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Incendax
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I'm not sure what kind of tactics you are using. I absolutely stomped almost everything in the tutorial map and Valenwood with a solo paladin on PotD. Are you using your crossbow + Flames of Devotion to start every fight? That puts almost everything you fight at Badly Injured or Near Death before you get to it. Fast Runner means you can split the wolf camp easily, and then stomp the big wolf. Only the bears are a no-go. If you need the extra help, go fight the skeletons in the Esternwood Cemetary. The body nearby has a chance to drop a Fine Arbalest, and then you can ONE SHOT a lot of the early game enemies like Spiderlings and Wicht and Skuldr.
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There is nothing legit about death by silly glitch. Especially a glitch like yours. You didn't get caught by a momentary glitch you could make up for. You aren't trying to blame the game for your own mistake. You literally cannot move your character. You are just sitting there. Unable to do anything. I would not consider this a violation of Ironman if you restored because of such a slow and stupid glitch. I WOULD say you have to repeat the fight despite all the tedium. You decided to go into that fight with Ironman on, so you cannot back out of it now. No waiting until Level 12, even if that might have been a good idea in hindsight.
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Weapon Focus can be excellent because they directly improve your damage by virtue of turning misses into glances, glances into hits, and hits into crits. The only time they are a trap is when you are already steamrolling everything, which only tends to happen on Easy/Normal. It is true that there are often more demanding options, though.
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This may not be the right forum, but since it is focused on mechanics and may contain spoilers in the future I decided to place it here. This is a list of humble suggestions that primarily focus around class balance, but can include other things in general. Feel free to add your own, or dispute the ones on this list! ATTRIBUTES: Constitution - This attribute does not contribute enough as you increase in level. Maybe 4% increase/decrease per point or an additional minor benefit should be added (such as +1 DT at 15, +2 DT at 20, etc). Dexterity - This attribute can absolutely be useful, but it could be slightly more impressive both on the positive and negative side of things. Maybe 4% increase/decrease per point. CLASSES: Barbarian - Barbaric Yell and Barbaric Shout need to have almost no casting time. One Stands Alone should be 20% damage instead of +20 damage. Cipher - Not familiar enough. Maybe another poster? Fighter - Very solid class that does its job well. Maybe a slight tuning for Defender so it only grants +1 Engagement. Paladin - Faith and Conviction should work for NPC paladins, based off your dialog choices. Aura range should be equivalent to Chanters - Liberating Exhortation should work against Charmed / Dominated allies. Ranger - Slightly more health for our animal companions, but otherwise pretty solid. Wizard - Fan of Flames is a little too good. 2nd and 4th level spells are somewhat underwhelming compared to 1st and 3rd level spells respectively. Petrify needs to be tuned down. Chanter - Moderate independence from Intelligence actually feels like a good thing, since it creates a lot of build flexibility. Could use a few more unique talents (maybe one that lets you start with 1 phrase). The Dragon Thrashed is bugged. Several summons should be toned down. Druid - Spiritshift should be less powerful in the beginning, and more powerful late game. Maybe an item we could wear like an animal skin that we could enchant, and would grant slightly more bonuses in Spiritshift form depending on if it was Normal (weaker than now), Fine (same as now), Exceptional (slightly better than now), and Superb (reasonably better than now). Also a duration increase, because being Spiritshift is fun. Slight improvements to Stag defenses. Monk - Enchantable Fist Items. Maybe a talent that offered bonus DT when wearing light armor. Priest - Very solid class that does its job well. A few spells could use tweaking so they are more interesting. Rogue - Not familiar enough. Maybe another poster? RACES: Human - Racial needs to happen immediately at 50%. Moon Godlike - Needs to only trigger at 66% and 33%. Nature Godlike - Needs to grant Barbarian Frenzy once per encounter when they hit 50%.
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The only time I was noticing a real consistent damage benefit was 18 Int on a DPS monk hitting horizontally from an engagement line against small circle enemies. This happens frequently enough to be worth considering for a DPS monk build, but other stats may generate better results unless you're already running 18+ Str and 18+ Dex. You would never want to take 18 Int just for the damage of Torment's Reach, though. You want it for the increased CC duration. But yeah, I only tested 4 and 18. Int seems very All Or Nothing for the monk.
