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Dongom

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Everything posted by Dongom

  1. ¿? i have it not moded and flames are 100% and the upgrades 50% , dont know what you are talking about. When I click the skill box detailed it says 50% and upgrades say 25%,
  2. Someone Mod flames back to 100% and the upgrades 50% so that Pally can go back to being awesome like in beta.
  3. Lmao yeah, it currently reduces my Stamina, DR, Defenses, and DPS. It has to be bugged. It's the worst implementation of shifting I've seen in a RPG at the moment.
  4. I stopped having to metagame and "come back later" when I figured out to just spam aoe knockdown/stun/confuse abilities.
  5. I think many people wanted something you can build for, rather than a early game crutch. I like making viable shifters. Boo-hoo indeed.
  6. I think Obsidian just out did the old IE games in trying to see how badly you can make a Shifting ability Bravo.
  7. Both classses are still great and can be used in PoTD. The only thing is you won't be using their unique class features much after level 2/3 (depending on difficulty), which can be an issue if you're an animal fan! And yes it sucks how most CRPG seem to hate on Shifters and I usually almost always have to end up waiting for mods.
  8. First let me point out by this is one of my favorite games ever and I give it a 92%. But I Agree on most of that, 1. Chanter and a party full of guns/crossbows - holy cow. That Chant is too strong. 2. Cipher - Amazing. With the above combo he makes playing most other classes pointless. 3. Wizard/Druid/Priest - Actually all very solid casters and make very hard battles Trivial. Wiz/Druid scale exponentially later on. Great CC/AOE/BUFFS. While they are awesome, their game design isn't that great. Auto Attacking for a majority of the game isn't fun. The per rest + camping mechanic result in lack luster gameplay. 4. Ranger - Pet is a waste of Obsidian resources, how did it make live? Makes Ranger just a poor man's Cipher/Rogue when his main class feature is worth nothing. 5. Melee DPS - Pointless. All of the above does more damage, aoe, healing, and utility and more safe. Also annoying Micro because of the dps/tank polarization. 6. Paladin - Spectacular tank. But that's it. Flame skill nerfed too much. Should have stayed at 200% buffed. 7. Shapeshift was a waste of Obsidians resources (GREAT models/animations) and I have no clue how the beta testers let this go through. A class defining feature that becomes pointless after level 3? Lolz. I was actually looking forward to making a Shifting build when I heard about this game. Oh well. *I really want a modder to make Shifting a toggle, and scale better. Possibly make a talent that causes Shifting to be a toggle and increase it's dmg/defenses by x% per level, but reduces Spell effectiveness by x% per level. A modder has already made Arcane Shield a toggle, so please someone do this.
  9. I'm not sure but could it be better to dump Con and max out Res/Per to capitalize on deflection?
  10. ^Sadly the per rest limit and how camping works really destroyed any chance for real build diversity on Wiz/Druids. I could see amazing tank, melee dps, and ranged dps (guns) builds for both classes via their plethora of amazing self-buff spells ......but the spells/rest system simply doesn't allow it to be feasible. You'd only be able to use your build 4 times before having to rest. Terrible. I'm hoping for mods tho.
  11. Paladin is a great tank to use in conjunction with a Fighter. Maybe even 2 tank paladins each with diff buffs/talents running. But apart from tanking i'd never bring one. For DPS/UTIL you are far better off with +1 druid, cipher, wiz, chanter, or rogue. The Flames of Devotion nerf was uncalled for. But fortunately this game is amazing in that even the "weak" classes can be used to do PoTD with no issues.
  12. True, but Overall I find PoE to be "harder" than BG1/2 as you still need a party to do it with a breeze. BG1/2 can be facerolled solo.
  13. While that is all true, I just wish they gave Wizard more/better per encounter attacks (or maybe some spells encounter based?) so that you aren't auto-attacking for meaningless damage for a majority of the game.
  14. Are we seriously having a discussion about which of the two classes has the better CC spells? Have you looked at even the lower level druid spell list? Druids have AoE paralyze spells. They have Mass Charm spells. If you're using your spell casters for CC, none will be more effective than a druid. And druids have the best Ally friendly Nuke in the game: Returning Storm. Not only does it do huge damage every second, but it stuns every second. So lets sum up: Summon Spells, Charm Spells, healing spells, the best CC spells. They can shape shift, and augment their shapeshifts wild strikes. They have party buffs, and AoE enemy debuffs. They're what Wizards should have been, and would be, had someone other than Josh "I-hate-IE-wizards" Sawyer been in charge of class design for this game. Oh wow then why the hell do people get so mad when someone suggests Wizard spells shoulda been per encounter to balance this out. It seems the YES men and whiteknights got to me, thanks for that lol.
  15. Not just Slicken, but also a stacking Chill Fog area dot which hurts/blinds enemies, and Call To Slumber which again foe AOE very long duration knockdown, and a decently sized area confuse turning anyone inside on your side. These don't effect Allies.
  16. Wizard CC is much better. It's almost like cheating if you use the right stuff. When t1 becomes per encounter (at lvl 9) he's pretty much god. The only issue is how damn long it takes for him to get powerful, the curve is waaaaay off for him. It's also very much not fun doing the super long dungeon with a wizard: while he makes the bosses trivialized, you either end up doing nothing on him for most of the time or backtracking for rests.
  17. They are the kings until level 9, then Wizards become the gods.
  18. They are completely viable. Ranged ones are just easier. (Ranged party in general, far less micro).
  19. I think I might change mind to Barbarian after playing one today to lvl 6. The constant aoe damage is actually fantastic, and with a Leeching 2H I feel unkillable.
  20. Theres also another stilleto that does spellstriking: touch of rot. Imagine dual wield both
  21. I made a build like this, but more dps role while I let others tank. Basically flipped your con and dex and wear lighter armor. I use big 2H's. Carnage, Bloodied, and Battleforge combo does indeed destroy stuff.
  22. I did try, I died far too much trying to get wounds. Then again this was early game and I was a complete noob, so maybe i'll try again. One wrong step and I just keeled over. t was either I don't get wounds, or I get wounds and certainly die. I think I went too far on dps and completely forgot about tankyness. But then doesn't dmg suffer? Don't those small fist hits end up kinda crappy against DT? What kind of gear are you wearing and What kind of stat spread? Race? Monk is my fav class in most games but I was put off in this one, however I will try one my next play.
  23. Yup, you only need 2 points in the other skills, then max out mechanics.
  24. Here is what I use on my current playthrough, -Chanter (Reload) -Cipher -Priest (Inspiring Radiance) -Wizard This ensures both single target massacre, and AOE/CC goodness. Putting ranged talents on Wizard/Priest doesn't hurt them, I use the +spell rings. The tanks are 1 Paladin and 1 Fighter. I keep the Paladin in the gunner line if the map has ghosts.
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