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Wolken3156

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Everything posted by Wolken3156

  1. Curious, considering how the ability was pegged as lackluster when it was revealed. Its mainly annoying since the knockback messes with positioning and the Prone it inflicts can last for quite a good amount of time. I'm sure the ability isn't very good on PC Monks, but it is very annoying on enemies.
  2. Dank Spores and Swamp Spores for me. Also any enemy Monks that know Skyward Kick.
  3. You get 4 Bog Scales for killing them not 2. The stat bonus is probably better overall though.
  4. I drowned them. Skyward Kick is the most annoying move ever; they deserved it. ... In more serious note anyway, I felt their minds were too far gone to ever return to normal, and that releasing them would do more harm than good. Plus they're not innocent either, the former high abbot after all would've drowned the previous ones and so forth. Also I was playing a Skaenite... so killing several people by drowning so I can later on seize authority is par for the course. I doubt freeing them would topple the Ondrite's religious hierarchy. Forgetting is a central part of their religion after all. Who's to say that forgetting that major temple existed once all its priests have died isn't true to Ondra's ways?
  5. Use the per rest spells then? By the time you have Spell Mastery unlocked, you already have 18 per rest spells along with 1 per encounter spell and any other possible per encounter abilities attached to the class. You only need one or two per rest spells to heavily decide a battle in your favor anyway, and it cleans them up much faster. There's zero reason to horde anything in the game, the game is very generous is resources and alternative options. The worst case scenario is that you end using a camping supply, a consumable that you can buy with a pittance of copper and something that a majority dungeon treks every provide you with in most loot containers anyway. Oh no, anything but that. The older system IMO, made casters even more one-dimensional. All you need was some affliction and then spam Fireball, Noxious Burst and Iconic Projection and you would instantly win any fight without having a single dent in your resources. Battles are supposed to wear on your resources, that's the whole design logic around a majority of encounters in any dungeon. The older system eliminated any need for resource management and made all the trash encounters without any reason or purpose.
  6. The hardest part of the fight is when the Vithrack Brutes are still alive, since they can Stun your party members. If the tentacles decide to focus on the stunned member, they will likely take him or her out instantly. Stunning them with Returning Storm should be a priority, have the Watcher use Moonwell scrolls while Hiravias tries to keep them at bay. Once Returning Storm is up, try to keep them stunlocked with Overwhelming Wave, and if possible try and aim it so that it hits the Tentacles as well. Aloth should be helping keep enemies under control too, Ninaguath's Shadowflame, Gaze of the Adragan, and Arkmyr's Capricious Hex are especially helpful in this fight. Also having Sagani use the Stormcaller is probably more ideal for this fight. The best defense in this fight ultimately boils down to not letting the enemies attack, since the tentacles hit so hard. One thing to keep in mind is killing the Radiant Spore will instantly kill all the tentacles as well. Despite this, I would recommend taking out at least one side of them, since they do hit very hard, but it also prevents the Radiant Spore from using Amplified Wave on them. This is a very nasty fight overall though. I'd recommend dropping Devil or Eder in favor of Durance or Pallegina.
  7. Blast and Penetrating Blast are good for generating interrupts. Blast also works incredibly well with the Golden Gaze and the spell Kalakoth's Minor Blights. If you do use the Golden Gaze or Kalakoth's Minor Blights, you may want Penetrating Shot and Dangerous Implement to boost their damage even further. Arcane Veil is a must have IMO. The Deflection bonus it gives has a lot of utility, from protecting your Wizard from ranged attacks or should melee enemies attempt to overwhelm the Wizard. Hardening Veil makes this even more powerful, but typically I would only grab it if I have a free talent slot or if I making a melee focused Wizard. Keep in mind though, Arcane Veil will do nothing if the Wizard is being attacked by a gun user. The elemental talents you pick should revolve around the type of spells you use most. I typically use a lot of the ice based spells, so I always grab Secrets of Rime. Typically though, fire and ice are the safe picks. Corrode is probably the one to avoid unless you like using Death Ring, since the talent doesn't work with damage over time afflictions, which is most of the Wizard's corrode based spells. Interrupting Blows is also a very good talent, since Wizards are the best Interrupters. With Blast and a damage over time hazard like Wall of Flame your Wizard will be generating an incredible amount of interrupts. If you use summoned weapons you obviously will want talents that power them up. I already mentioned stuff for Kalakoth's Minor Blights. Penetrating Shot is good if you plan on using Caedebald's Blackbow. If you use Concelhaut's Parasitic Staff or Citzal's Spirit Lance you'll probably want Two Handed Style, Savage Attack and Vulnerable Attack. Weapon Focus will also boost their accuracy. It doesn't matter which one you pick since summoned weapons are considered Universal.
