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ErlKing

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Everything posted by ErlKing

  1. I want option "DO NOT AUTO ATTACK / AUTO REDIRECT ATTACKS TO YOUR CHARMED PARTY MEMBERS, MORONS!!!" very much.
  2. Elemental talents are good for wizard if you not boosting him as ranged shooting char, usually Fire > Cold > Lightning > Corrode , but that depends on your spells pick. Personally I gave him marksman, Fire Scion and use pistol that buff party accuracy vs targeted enemy.
  3. Blast/Penetrating blast is option, because of aoe, slash/crush or pierce/crush, and fast attack (some spells give you blast based weapons), that allow more flexibility in using spells, but pistol more reliable and does not require talents. I think Penetrating Shot is better pick than Dangerous Implemets, because of how DR calculated and because Pen Shot affect some spells without affecting casting time.
  4. Haba's Hammer - Can be bought at the Club of Prestigious and XX Gentleman [2nd Floor of the Salty Mast, need the Ring from the drunkard at the stairs lvl1, Ondra's Gift, Defiance Bay] Jarpie's Warhammer - Can be bought at the Club of Prestigious and XX Gentleman [2nd Floor of the Salty Mast, need the Ring from the drunkard at the stairs lvl1, Ondra's Gift, Defiance Bay] Cant say anything special about it (all uniques merchant selling there is junk). There are 2 more unique warhammers, I guess 1 from tough boss (no idea what stats) and one elsewhere.
  5. Shatterstar - Igrun's Arms and Armor [Copperlane in Defiance Bay] 13-18 base damage +0.5 to crit damage multiplier +1 enemy engaged Fine +4 Acc, *1.15 Damage
  6. 1) There are debuffs for casters that reduce enemy DR 2) Penetrating shot affect only recovery time, so actual dps drop less than 20% (attack frames 33 recovery 54 total about 88, with PS 33+(54*1.2)=98 so difference is about 12% instead of 20%) 3) Warbow - average speed, hunting bow - fast. 4) I totally agree that there should be much more enemies with 0 DR + lot of health.
  7. Liberating Exhortation does not work on charm, domination and confusion, is it intended? If it is intended it should be noted in description, because I picked that power just for countering charm. First I noticed that I cant target charmed person, I thought "damn, they forgot to include targeting charmed person", but then enemy charmed my tank, that was under Liberating Exhortation effect - nope, sorry paladin, charmed does not count as hostile effect, I should have take Cipher to countercharm. Paladin just lost last reason to keep her in party.
  8. Maybe someone will edit it all to readable format? https://docs.google.com/spreadsheets/d/1W3QPTmsvt66W-aJbUJrIOKZOQonSqjW5IHYq2Q8rNlg/edit?usp=sharing
  9. Anyone frapsed default speed of casting and recovery times for it? My impression is that spells have long casting time and really small recovery time, though I might mistake, but it makes me wonder if armor affect casting time or only recovery from spell?
  10. My whole team wearing fullplate, even wizard and cipher, though cipher occasionally wear dress, when there are no casters and archers around.
  11. Soldier was good choice before update for arbalest start followed by switching to pike or two-handed sword or warhammer with shield (for tanking), its still viable, but I guess with arqebus. Btw, anyone considered comparing damage resistances by type for various monsters? Only tendency I noticed is that skeletons have really high pierce DR, but I wonder what about other kinds of monsters, maybe weapons with slash/crush, pierce/crush as viable as estoc if difference between DR types more than 5.
  12. Play with NPC on normal or with custom adventurers on hard, or use IE mod and play on hard with tweaked NPC, there are plenty of choices.
  13. Barbarian get more health/endurance per level than fighter, but Iam not sure if that much.
  14. It is possible to make wizard go melee, there are several spells suiting that playstyle, BUT wizards here are heavy artillery - strong spells per rest, so people usually tend to keep wizards as emergency option instead of everyday nuker. Same for priests and druids actually, though those not as squishy as wizard. You can wait for mod that ll make wizard spells per encounter, or something like that, or try melee Cipher (not optimal, but viable in some ways), but Cipher cant be tank-fighter, more like rogue.
  15. It is usual "attack of opportunity", without it you can just kite enemies around while shooting at them. They flanked tank and surrounded wizard - not a problem, just stroll from them...
  16. Another Paladin Idea: Paladin automatically get commands and oaths depending on Order, that will define their style of game. Oath - self buff, with condition, execute condition - buff end, but you get Command. Command - buff to ally, also with condition, execute condition - buff end, but recharge "Holy" abilities and Oath for Paladin. Also execution of Oath and Commands applies various AoE Buffs or debuffs. Shieldbearers of St. Elcga Oath - Engage - add 2 extra engagement to Paladin, condition - engage 3 enemies. Command - Defend - +20 to Defenses, condition - 2 miss or graze in row. Bleak Walkers Oath - First blood - +50% Attack speed, condition - damage someone for more than 30% endurance. Command - Finish him - +100% damage buff vs enemy with less than 30% endurance, condition - kill enemy. Kind Wayfarers Oath - Protect other - +50 Interrupt, condition - interrupt someone, who attacking party member. Command - Helping Hand - +15 Accuracy vs Paladin's target, condition - hit same target twice. Goldpact Knights Oath - Keep Calm - +15 Accuracy, +15 Deflect , *0.8 attack speed, condition - 3 hits or crits in row. Command - Endure - +10 DR for 5 hits (iron skin), condition - 5 hits depletion. Darcozzi Paladini Oath - Gamble - -5 Accuracy, -10 Deflect, *1.5 attack speed, condition - 3 hits or crits in row. Command - Shuffle - +30 Disengage defense, stun enemy on disengage, condition - disengage. "Holy" abilities: - Flames of Devotion - Lay on Hands - Sworn enemy etc
  17. Thx for testing. Well, this talent is toggleable, so... getting -5 DR for Mind Blades, Mind Lance is pretty neat. Also, you sure that blunderbuss suffer from Pen Shot talent? 6*5=30 extra damage, not such bad bonus.
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