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cavemandiary

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Everything posted by cavemandiary

  1. Well then, since we are using bugs to beat a single player game, I might as well add that you can sever/bind it multiple times, with each time giving you +4 might indefinitely Only lasts until reload or rest though.
  2. Speaking of which, the boss battle theme is particularly amazing. I've been trying to find it somewhere, but have been unable to..
  3. The ranger does have a new skill that allows her attacks to deal damage in a cone. It has the drawback of blinding yourself (and i believe, also does friendly fire) but with proper positioning and and bringing a priest with Lithany against minor afflictions, she may have her uses.
  4. Well there is no denying that. Some classes are great early (looking at you druid), while others need more time to power up.
  5. No, your Paladin just needs to smack them with his weapon and it'll instantly remove the condition. In that case i misunderstood. Still, not sure if I would pick it, but I will try it out..
  6. 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 =/ I could have sworn that my Zahua lost 6 accuracy, but oh well.
  7. Well first of all, the above is just my own personal preliminary opinion, so I'm definitely open to different opinions. I agree that Barbaric Retaliation does decent damage, but it seems to be single target and there is no interrupt unlike rooting pain, which is why I prefer it. As for skyward, from what I can tell, the duration is longer than listed because the enemy also spends some time mid-air. If the airtime is part of those 3s prone (that wasn't my conclusion from a few tests, but didn't exactly have a stopwatch) then you are right. Lastly, yes I read that part, but still, seems situational. The charmed/dominated teammate still has to hit the paladin, and not any of the other 4 party members, to make it work right?
  8. For a minute there, i shat my pants. I gave up on trying to upgrade this sword. Really takes forever, unless you bind it to a 1h rogue or something. why is that? One of the levels require to finish 10 enemies with a critical hit... If you're evil it's very easy to do - you just kill a bunch of villagers with it... For other classes it might take some planning (find some weak enemies, debuff their deflection and kill them...) Yeah I thought about that, but decided against it for roleplaying reasons. Plus, my paladin, who is the only one using a 1h (other than cipher and wizard for weapon switch) has pretty low accuracy with it, plus he's a freaking tank, so he doesn't kill with autoattacks, yet alone with crits that often, even against petrified. Back to Sheathed in Autumn.
  9. Well, as I've been toying around a bit with the new skills for some of the classes, I thought I wanted to give my assessment on them. Granted, I haven't played all classes extensively yet, but some of them I already have a pretty firm grasp on... Barbarian: Honestly, all of them are fairly weak. The shout is alright, but hits your party as well, so it's situational. I would take crashing wave from a druid over this any day. The ritaliation is decent as well, albeit a bit boring. It seems to stack with regular retaliation. But since it doesn't seem to be aoe, I would take monks rooting pain over this one. The final passive, the one that resets your attack cooldown on kill, seems very situational. I could see it being useful in scenarios where you are able to chain multiple of these successively against trash mobs, but against anything that resembles a challenge this talent just sits there doing nothing. 4/10 Cipher: I don't know where to start. By far the best talents given to any of the classes that I've played. Defensive mindweb has zero casting time, lasts a minute or so with high int, and can easily double the deflection of your weaker party. My cipher went from 60 to 130 deflection, and was instrumental in my ability to kill a certain 'a certain enemy even more difficult than the Alpine Dragon' on POTD. Reaping Knives is just as crazy. It pays for itself many times over. Put it on a monk, and you have infinite focus. Even though they are daggers (for weapon focus reasons), transcendent suffering somehow works with them, effectively doubling their effectiveness compared to other classes. Oh, and the focus gain works with both procs of Torments Reach. Oh and it seems to convert the lightning damage from lightning strikes into raw damage as well (not fully tested, but my dmg read 34-44 raw, yet I was hitting numbers in the 50 range against xaurips). Plus it turns Zahua into a deathmachine. 10/10 Chanter: I never use chanters, so don't quote me on this one. Druid: Same as above. Just by looking at the description though, they look very promising. Especially that firestag. Has anyone tested it? There is also a new lower level spell called Form of the Delemgar that adds damage reduction across most of the board and disease defense, at a medium aoe. Useful stuff, by the looks of it. Fighter: Haven't played around with him much. Feedback? By the looks of it, all skills seems useful. Triggered immunity might just be the biggest gamechanger though. Monk: All of the monks skills are interesting. Skyward kick is stunning blows on steroids, resonant touch can adds even more dps to his arsenal and the long pain deals more damage at a range than his regular fists. The downside of the ladder is that a) does not work with any melee bonuses you have. b) torments reach and force of anguish are disabled because they require melee (maybe you can weapon switch? haven't tried) and c) if you have a cipher, reaping knives are better. 