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Dongom

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Everything posted by Dongom

  1. Brute Force + Threatening Prescence (or another person who can put -20 Fort debuff) = awesome.
  2. Barb makes a great off-tank that can put out obscene damage, but not so much main tank. Carnage + Plate and Retaliation Gear + One Stands Alone and Hold the Line + Draining Weapon + Moon God = fun times. There are too many ways to put the stats spread, I haven't decided on optimal build. You can just dump Res/Per to get hit more, and pump Con for more damage soak while constant healing yourself. Or the opposite and try to max out Deflect. Might 17 or more, Dex can stay 10, Int 14~. > In the above build I recently just hit everyone around me with 30-50 damage with a Carnage procc with DW two Drain weapons. > Retaliation is hitting 30-50 as well, wtf. One Stand Alone seems OP bugged.
  3. By level 12, and with rings, Aloth had 48 level 1 spells available per fight. I'm not sure what I'd have had to fight, or at what difficulty, to actually use that many spells in a single encounter That's an equipment bug.
  4. Okay I put my over-seer items on and off it seems i was bugged. The range on FoF is pretty huge, but even then I can't hit everything and by the time I get in proper range my gunners can annihilate most things.
  5. Wizards are way more powerful in IE games, but I agree they get insane at high level of PoE
  6. Jolting Touch actually is pretty good... as a scroll or weapon effect. For some reason the grimoire version does less damage than the scroll or spellbinded weapon versions. Sunless Grasp though, does have very limited applications... even if you're running a melee wizard. As for the missile spells, they're pretty garbage. They do have short casting times, but this is the class with Deleterious Alacrity of Motion. That spell alone makes Wizards cast times virtually instant anyway. Look at the size of that safe zone. Its a pretty damn safe spell to cast. Granted I stacked a lot of Intelligence stuff (You can see my resting bonus), but yeah, with a lot of intelligence AoE spells become very safe to cast. I have overseeing ring/chest and its not even half that big..wtf!
  7. There's a few Barb/Rogue builds that aren't that risky yet do insane damage thanks to Retaliation+Drain+Class talents. But a straight forward glass cannon melee dps can be rough in this game, I agree. Especially Monk, as you actually need to get hit.
  8. That's true, but the wizards CC capabilities are not that much higher than a ciphers from my experience. Especially until they reach lvl 9. Their damage is crazy low compared to them, yes, but in the beginning FoF will nuke most enemies. Not everyone is playing PotD where enemy stats are increased. On lower difficulties it'll kill stuff quite effectively. As I said, Ciphers and Druids damage is alot higher, but that doesn't mean a Wizard should be restricted to using CC. He is being advertised as a versatile spellcaster and I don't see much useful versatility here so far. If I'm correct the thread is about exactly that. ^^ Wizard damage being too low compared to those 2. Cipher is on a different level than all other classes.
  9. Cipher and Druid do that quite a bit more effectively and with less risk. CC is still Wizard's true role and strongest capability.
  10. 1. Get some of the defense spells, it's not exactly like Wizard is brimming with amazing spells were you can't pick at least 1 survival spell per Tier. 2. Don't be scared to wear Armor, it won't mess up your casting as much as you think. 3. Priest knockdown seal on the Wizard, if you are in an area with Shades. 4. CC, most of your spell book should be full of it. Use it.
  11. You're pretty much gonna have to cheese. This isn't IE games were you can just solo it normally due to super OP builds.
  12. Realism and/or stimulationism can die in fire. This is game. Whats funny is people make the exact opposite argument when defending the Camping system vs IE game Rest system "It's more realistic".
  13. Wizards get great later on, just kind of slow start. But what exactly was the Paladin providing in that video?
  14. I would never use Fan of Flames if I had to nuke my party to use it. Why not ? It's all about gain / loss balance. Imagine you have only a tank and a wizard left.All the enemies are attacking your full hp tank. You cast 2 FoF and fight is over. But two other caster classes already do considerably better AOE DPS without hurting the team or having to waste time positioning. So I'm not seeing the issue.
  15. Have you seen the foe-only AOE druid and cipher can put out?....... Even their all-targets AOE have easier targeting than FoF.... C'mon now.
  16. I dunno what difficulty you're playing on, but on Normal, Fan of Flames definitely won't two-shot most encounters. My cipher/druid usually kills enemies on any encounter before I can get in proper FoF range anyways. Wizard is best equiped with mostly all CC/Utility spells, allowing other ranged to max out their superior DMG. The missiles and other stuff is just a waste, except for a tiny handful of T3+ spells.
  17. Well, consider the following: Prone enemies have -10 deflection Blind enemies have -24 deflection How much more often is your party going to be hitting/critting against enemies that are blind and prone? All thanks to your mage. I know I'm just saying I think he's talking about classic direct dmg nuking. How? The cone is kinda short do you have Wizzy in front line?
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