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Climhazzard

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Everything posted by Climhazzard

  1. I think they probably added that because some fights, like the one in my screenshot, have traps around or near the enemies, so you can't detect them during the battle when you're not in stealth.
  2. I have it turned on too, the thing about that option is it's labeled as hidden objects or something so when I first started the game I couldn't find the option because i was looking for one labeled as traps, so I can understand if people don't find it.
  3. This was taken with the 1.05 beta installed, it's floor 10 I think and Durance had 10 mechanics by this time, wasn't to helpful.
  4. Hardly the perfect party, a set up I like to use is... Melee dps- Monk or barbarian Tank- Figher Offtank/support- Chanter or Paladin AoE dmg/CC- Wizard or Druid CC/ranged dps- Cipher Buffing/healing- Priest
  5. There is a boss in that quest, one that would be very tough at level 5 I think, to beat him you'd have to get him stuck behind his allies while you kill him with ranged attacks.
  6. Never wore helmets on my main character because I don't like how they look, I don't play godlike either for the same reason. My point is that I've completed the game twice on hard and once on PotD and never noticed the lack of a helmet to be a big drawback. The Moon Godlike racial at least is more than worth the lack of a helmet, not sure about the others.
  7. DR stacking is better for a monk at least, though you still want deflection too, you just don't want it to high. Honestly though the reason is probably because it's harder to stack DR, you can use the blunting belt and get a bonus from the Crucible Knights quest line, plus a tiny bonus from sacrificing to the blood pool, other then that it's determined by your armor.
  8. Some will argue that it is worth it. I certainly think it's value is questionable considering it costs you talent points for no gain in many situations. Sickened however is a pretty good debuff as it improves the use of crowd control from your party members (do you want that petrify spell to hit or not?). So considering that threatening presence helps your team, it seems like it might be worth using it and brute force on your barbarian. Most enemies in the bestiary, minus 20 fortitude from sickened, have less fortitude than they do deflection, some by a significant amount.
  9. I'll try to break it down. Might: Increases damage, healing and the fortitude defense. Fortitude defense protects you from some prone attacks and several status effects like poison, disease, and petrify. You want might for both your healer and your damage dealers; monks, barbarians, rogues, rangers, priests, wizards, druids, and ciphers. Constitution: Increases HP, endurance, and fortitude defense. A defense attribute, perception and resolve are generally considered to be better defense attributes but don't neglect constitution completely unless you're min/maxxing. Dexterity: Increases the animation speed of all actions, and your reflex defense. Reflex defense typically protects you from direct damage spells, particularly the area of effect direct damage spells, and breath attacks like from dragons. Dexterity is important for everyone except your tanks (but don't neglect reflex defense on your tank) and maybe chanters (the phrases aren't affected by dexterity). Want to get that revive spell off faster from your priest? You need more dexterity. Want to attack faster with your monk? You need more dexterity. Perception: Increases deflection, reflex defense, and interrupt. Tanks will need a high reflex defense if they're going to tank a certain dragon, they also need high deflection, so perception is a good tank attribute. Interrupt is of questionable value but it can potentially be useful to delay enemy spells. Intelligence: Increases the duration of all buffs, your will defense, and the size of area of effect abilities. Buffs include many things important to all classes, such as a monks swift strikes, a barbarians frenzy, a humans fighting spirit, etc. Whether or not you want high intelligence depends on your build. I use torment's reach on my monk, it's area of effect is generally big enough with 8 or 10 intelligence. I play human on my monk, if I dumped intelligence my fighting spirit buff would be very short and torment's reach would hardly hit any opponents, plus I'd have a low will defense so I'd be vulnerable to charm, dominate, and paralyze type spells. Resolve: Increases deflection, concentration, and will defense. You'll want deflection for all your frontline fighters, even your dps, the default of 10 resolve can be fine but don't dump both resolve and perception on any character unless you're suicidal. Concentration is useful for any class, and very useful for casters. Trying to cast a slow spell that you don't want to get interrupted? You want a good concentration. Trying to chug a potion in a dire situation? Concentration makes it happen. Even regular attacks can get interrupted and it's annoying, I tend to always boost resolve for my player character, my monk stat score is something like 16m-12c-16d-10p-8i-16r (with this i have balanced offenses and defenses, has been great for an offensive monk in PotD). In other words, all attributes can be important for all classes depending on what your build is. You could have 13 in every stat and do just fine in most cases.
  10. Probably because there is no will attribute? Will is a defense score that is affected by the intelligence and resolve attributes. You want a decent will score on any character you don't want to get paralyzed or mind controlled. Intellect is good for barbarians because it increases the range of carnage and the duration of frenzy, not to mention savage defiance. I've never heard of it being that great for rogues. Yes you do want intelligence for wizards. Your starting focus and max focus only increases as you level, to increase it faster in battle you need to do more damage. So take damage talents, for example an arbalest with the talents gunner, marksman, weapon focus soldier, and biting whip works very well for cipher.
  11. Seems like the problem being caused by the Noonfrost Paladin's "Deprive the unworthy" (it stripped your passives) actually was fixed even though I didn't see it in the notes. Sanguine plate still has retaliation on it, along with frenzy... unintended maybe?
  12. You can still reset the difficulty of the map, simply change it to easy, exit the map then reenter. As long as you saved the game somewhere before the fight starts you should be able to do it, I'm not sure how much easier he actually gets though.
  13. Vulnerable attack is very good if you're dual wielding fast weapons like monk fists. But because of the way the grazes, hits, and crits are resolved, savage attack hardly seems worth it, you'll be losing as much damage from minus accuracy as you'll be gaining from +damage.
  14. It's duration is significantly nerfed in the 1.05 beta, from like 28 seconds to 14 seconds, though 14 is still long enough to kill a certain other really mean bad guy if you can get it to hit.
  15. He super buffs himself right at the start unless you can paralyze or petrify him, after that he uses priest spells on himself, your team, and the statues. You seem to take a lot of damage in that fight even when he's not casting stuff at you, illustrated in the following screenshot. None of the damage causing wounds to VeraBlade is even recorded in the combat log so I don't even know what was going on there. My strategy... when he doesn't get killed in one hit... is to send a tank to each statue then spread the rest of the team out to attack Thaos until he transfers into one of the statues, then kill one of the statues. If you can get that far then the fight gets a lot easier. Level 8 is honestly to low for it though, even with devotions of the faithful your accuracy will be to low to do anything to him. I'm sure there are people who've beat him with a level 8 party, but you'll have to know the fight well.
  16. Well after messing around with it it's not as strong as I was thinking. I don't know why it hit Eder in that screenshot since he was nowhere near low endurance.
  17. Hmm guess I need to mess around with it, seems like it'd be pretty strong with the following patch note... Death Ring damage slightly raised, made foe only.
  18. Is it just me or is 1120.1 raw base damage a little excessive? Miss a decimal point or two? The death ring traps in the endless paths are one hit killing my characters. This is with 1.05 installed.
  19. Playing with the beta patch. Gaze of the Adragan, with 18 intelligence, has a 14 second duration now, which if I recall correctly is a pretty decent nerf (undocumented). The attack roll is vs fortitude... was it previously vs will?
  20. Gaze of the Adragan has about half the duration that it did previously.
  21. Every character in the front of my formation gets at least 5 points in stealth, I sneak around as a party a lot and that means i can start every fight on my own terms. Characters in the backrow get 3 points in stealth. Wizards and Druids get additional points in stealth so they can begin a battle with powerful spells. Everyone gets 3 points in athletics. Everyone else except for my mechanics character splits their remaining points between lore and survival.
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