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Climhazzard

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Everything posted by Climhazzard

  1. Found it! You're awesome! So , who dropped it ? Archdruid? Guard? Alright, so today I've finally made it this far in my 2nd playthrough and got the purgatory saber. It's dropped by the archdruid. If you want a reason to kill him other than the saber, there is a quest given by the god Berath to do so. Once you kill the archdruid the entire place turns hostile, killing them all doesn't seem to have any negative effect on your twin elms reputation though.
  2. The part of that plan that doesn't work for me is the "My fighter tank never came close to death", I don't see how this is possible, with Eder his reflexes cap around 127 with snake reflexes, a suberb heavy shield, and a protection ring, that's not really enough to prevent him from being two shot by that breath attack. Maybe I will look for resting and food buffs that increase it as well, and maybe perception items.
  3. Another way you can block the dragon is by using the withdraw spell on your tank, if you use the boots called "dead man stands" you'll have time to cast withdraw no matter how much damage your tank takes. The dragon can't get around as long as you are in one of the narrow areas, and if you use the ring that increases the level 1 spell count of your priest then you can do it quite a few times in a row.
  4. Comparing offtanking ability, it's something like Paladin>Chanter>Priest Comparing support ability, it's something like Priest>Chanter>Paladin All of my parties end up with an offtank, but I tend to feel chanters are a better option right now than paladin. With a few tweaks however I think Paladins would be a fine option, for example making liberating exhortation do what is says it does in the description.
  5. Enervating blows might work well with high accuracy weapons so that you can set up force of anguish better once the target has been debuffed. Plus if you are running 6 monks it's bound to work sometimes even with base accuracy builds.
  6. Yeah they're faster, I have no idea what their interrupt potential is though, if fists have average interrupt potential then monk martial artists would be pretty great at interrupting. A stat spread like 16s-12c-16d-16p-8i-10r would have high reflexes too, so you could potentially make a pale elf interrupter that you would be able to target with wizard spells like fan of flames and fireball in order to generate wounds while frying opponents.
  7. Basically fists have the same speed as fast speed weapons and the same damage as average speed weapons. They are viable until endgame. Probably their main advantage is that they upgrade without you finding any weapons, so you can save your upgrade materials for other characters. If you want endurance drain though you'll want to look elsewhere, and certain builds will benefit quite a bit from endurance drain, it synergizes well with monks. I actually think dual sabers has better potential than dual fists if you like to use torments reach, they give you a higher full attack potential plus the resolution and purgatory sabers both have +0.5 crit bonus, purgatory also happens to come with endurance drain. I don't really know to much about fist+offhand. I have read that basically the fist isn't used for normal attacks but is added into your full attack calculations, and that any bonus from the offhand will apply. The only situation I can think of where you'd want to do this is if you wanted a higher accuracy for torment's reach, but since you would be losing auto attack damage potential, i'm not sure if it's worth it. If you wanted higher accuracy but less damage, for say force of anguish, you'd probably just be better off using a spear/buckler combination, though I guess you'd get less wounds that way.
  8. Just wait for a few opponents to group up around your tank then disengage so you can line up a torment's reach to hit all of them. With 10 intelligence you can easily hit 3 or 4 opponents, and the reach is long enough that you can hit opponents that are spread out a bit. It really should have a cone display like other cone powers do, that would help a lot with lining it up, it's really good once you can line it up properly.
  9. Torments reach probably has some wicked long range with 22 intelligence. Recently I found the boots "shod-in-faith", which proc consecrated ground when you take a crit. These apparently synergize incredibly well with a monk, you can stack less deflection which will allow you to get more wounds, as soon as consecrated ground procs you basically turn into an undieing killing machine.
  10. I made a party once using 2 Kind wayfarers that worked out very well, the amount of group healing I was getting from them was pretty great. I took the same useless talent on both of them at the same level though and got annoyed with it and deleted the whole party, that being liberating exhortation. I also wonder why I have to take lay on hands, another useless skill, in order to get deprive the unworthy.
  11. First finished playthrough, was playing on hard. Inappropriate portrait removed. I equip my characters for looks more than I do stats for the most part. Almost finished with a 2nd playthrough using a monk with sabers. Must have been using Grieving mother as a decoy, lol.
  12. I don't think hits are properly recorded because for me Durance often has the most hits and I don't have him attack anything for many fights. Maybe interdiction counts for hits I guess.
  13. If liberating exhortation actually did what it says it does in the description that'd be cool, I also think Paladins could use more per/battle uses of flames of devotion so they can actually proc some of their per kill support abilities.
