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Abraxis

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Posts posted by Abraxis

  1. Fourth, the paladins defensive bonus at least to me seemly don't work, the paladin still die as fast as anyone else, even without their engagement (meaning enemies only hit the paladin when the paladin is lost in the fray... otherwise enemies are hitting the fighters, because of their engagement, or running around trying to reach the squishies).

     

    Fifth, although many places says that following certain behaviours improve your bonuses, I saw no such thing, following (or not following) the behaviours made absolutely no difference (and no, I didn't take the talent that changes that, in part because it was already not working, so I assumed the talent would be just wasting points).

     

    There's an equipment bug right now that is probably removing that bonus.

    • Like 1
  2. I've restarted 3 times. 

    My first game was insanely hard (with my chanter),

    Second game was reliably modderate in difficulty (with paladin)

    Third game with rogue is alternates between insanely easy so long as my rogue lives, and impossible if she dies.

     

    This is all on hard.  I think it really comes down to what class you are and how you've built.  A lot of things just seem brokenly over-powered, and other things flat out completely unviable.

    • Like 3
  3. Playing on hard and at Anslog's Compass, he generally dies a lot. The 47 deflection with a shield doesn't seem to matter much.

     

    The skeleton invocation is useful for distractions and getting the flanked status on enemies but the general chant buffs so far are pretty underwhelming.

    This was my conclusion as well... I was hoping it was my own misjudgement somehow as I really like the class in theory.  But, even some of the priest's buffs only make a moderate to slight difference from what I can tell, and they blow the chants out of the water statistically.  I never noticed anything switching between chants.

  4. I'm curious how everyone has designed their Chanters.  More than other's, they seem like they're really open to go any direction in combat, since their bonuses don't relly on any particular strategy.  Simultaneously, it's really hard to find a way to really find a way to excel

    My first character ended up being a terrible chanter, forcing a restart.  I then tried a Paladin and Rogue, both worked fine as the former survived forever, and the later killed everything too fast for survival to mater.  The chanter though.... I almost feel like you need to fill up your party with custom adventurer's ASAP at that first tavern to really get anything from them.  Admittedly, I didn't take the summons, so maybe that was my problem.

    Anyways, as for combat, you're probably not going to benefit a whole lot from might or trying to go for damage (correct me if I'm wrong).  The way I see it in order to make use out of them outside of a buff-bot, you need to find a way to force some utility out of their combat, or just make them super tanky to hold the line and keep your buffs/debuffs where they're most important.  Perhaps making them a highly dextrous and perceptive dual wielder to lock down targets with interrupts?

     

    What are some other ideas?  Whether in theory or from your experience with them.

  5. I'm curious how everyone has designed their Chanters.  More than other's, they seem like they're really open to go any direction in combat, since their bonuses don't relly on any particular strategy.  Simultaneously, it's really hard to find a way to really find a way to excel

    My first character ended up being a terrible chanter, forcing a restart.  I then tried a Paladin and Rogue, both worked fine as the former survived forever, and the later killed everything too fast for survival to mater.  The chanter though.... I almost feel like you need to fill up your party with custom adventurer's ASAP at that first tavern to really get anything from them.  Admittedly, I didn't take the summons, so maybe that was my problem.

    Anyways, as for combat, you're probably not going to benefit a whole lot from might or trying to go for damage (correct me if I'm wrong).  The way I see it in order to make use out of them outside of a buff-bot, you need to find a way to force some utility out of their combat, or just make them super tanky to hold the line and keep your buffs/debuffs where they're most important.  Perhaps making them a highly dextrous and perceptive dual wielder to lock down targets with interrupts?

     

    What are some other ideas?  Whether in theory or from your experience with them.

  6. Aehlona Kindheart, I'm rping her as the daughter of a slaver-lord from the Vailian republics, forced to flee when the tide of politics turned. She's bent on re-establishing her families trading empire and getting revenge on the faction lords who ousted her family.

     

    I intend to play her as a fast attacking interrupter/debuffer. Time will tell if a 4 con character is viable, probably not.

    y0YTeCt.png

    Where did you get that portrait?

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