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marc5477

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About marc5477

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  1. There are very few hard battles in the game once you hit level 10 on PotD. You would need to travel to the northern part of the map for some of the harder stuff. The difficulty is also very dependent on your characters. If you selected an OP cheese abilities (monk crit build, paladin AOE resurrect, etc) then nothing will make the game harder because those abilities are very powerful.
  2. Are you complaining about cast speed or number of chants? Chanters gain more chants during battle allowing you to cast more as battles wear on. But unlike pure casters, they cannot just unload 5-6 spells consecutively because it takes times to generate chants. Its more like a cipher in that way. The good news however, is you never run out of spells during combat unlike pure casters who have a limited number of casts. If you are talking about cast speed, then all casters have the same issue with nukes, summons and debuffs. Paladin spells are no different. Buffs usually cast faster for everyone
  3. Most of that melee dps for the wizard/fighter comes from charge and cleave. After playing with various fighter multis I realized that even if fighter is one of the most effective base classes for multis, it's still kinda boring. Now I started a paladin/wizard and I enjoy it a lot more, even with the weaker melee dps or the non-existent melee pbaoe I enjoy the support parts of the class. (also now that I decided to bench both Aloth and Pallegina a paladin/wizard made more sense. :D) I mean... melee dps is mostly from auto attack regardless of class played even a paladin. The pally just rep
  4. You basically want a active multi-role unit. I recommend one of the following: Wizard/Fighter - Top tier tank, mid tier melee/caster dps, top tier debuff/disable, low tier heals Wizard/Paladin - Like fighter but gives up melee dps for more tanking and better heals... problem is, you dont need more tanking. Wizard/Monk - so OP that is practically broken. Makes the game trivial like any other crit monk build. Wizard/Fighter is my recommendation. Powerful at every level without feeling broken and can cover any role effectively (except healing) depending on who you bring with you. Good e
  5. Literally 3-8 great spells at every tier. It just depends on what you do. I mean, level 1 alone has: Minor Missiles = no resists and more missiles as you level Chill Fog = great damage and free debuff Slicken = excellent disable, useful all game long Spirit Shield = near instant cast, long lasting 3 armor? yes thank you and double thank you if you are a melee wizard Nothing wrong with flame fan and jolting touch either. Tier 2 is worse... in a good way. As in it has even more great spells: Mirror Image - Awesome and is insanely good if youre a tank. Gaze - Another amazing spell and totall
  6. Wizard/Fighter. Starts slow but get strong by level 10. Excellent tank along with Wizard/Paladin. The warrior version has much better melee dps however. Wizard/Monk: Like other monk crit builds, is basically so OP that it might be considered broken. Spirit Lance + Gaze (15% crit) + monk crit abilities makes for silly results.
  7. Its hard to help if we dont know your team makeup. Do you have any tanks? Did you try moving the squishies as soon as battle begins? Can you equip the squishies with heavier armor and/or shields? At your level, most enemies will be higher level so you need to play more defensively. You simply dont have the hit points to survive yet. At around level 8 or 9 it wont be a problem.
  8. enemy target character with less deflection? Source? Someone told me aggro works around armor not deflection Its absolutely not true. I have played all my time in PotD and this is not the case. In ship battles, my 2 front liners are always the people targeted by ranged. The enemies that cross will go after the back line but only because I cannot possibly block everyone. Rogues especially seem to like go after softer characters but everyone else targets who ever is closer. Engaged rogues also stop running around with exception to those nasty xurip plaguebastards or whatever they are called.
  9. Im just going to rank the casters based on what I have seen in game. #1 Wizard - By far, the best selection. Has a spell for anything and anyone and you are not dependent on ability points thanks to books. Only problem is limited number of casts. But you just cant beat the selection and they are all viable even the level 1 and 2 stuff. In fact, slicken is awesome pretty much all game long. #2 Cypher - Less variety than the wizzy and needs ability point invested in each one you want to use. But unlimited casts as long as you can generate focus. Charm is insanely good against low will opponent
  10. I think balance should be left to mods. Its not new content nor a bug fix thus its a waste of time for paid devs. Id rather they work on new content. Also, balance is never going to happen for power players for the simple reason that once you have played the game, you can no longer unplay it and forget. By playing it once, you already have so much meta knowledge that no balance can ever be achieved. Finally, I play with none of the OP stuff in my game and it is still trivially easy on PotD. Thus, nerfs will not help make it less trivial.
  11. I think I know what went wrong for you. Tanking is an (almost) all or nothing skill on PotD. You are either all in, or it will not work so well and that is true of all classes except maybe Paladin with their nutty passives. If you build your toon to tank, then Mirror Image is awesome because it takes you from normal tank to very hard to hit for only a level 2 spell and for a very long time. It works great on my wizard/fighter when I want him to tank but I did build him for tanking. I usually open with mirror image rather than anything else. If it does not do the job, then I move up to L3 buff.
  12. It actually had weapon summons but I focused on defensive stuff because I built it to main tank the gods ;-p The summoned weapons are really just for RPG flavor (same with the 2H) because they are not very good. If you are power gaming, then you obviously go with dual wield and you open each battle differently. You dont want summoned weapons if you want to min/max. They take a while to summon, dont last all battle long, and cost a spell. Anyway here is the DPS version. Pick up the obvious dual wield stuff and subtract 5 int and 5 resolve to max out dex for 30% faster attack. This will redu
  13. True, I'm tired of all my characters being green. I'll think of a good solution and add to the OP. Because the game has 0 replayability due to being trivial AF atm? And how do you plan to nerf yourself during the 2nd play through? The nerfs will do nothing if you already have meta knowledge of the game. Honestly if you do nerf, I would only do it for PotD. I think new players should be able to find these OP abilities in their 1st run on another difficulty.
  14. It actually had weapon summons but I focused on defensive stuff because I built it to main tank the gods ;-p The summoned weapons are really just for RPG flavor (same with the 2H) because they are not very good. If you are power gaming, then you obviously go with dual wield and you open each battle differently. You dont want summoned weapons if you want to min/max. They take a while to summon, dont last all battle long, and cost a spell. Anyway here is the DPS version. Pick up the obvious dual wield stuff and subtract 5 int and 5 resolve to max out dex for 30% faster attack. This will redu
  15. I mean... a blade spends a lot of time in auto attack too. That said, I play my guy a bit differently. 1st, I almost never run out of spells if I am tanking. I usually dont even cast anything until the field is under control. I pop a deflection buff (they do not stack), and wait about 10 seconds for pets and summons to get into action. Once the field is no longer chaotic, I go to town. I switch to a DPS weapon, and hunt down and disable casters/bosses. Once they are under control or dead, I disable and cleave groups. Sometimes I pull him back for support if the big bitters are under attack but
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