  14. I doubt there is a single best party composition, what will work for you will depend on what you like to use the most. The NPC companions you find are.. Fighter- who is best specced for tanking Wizard- good for crowd control and area of effect damage Priest- Buffing/debuffing and occasional healing Chanter- Works pretty good as an offtank with good support abilities Ranger- I'm not actually fond of rangers so I don't know, ranged dps I guess Druid- same as the wizard but also with healing, druids arguably have a better spell selection than wizards and don't have the grimoire mechanic to worry about Cipher- great for crowd control and debuffing, unlike wizard and druid who's abilities are per/rest, cipher abilities are all per battle using a resource mechanic Paladin- Another offtank with support abilities You can also create your own companions in the tavern, the only role missing from the NPC companions is melee dps, which you don't need to use if you don't want to. My party if I'm using the NPC companions usually looks like.. Melee dps- monk/barbarian -my player character Fighter-tank Chanter-offtank/support Priest druid or wizard cipher It works pretty good, but I'm sure there are plenty of viable ways to set up your party.
  15. I made a party with 2 Paladins which i pretty much deleted when I learned how useless liberating exhortation is in comparison to its description.
  16. Man I always roll around in Fast Mode/Scouting Mode and I missed this somehow (and I had 10+1 Mechanics at the time). Makes me wonder what else I have missed... In my current playthrough I made the mistake of not using my main character for mechanics, but Durance instead, I'm pretty sure I missed a lot of the secret spots in the endless paths...
  17. Found it! You're awesome! So , who dropped it ? Archdruid? Guard? I just loaded up a save from before i beat the game and slaughtered the whole room to confirm its location. So I'm not really sure which guy had it. When I get that far on my current playthrough I will see if there is any way to get it without killing everybody. The archdruid is holding a hatchet though, so I get the feeling it wasn't him.
  18. You just start an encounter with your per battle abilities, interdiction for example, and ration out a few per day abilities, then go from there. You can kinda judge if the battle can be easily finished with that much, of if you should go all out.
  19. Nothing wrong with melee dps in a balanced group, especially if you just really want X class in the group. But as far as contribution goes I think the question would be more apt comparing melee dps to ranged dps (caster or missile weapon) rather than priest or tank. Well, they definitely output more than a missile dps when properly supported. Druids and maybe wizards can output more in a single battle, but fall behind in the long haul because they have to ration their spells for the big battles, that has been my experience anyways. Even when it comes down to big battles, your melee dps, when not built as glass cannons, help "hold the line" while the casters do their thing. It really does come down to preferences though, if you're like me and like to have 3 melee in your teams to "hold the line", you only really need one of those 3 to be a true "tank". The other roles are CC, buffing/debuffing, and aoe damage. My teams are something like one caster for each caster role, one real tank, one off tank, and one melee dps. The offtank is semi support, like a chanter or paladin. If you are not like me though, and think that teams should only consist of 2 melee, or even a single tank, you might prefer using additional crowd control to "hold the line". In my opinion there isn't really a perfect team set up, and that there is probably many ways to create a balanced team, and that maybe the preference for using or not using melee dps comes down to that.
  20. That really just suggests that the melee types also need to be fixed. Or, that they are both fine as is, kinda depends on how you look at it i guess. I personally think that all melee abilities should be per encounter though. And that wizard/druid spells should be balanced better vs each other. But I am okay with the amount of per battle/rest spells that casters get atm.
  21. Not according to my experience. They're just a liability and require too much micromanagement at too much risk, and when it matters (tough fights) they are weak and that's that. And sure, Priest can use spells on them but those are per-Rest. Plus I don't like Priest class in this game (from RP standpoint, cause none of the available gods are even mediocre acceptable). Well if you refuse to use the class that helps them perform at their best, and don't like to micro manage, then i guess I can see where your point of view is coming from, your arguments are coming off as quite biased though, no offense. They aren't a liability at all in tough battles with a priest on your team, and contribute more than say, a second priest, or a 3rd tank. It really just depends on how you set up your team and your preferences I guess.
  22. If you make to much stuff from casters per battle instead of per rest, it starts to negate the advantage that melee dps has over caster classes. My monk performs very well over the long haul because my wizards and druids can't break out all their biggest spells for every battle. I already see arguments around here that melee dps is useless, and though i disagree wholeheartedly, the more per battle spells that casters have, the less useful melee dps becomes.
  23. The biggest crit I've got on my monk, not including petrified opponents, was a 103 damage torment's reach hit using two sabers. Something like 18 of that was from turning wheel, and 5 from those crappy gloves that give damage per wound. Ideally I'm spending my wounds and not getting much benefit from TW, but I can never convince myself to not take it, and in tough battles I probably am benefiting from it quite a bit.
  24. It's worth mentioning when discussing melee dps, that they work best in a team that enables them. Yeah they are getting hit by debuffs, but your priest easily counters that, just look at the buffs on "devotions for the faithful", like a melee dps wet dream. And while they aren't as tough as your tanks, they are doing considerably more damage while still being much tougher than your backline, this is at least my experience with monks and barbarians. They aren't as liable to get steamrolled as a mage caught in a bad position. If this game were about 4 man teams, maybe they would have no place, but in balanced 6 man teams I think melee dps contributes as much as other classes do.
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