7/10 Paladin: These are all pretty weak. I ultimately ended up taking behold the martyr, since I am running both Maneha and Zahua, who both do not qualify as dedicated tanks. The paladin, given his tanky nature, is probably the last to go down in a party (atleast in my case, my wiz has been knocked out 45 times, my paladin 0). Still, considering the fact that healing chain is amazing and that sacred immolation was arguably the best talent/skill of TWM part 1, I can sort of forgive that. When behold the martyr DOES go down, it's an immediate gamechanger. Abjuration has it's uses, but is situational as not that many enemies cast summons. Aegis of loyalty is utter garbage, the last thing a paladin has to worry about is a bit of friendly fire. 4/10 Priest: Has two new lower level spells that protects a single ally against either weak or strong afflictions. I'm asuming that they also cancels any existing afflictions, in which case they are very useful. As for his 8th level spells, hand of weal and woe has won me tough battles. It takes careful positioning to make full use of, but works great with characters that have great mobility like rogues coordinated positioning, monks flaggelants path and barbs dragon leap. It also stacks with other beams, such as ciphers ectopsychic echo. Symbol of Magran does seem to leave something to be desired. Alright, the blind is useful, and the duration is long, but the damage, frequency and aoe seem rather weak. In all fairness, the 7th level spell Storm of Holy fire seems superior in every way other than it inflicts friendly fire unlike Symbol of Magran, but the formers AOE is so large that you can easily avoid that downside entirely with high int and a +10% aoe ring. Finally there is Watchful Guardian, which revives an ally with around 100 endurance when knocked out. It's an excellent spell, especially against dragons and the like that have a high probability of wiping out your whole party with their breath. Still, not the spell you will be casting frequently. 8/10 Ranger: Not much experience with Rangers, but powderburns seem very very interesting. Probably the most interesting (as in, core-mechanic changing) ability in TWM2. It does have some significant drawbacks, and apparently does friendly fire. Who has tried it out? Rogue: Not a big rogue fan either, but none of the new talents seem gamechanging. Shadow Step seems weird albeit useful, although giving the player control over WHEN to trigger the return would have made it much better. Persistent distraction seems alright as well. Wizard: The wizard has a lot of new spells. Although i play Wizard a lot, I have not been able to try out all of his skills. The ones that I have tried out are Freezing Rake (which seem to do much more damage/hit multiple times on the same target) and Wilting Winds, both excellent spells. 7/10 All in all, atleast of the classes that I'm currently playing, Barbs and Paladins didn't receive much, whereas Cipher went from 'great' to 'godtier'. What is your experience with the new spells/talents?
  10. 19 M 15 C 11 D 12 P 14 I 13 R Granted, as a Barb, she could do with less resolve and more int/con. Still, there are companions with far worse stats (looking at you aloth and devil). Her story quest gives 2 dex. Maneha is devoted to Ondra, and as such receives tokens from people with memories they wish to forget. Her personality is a bit happy-go-lucky, and she has a much lighter voice than you'd expect from a 300 pound girl She starts with Barbaric Shout.
  11. For a minute there, i shat my pants. I gave up on trying to upgrade this sword. Really takes forever, unless you bind it to a 1h rogue or something.
  12. I've only done one playthrough, where I did the expansion first and was max level(14) when I reached a3. I adjusted the level slide when prompted, but other than against Thaos and the sky dragon it was fairly easy.
  13. Okay? English isn't my first language, i simply use it to the best of my ability. Care always have to be made when balancing though. Athletics(past 3 points) has very little impact on the game, as does survival. These two could easily use a secondary function.
  14. Pretty sure, atleast in 1.05 my auras would get suppressed when casting the two lvl 1 priest buffs that add +4 armor reduction and 5 accuracy/10% dmg (sry forgot name) Has it changed?
  15. Right now, mechanics and lore ( and to a certain degree, stealth) are worth picking up, short of any scripted interaction that might occur. Also they are somewhat uninspiring. What if we made skills more impactful in combat? For example, athletics could easily reduce knockdown duration and increase disengagement defense, both which are a logical byproduct of being physically fit. What do you think?
  16. Many of the best priest buffs (armor and accuracy) do not stack with auras. Devotions for the faithful is godlike ofcourse, and many of the priests utility spells are good too. I just prefer to try out new comps from time to time, so my current one is: 2x paladin Barb Druid Wizard Cipher So far im lvl 8, with the hardest fight being the wailing banshee on top of the lighthouse on Ondras goft ( 4ppl got KO'ed)
  17. I dont like savage attack unless I play 1h without a shield, on a very high accuracy char. Remember, accuracy not only affects your chance to hit, but also your graze and crit chance. Those 5 accuracy lost could very well end up offsetting the 20% dmg bobus.
  18. I think that these are all valid points, but ultimately it boils down to how much accuracy is given per point of perception before we cry wolf.
  19. I really like the paladin after the latest patch, so much in fact, that i made two of them in my party; one for tanking and one as an offtank. The idea was to get dual auras (dmg reduction and accuracy) and dual lay on hands. This has allowed me to skip the priest in favor of either a rogue or barb (i chose barb). The lack of aoe healing is solved with healing scrolls and shod-in-faith shoes on barb. Paladin 1: shieldbearer with herald gives +15 deflection partywide for most of the fight. tank, pale elf, sword/shield Paladin 2: darcozzi 2h with high con and heavy armor makes him a solid offtank that deals decent damage when attacked. Like a lesser, more durable barbarian that can support. Moon godlike for the heal. Has anyone else tried this?
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