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ErlKing

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About ErlKing

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    (3) Conjurer
  1. Right now Troubadour is better than Skald in almost everything. You just won't beat 1 extra phrase per 6 seconds because crit have CHANCE to generate phrase. So to have similar speed of phrases generation you have to deal at least 2 crits per 6 seconds. And even then it is pretty random - sometimes you get crits and each is extra phrase, sometimes rare crits and even these won't give you phrases. One more thing - you will have lots of crits only versus weak enemies and against tough opponents when you really need these extra phrases you won't have them. Additionally, as Skald you aren't gene
  2. You just need to fix Full-Attack abilities to include recovery from main hand. It is single, most imbalanced feature of dual wielding.
  3. Ancient memory or Vampyric song if you don't use Brisk. If you use Brisk - Courage thick as Steel is better, 10 pt shield each 3 seconds is three times more effective and isn't negated by constitution debuffs (-% to healing).
  4. Ideas for Holy Radiance: Holy Radiance applies only once per combat, making target immune to additional ones to prevent from stacking from multiple Priests. Passives tree: 1 Tier - Effect 1: a) Heal - +30% Heal b) Shield - +3 Armor on self for 10 seconds c) Harm - -20% Heal, Interrupts enemies in range 2 Tier - Effect 2: a) Inspire - prolong active Inspirations on allies duration by 5 second b) Neutralize - shortens negative inspiration on allies duration by 5 seconds c) Interdict - prolongs negative Inflictions on enemies duration by 5 seconds 3 Tier - Shape: a) Circle
  5. I think Priest should have few super quick spells on each level, similar to Wizard's illusion spells and sellfbuffs. Let these be very quick, but not as beneficial and not as potent as rest of the tier. For example single target inspirations, mediocre single target debuffs and some others 0.5 sec cast and 0 sec recovery. This way combat oriented priest might buff selected members of party, sacrificing utility and power of spells for being able to participate in combat. It will give some options to player - go for fast, but weaker spells or stick to slow and more powerful. Now crazy idea -
  6. Carnage applies Staggered affliction from Spirit Frenzy. I'm not sure if it can apply bleed from Bleed Frenzy though. As far as I know it's the only effect that is applied through carnage. This effect actually works against my high int Marauder (berserker/streetfighter), as it disables engagement and prevents Marauder from being flanked. On other hand it makes it extremely easy to trigger Deathblows passive from Rogue.
  7. Personally, I had this idea of melee caster instead of burning all focus in one attack without extra effects. Soul Annihilation could be modal, but without time to activate, it would limit casting range to melee range and add extra effect (raw damage) in addition to effect of the spell. Also all extra focus burned adds to spell Power Level at some ratio and spell have +20 Accuracy on it's effect. Downside is that Spellblade needs to hit opponent with attack (vs Deflect) before he could apply the spell, no effect on graze or miss. It might be overly complicated and I suspect it might be hard
  8. And Berserker/Streetfighter will probably out-dps both. Not that it's a helpful advice though, as OP asked advice for his particular combo. Thus said, I want to give my opinion on Monks in general. Honestly, I don't know why everybody is crazy about Monks. Sure, there are some nifty abilities at higher levels, but right at start they are pretty boring - no Full attack abilities, except for Stunning punch, which becomes renewable on crit at high levels. Knockdown attack and AoE kick, which stagger (and later Stuns) enemies in cone, both Primary attack, so no synergy with dual wield. Fire la
  9. Few notes about Corpse-Eater: Special food that boost Power Level affect only Barbarian, so if you multiclass it with caster you won;t get additional Power Level. I'm sad, it was last redeemable potential feature of Corpse-eater. He doesn't actually have any barbarian powers that would benefit much from boosted Power Level. Heal on eating corpse is nice, but +1 cost of abilities makes it really hard to use any. Another thing is that crits and some spells often destroy bodies, preventing Corpse eater from actually eating. Overall I would say it is worse than default barbarian in almos
  10. Easy solution is for these skill bonuses to be capped. Let it be +1 deflection per point of Intimidate, but only up to 5 or 10. Same with other skill scaling items.
  11. Oh, right, I misread the question. Sorry about that. Now, to answer the question properly: 1) There are armor enchants that reduce recovery time in general, it doesn't depend on armor and works as a separate modifier when calculating total recovery time. You can easily go bellow base recovery, especially with specific buffs and passive abilities of few classes. 2) There are few things - fighter passive and specific pet, that reduce actual armor recovery penalty directly, but I know only about these two and haven't tested how these work together. Either way even cumulative effect sh
  12. Short answer - No. Modifiers are sort of multiplicative rather than additive. Check pinned topic: https://forums.obsidian.net/topic/98679-mechanics-attack-speed-recovery-time-reload-time/
  13. Depends on what you would call fun. Among martial classes I would say Barbarian and Rogue are offensive oriented ones and get fun stuff from the start. For Barbarian Berserker sub-class is min-maxing for damage and Corpse-eater is just for style, as it's worse than default barbarian gameplay wise. Assassin or Streetfighter for Rogue give nice bonuses, first lets you play as stealthy damage spike hero and second more of skirmisher in midst of enemies. Combining these two give Marauder - pretty fun class to play with good passives and Frenzy from barbarian and mobility tools plus power
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