  8. They only drop Bog Scales which are used to enchant your armor to Legendary. But if you can kill Llengrath, you probably don't even need Legendary armor =/ Funny, I find the Alpine Dragon is very easy compared to the other big endgame fights. The enemies helping him much less dangerous than the ones helping the Adra Dragon or Concelhaut, and they usually get in his way, making positioning a lot easier. Also they're great tanks if you Confuse, Charm or Dominate them.
  9. Of course I'm talking about the fight against Llengrath. I didn't want to put her name in the title since its a massive spoiler, though I think I may have accidentally spoiled it elsewhere >_> Anyway, what a great fight! I certainly was not expect to fight two dragons along side her. They seem to be the same strength as the Alpine Dragon as well! I found it pretty challenging, though I felt the main threat came from the enemy Wizards casting Tayn's Chaotic Orb. My Chanter did die several hilarious deaths in his poor attempt of tanking one of them. I'm pretty sure that was from Wall of Thorns clipping him (The range is deceptively larger than it looks) and me suddenly relising that the Silver Flash Blunderbuss has friendly fire attached. Probably should've stuck with Scon Mica's or used a pistol for my off-hand gun. My Wizard and Priest were the real tickets to victory (though I'm heavily biased to those two anyway). The buffs are life saving and Wall of Many Colors kept dominating the dragon my Paladin was tanking, freeing him up for healing and support duty. Shame you get her spells so late though. Other than Siphoning Image, they don't seem to be useful either. Blunting Wisdom is crazy strong on my Wizard's current build, but the delayed damage effect is more of a hindrance than help.
  10. Whenever my Chanter's Shod-In-Faith boots activates Consecrated Ground, if the spell hits my Cipher who is equipped with Elryn's Jacket, it activates the jacket causing my Chanter to be hit with Eyestrike. This doesn't happen with any buff spells or other healing spells, so I assume this is a bug.
  11. When you paralyze an enemy and pause straight after, sometimes their textures will start to stretch in one direction. This most noticeable on Trolls, Lurkers and Kraken.
  12. I run this for my Watcher Priest: Race: Pale Elf Background: Old Valia - Dissident MIG 14 CON 8 DEX 16 PER 16 INT 16 INT 16 RES 8 She's designed as a melee Priest, but that spread should work fine on a ranged. Moon Godlike is probably a better race choice than Pale Elf. To be fair though, you don't really need Perception all that high on a ranged Priest. If you plan on primarily supporting the party, you can just leave it at 10. Devotions for the Faithful will usually provide enough accuracy for your offensive spells should you ever need them.
  13. One of the new 5th-level chants gives you bonuses to accuracy and damage against beasts, this does include dragons. You can probably just use that chant and auto-attack her to death. The chant will also affect any ogres or ancient weapons you summon as well.
  14. No, your Paladin just needs to smack them with his weapon and it'll instantly remove the condition.
  15. Summoned weapons are considered universal, which means that it'll work with any Weapon Focus and any weapon specific abilities and talents. But yes, Reaping Knives is incredible. Too bad the only character in my current party who benefits from it is my Skaen Priest... of all characters =/ Does that mean novice suffering work with summoned weapon as well ? It might! I mean they do work with Flick of the Wrist and Prey on the Weak, so it probably does! We should test this.
  16. http://forums.obsidian.net/topic/84249-data-miners-unite/ All of the new abilities and talents on this thread.