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It can be VERY powerful when you bother to stack enough buffs for a giant boss fight. But the benefit is directly related to how much you need all those other buffs in the first place. I spammed it for fun on the Adra dragon and was rolling in the 100+ damage hits (PotD). But if you are already mowing through everything without it, it adds nothing.
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It's good to read the whole thread you're replying to, or at least the last post in the thread. As I said, Torment's Reach has the same range with 4 or 18 Int. Your positioning doesn't matter because you have to hit the enemy behind your target, which means you need to have longer range than the 'circle' of adjacent enemy. We're not talking about Chanter's melee range Invocations here. I read your reply, tested it, discovered that I can reliably hit more enemies with 18 Int than 4 int (edited one of my games quickly), and concluded that you may be mistaken. Positioning does matter, because in your average tanking scenario (non chokepoint) you have a tank engaging 4 enemies that are partially surrounding him. When my test monk was being DPS, she was able to reliably hit 3 out of 4 simultaneously depending on positioning (6 out of 10 attempts on bandits), and never less than 2 at once (the other 4 out of 10 attempts on bandits). Meanwhile, when the test monk was tanking it became difficult to wiggle into position to hit more than 2 without eating engagement attacks. Reloading the game after modding my stats down to 4 Int, when my test monk was being DPS, she was able to reliably hit 2 out of 4 simultaneously depending on positioning (8 out of 10 attempts on bandits), and only hit 1 occasionally (the other 2 out of 8 attempts bandits). She never hit 3 enemies simultaneously with 4 int. Meanwhile, when the test monk was tanking, there was no real difference in number of enemies that could be hit due to positioning issues. In a chokepoint situation, where enemies were piled up behind the primary target, the number of enemies hit depended entirely on the size of the enemy being tanked. 18 Intelligence was able to frequently hit a 3rd enemy (5 out of 10 attempts against wicht) if they were smaller (wicht sized) but rarely 2 if they were medium (skuldr sized) (3 out of 10 attempts against skuldr). 4 Intelligence was never able to hit a 3rd enemy if they were smaller (0 out of 10 attempts against wicht), and was able to hit a 2nd medium enemy with similar consistency to the high intelligence monk (2 out of 10 attempts against skuldr). These sample sizes are somewhat small, but all I had time to test. The value of intelligence depends highly on what role you want to play. The impact was not terribly impressive on a tank (unless you consider Force of Anguish and Stunning Fist duration), but it was notably more impressive on a DPS monk attacking the side of an engagement line.
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I ran a monk with 10/10/4/18/18/18. It worked very well as an actual tank, stunning groups of enemies with Rooting Pain, knocking some prone for quite a while, and hitting 3-5 enemies with Torment's Reach when they are piled up in a chokepoint. I honestly wish I had dumped Might and pumped Con. But I want to be very clear, this was a super defensive tank. It did that job VERY well. In retrospect, I think Int is better for DPS Monk than Tank Monk. Torment's Reach is hard to position when you are the tank. It's easy to position and catch many enemies when you are attacking from the side of a tank engaging 4+ enemies. But I could have easily dumped Int. So my conclusion? Monks are just really flexible to build. The biggest benefit seems to come from one extreme or the other; either dump it or pump it.
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Tackling that group of boars is pretty dangerous in Triple Crown. However, I do not think there is a big problem telling which character is selected. There is a dramatic difference in color and brightness for selected characters. But even if there was not, the fact that you suffered so many engagement attacks says you're not paying attention. One of those Fool Me Once, Fool Me Twice things. Definitely need to focus for Triple Crown.
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Goldpact with 18+ Might, and Enduring Flame can one shot a large number of enemies in Act I with a Fine Arbalest (Which is available as early as the graveyard if you are lucky, or the Blacksmith after you do his quest for a chunk of money). It makes you the king of one trick ponies, but is absolutely annihilates Shadows and Phantoms.