless
Personalize
Try
Reliable Spike Dual Warhammers.
Prefix Reliable A Weapons If Beast Lord, Str+30
If Beast Lord, Dex+10
If Life of Physis Rank 8+, Max Damage+8
If Shield of Physis Rank C+, Balance+6%
Repair Costx5
Suffix Spike 5 Weapons If Potion Making Rank A+, Str+10
If Herbalism Rank 9+, Dex+10
Max Damage+10
Repair Cost+10%
If you Duel Wield those thats +80 str and + 18 to each weapon effectively making those.....137+ max damage Each with 30%+ crit (smithed gives a little extra) Plus 20 dex Plus 12% balance (which helps giants alot). I am not sure if the reliable enchant is ONLY in trans or not. If so its not as good but it does make for a HAX trans set. Wm anyone?