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About Spam101

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  1. it was tricky but I managed to cast "call to slumber" just out of their los and then moved the rest of the squad into their view so they ran into the AOE.
  2. just did the fight outside... full party level 10. not sure if there's more ogres if you choose high level scaling but it was ridiculous, had to dump everything I had on them constantly. Did Nalrend first time, nothing by comparison
  3. possibly because I'm running an old as hell driver amd catalyst 15.3 beta - driver 14.502.1014-150319a-181821E DxDiag.txt
  4. you can see anything that's effected as it will say "base X number" and then a green higher or lower number based on your intellect, same for spell duration and area of effect, hover over stuff for the tooltip
  5. it's intellect, and it should effect their duration. Can't remember if this is true with quickslot summons
  6. play it all before the patch as it's currently worse, and they've made a bunch of annoying changes and added too many buffs
  7. my descriptions still read one per rest for some of the talents
  8. It's becoming so tiring watching people having to explain this over and over.
  9. Survival was a solid ability and provided a good bonus maxed out that you can't get from any other means.. it was a mistake to change that. What I would say is make potions much quicker to use, I think making them instantaneous (if you're not afflicted with prone or paralyzed etc) with their own cooldown timer is the way forward.. because of the anti pre-buffing mechanic (which I like), it makes no sense for me to use them mid combat over a more powerful spell or ability as I've still got to go through the animation and the recovery just like any other skill or spell, and they cost nothing
  10. I can't comment on ciphers but I've yet to use them on a playthrough. Based on your description I'd bet my PC mage would make them look silly at 24 might and 21 intellect.
  11. Yes I'll concede that stealth in it's current form has it's uses for all characters and to characterize it as completely useless is wrong. But I'm talking about a backstabbing rogue in a classic D&D style. The opportunity is so limited that it almost doesn't exist as a play style or tactic and when I chose a rogue I chose it with that play style in mind, being as it's advertised from the outset with the talents and skills that are presented to you. Just change shadowing beyond to one per encounter, even that would be preferable and a some way to a solution, at the very least a partial
  12. Personally the update to the UI is jarring. I didn't feel it was necessary and wasn't up on my to do list. Feel like time was wasted that could have been used fixing more important things. Frankly I preferred being able to see all the things I could use and cast on display. Never really got stressed having to figure out which one was per encounter or per rest... you just know? By all means categorize them but more submenus I feel is just creating extra work for me. How does the public feel? do you prefer the declutter? I looked at the change log and not one of the things tha
  13. I think the issue was different. I couldn't couldn't get the backstab bonus on special attacks from shadowing beyond. Seemed to come out of invisibility before the animation. Not sure if this has been addressed in 3.0. I've yet to have a proper go at it
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