  17. Summoned weapons are considered universal, which means that it'll work with any Weapon Focus and any weapon specific abilities and talents. But yes, Reaping Knives is incredible. Too bad the only character in my current party who benefits from it is my Skaen Priest... of all characters =/
  18. For Concentration you can just cast Spirit Shield to get it at a more respectable level. Deflection is even less of an issue since you have Arcane Veil, Mirrored Image and Llengrath's Displaced Image. Those three abilities alone amount to a massive amount of deflection should the Wizard get attacked by any enemies. People often push the need for Resolve for dialog choices, but you don't need it, at all. Majority of resolve choices are generally are for less violent solutions to quests. It really doesn't effect all that much. So yeah dump Resolve all the way down. As for stats, Perception I would say is the 2nd most important (After obvious INT), since not only does it effect accuracy, but it also affects Interruption, of which Wizards are among the best at. A Wizard with for example, Blast, Wall of Flame and Chill Fog can generate an incredible amount of interrupts, which is very useful for delaying enemy spell casters. Personally I think Might is more important than Dex since a majority of the Wizard's most damaging spells are multiple hits or damage over time, so you need a good Might score to be able to get them to punch through DR. You'll eventually be able to cast Deleterious Alacrity of Motion which will make your Wizard lightning quick anyway, though this spell is even better with a high Dex score.
  19. I'd probably recommend this: Race: Hearth Orlan (Any race can work, though Hearth Orlans are a good melee race in general.) Background: Old Valia - Drifter (This gets Stealth and Mechanics bonus) MIG 14 CON 8 DEX 15 PER 15 INT 18 RES 8 Talents: Biting Whip Draining Whip Weapon Focus: Ruffian Two Weapon Style Vulnerable Attack Apprentice's Sneak Attack Savage Attack Outlander's Frenzy You can swap any of the last three talents with Greater Focus if you wanted, if you're willing to respec later, I strongly suggest using it as one of your early talents. Quick Switch is also another viable option, since you could open up with a Blunderbuss shot to generate the focus needed for your buffs than swap over to your melee weapons, though there is a belt that can emulate this talent.
  20. Oh right, I forgot the stats for the summoned weapon! Here it is: I don't see enemy Paladins ever use Lay on Hands on Frenzied Barbarians during Cragholdt, so I guess it stops them from healing. The spell looks like it was designed specifically for the enemy to use.
  21. Guess what I found? Llengrath's Mental Shields 4th level Wizard Spell Speed: Fast Effects: Caster: Prevent Charmed, Terrified, Stunned, Frightened, Dominated, Distracted, Dazed, Confused (2 times) for 45.0 sec The caster gains immunity to the Charmed, Confused, dazed, Distracted, Dominated, Frightened, Stunned, and Terrified afflictions. The shields will negate two attacks from each affliction type. Llengrath's Physical Shields 4th level Wizard Spell Speed: Fast Effects: Caster: Prevent Blinded, Weakened, Stuck, Sickened, Prone, Petrified, Paralyzed, Hobbled (2 times) for 45.0 sec The caster gains immunity to the Blinded, Paralyzed, Petrified, Prone, Sickened, Stuck and Weakened afflictions. The shields will negate two attacks from each affliction type. Llengrath's Blunt Wisdom 6th level Wizard Spell Speed: Fast Effects: Caster: Summon Weapon: Llengrath's Blunt Wisdom for 45.0 sec The wizard summons a rod that hurls a ball of magical energy. When the ball arrives at its target, it hovers for a few moments before exploding, inflicting terrible Raw damage on nearby enemies. Llengrath's Siphoning Image 7th level Wizard Spell Speed: Fast Effects: Characters hitting Self: 3-8 Raw Damage | Accuracy vs. Will -20 Deflection for 15.0 sec Target: Applies the same effect as Characters hitting Self. Caster: +40 Deflection, +30 Reflex, + 50% of incoming Hits converted to Grazes (Deflection or Reflex only) for 45.0 sec Causes the caster to appear visually displaced, increasing their Deflection and Reflex for the duration. Additionally, many Deflection and Reflex attacks that score Hits will be converted to Grazes. Llengrath's Dread Haze 8th level Wizard Spell Speed: Average Range: 10m Area of Effect: Foe Target + 5.0m Radius Interrupt: 0.5 sec (Average) Effects: Foe AoE: Health and Endurance concealed for 20.0 sec, Sickened for 20.0 sec | Accuracy (+5) vs. Will Fills targets with an intense malaise that leaves them Sickened and incapable of evaluating their Endurance. I have no idea where the grimoire is gotten in-game however.
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