
Ceranai
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Everything posted by Ceranai
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There are plenty of games out there that have level caps, its all about endgame content. IMO the devs obviously wanted the end boss to always be difficult, a lot of players are completonists so will have done most if not all of the side quests, without a cap the end boss would become too easy for a significant portion of the player base
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In past runs ive been able to kite most things pretty well, i guess I can see this strat beating most fights, the reason i suggest chanter over monk is because with chanter you can make use of summons as well, I mean with monk you will survive being hit more but this strat relies on never getting hit ( i assume you wear light armour to fire faster) This strat is very micro heavy though
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Did you test if the life leach worked with flagellants path? you said you were gonna do some more testing id be interested to know what you found. I for one am still working towards the perfect monk set up, ive now found that if you put constitution at 8 and max per and res you get hit for like 0.5 per hit for most fights. Also you interupt people often enough that you avoid damage that way too. In fact the rate i lose health with this build is a fraction of my previous con heavy builds
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What are people's experience with crown control in PoTD, i mention this because my monk in PoTD normally hits ok through deflection but his knock back which targets fortitude misses 2 in 3 attempts, its so bad that Im considering skipping it as a skill even though in lower difficulties its a great CC spell. Is there any way i can boost how often it hits, it would be really useful in boss fights if it actually hit more than one in three tries, my experience so far is that the drop in dps and opportunity cost (of not using the level one attack) is not worth the pretty low chance that they will get prone. I mean i think reliable dps beats a low chance of cc, especially since my monk has terrible intel so it doesnt last that long anyway
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Thanks a lot for this break down, Ive been trying to min max my solo monk and i think you are right, especially bosses hit him like a train, my early reasoning was that this meant more wounds which meant more damage but the fact is that he gets 4-7 wounds when he gets hit that hard and there is no way i can spend all of that. One thing ive also found si the his 2 wound knock back misses about half the time. I think that its funny because monks play best when you play them exactly opposite of how they are recommended to be played, as a hard core tank. I mean maybe in lower difficulties getting wounds is a problem but in my game any fight that is in any way difficult he gains wounds faster than i can unload them, its why ive decided lesser wound is not a good talent to get, sure it helps speed up easier fights but it means when i get hit hard i get like 5 wounds which i have no chance of unloading. The big issue is that im not sure what would be better to chose over lesser wounds, perhaps a defensive talent?
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The big mistake i think a lot of people who are complaining that monks suck is building them too flimsy, and i think this is because people think more damage taken=more wounds=more damage given. This is actually not very good in practice because the rate you gain wounds is often faster than you can spend them, if it takes 8 damage to get a wound with lesser wounds that means that at 100 endurance you will have 10 wounds to spend assuming no heals or anything, until you get acess to the high level monk spells IE more than halfway through the game you only have only two ways to spend wounds, use either one or two wounds. The problem is that if you are being attacked by pretty much anything you will be gaining wounds faster than you can spend them, this is why its actually very advantageous to get high DR and deflaction so that you ensure that each wound gets used to power a spell. Using the 100 hp example- Get hit twice for 40 gives you 10 wounds to spend in about 5 seconds, even spamming the hell out of your spells this is hard to do, also one more hit and you are dead. Now put some heavy armour on that same guy and your DR jumps up to 12 lets say up from 2 DR, this should mean the same two attacks hit you for 30 each, giving you 6 wounds to spend in about 5 seconds, it is now easier to spend it and therefore get the most out of the HP that you lost, you also have the added bonus that the next hit will not kill you. The way the numbers are set up right now tanky monks are clearly superior to dps monks because the loss in dps is so minimal compared to the gain in survivability. The second point is in team management, if you are building 2 tanks 1 priest and 3 others or any standard build it makes more sense toput your monk to the front, after all he is the only class that actually benefits from being hit, and if you dont think he is gaining wounds fast enough just downgrade his armor but seriously if you put him on the front line there wont be any shortage of wounds and as a monk he has more utility and damage than a fighter and from my experience more dps than a barbarian
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I am reading through this to try and get an idea about the best way to do things (I like trying to min/max over RP), and I was interested by your ranking of the Fire Godlike, as it is so different to what others have put. What is your reasoning for this? EDIT: also, how does the Orlan crit chance influence AoE spells, and CC spells? Would it increase the duration of CC spells? Some people dont like any abilities that rely on you being half dead to activate, im just gonna say though that a paladin with upgraded faith and conviction, a big ass shield and fire godlike (with the heaviest armour you can find) can basically walk through a room full of mobs and barely flinch, not only does he barely take any damage but if by some miracle he does get down to 50% the mobs attacking him will probably kill themselves before they get him to 0, especially if you tactically heal him so that he is constantly in the 10-50 range
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I would argue that that there are several builds out there that dont suffer at all from droping int to 3, for example a summon based chanter gains very very little from int and can use to points gained to become an offtank. It depends, look at the skills available to each class, if you want to dump a particular stat avoid skill paths that make use of that stat