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Everything posted by Noctaem
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The way I would set up the ship in the early game would be to have one side of your ship dedicated to 0-300/400 M range and another for the 300-600 m range. That way, depending on what distance you're at, you can shoot. Also, find that sweet spot for your cannons. Meaning, if you have one side of your ship with Wyrmtongue cannons that have 0-400 M range, and the other side has Imperial Long Guns at 300-600 m range. Your sweet spot is the range of distance where both sides meet. So for this example, the sweet spot is anywhere between 300-400 M of range. Both sides are within their ranges to shoot. Start of combat, move into your sweetspot range ASAP. Once you get there, turn your ship so that you can use your imperial long guns (if you use the same weapons in my example or whatever long range weapon). When you turn the ship, you get penalties to shooting. Brace here to protect yourself from cannon fire and remove the penalty to shoot. The following turn, fire the cannons. If the opponent decides to continue to approach, turn the ship around so that your 0-400 m Wyrmtongues are in range. Then remember to brace/hold position to remove the penalty to shoot and fire the next turn. Now for the ammo and advanced tactics. If you know the type of guns the opponent is using, you can know their ranges. So when the enemy ship turns to show their close range weapons, you can shoot their sails to stop them from being able to move, then move out of range and use your long range weapons to finish off the enemy ship. Remember to use the ammo type that attacks the sails specifically. Crew targeting can be useful against ships with low crew counts. Not being able to fix the problems that show up because of cannon damage is a quick way to lose fights especially when it comes to taking on water. However this is useless to soften up the enemy crew before boarding. As of the writing of this post, you could lower the enemy crew down to 1 and yet still face 20 enemies when boarding. Go figure. Boarding is fun though but kinda unbalanced right now. Standard ammo is great. 0 hull means a win. As for the crew, mix and match properly based on the slots. Put a crew member with a bonus (indicated by a mark to the left of the position on the crew member himself) to match the intended slot. Yes, you can teach crew members all of the positions over time by putting them into slots they don't already have experience in. But you should try to match them properly. Sharing money with the crew is a great way to boost moral at first. Once you have lots of moral it's not as needed. Put crew in every slot ASAP. Watch out for Malicious types though, they can cause mutinies if your moral is too low. Don't trust em' personally. Hope this helps. EDIT: PPscurry has decent advice, but I personally found that jibe might not be the best use of your time unless there's a cannon range concern. It's usually best not to move out of position and just go directly to report / brace / fire once you get into your sweetspot / whatever distance works. Does movement cause a penalty to accuracy on enemy attacks? Not sure.
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Well yes, you could build it as a no damage control focused build. Only run disabling spells that have effects rather than damage. However, I'm not sure there's enough good spells between what you get to pick + grimoire to justify a character not taking any damage spells. So you will have some just in case. Could be viable.
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I think it would be totally reasonable to then build this character as a tank / support character. I think this would be playable on POTD as it currently stands today (no telling once they fix it). No damage to speak of on this fighter but we focus on maximum engagement, HP, defenses, regeneration, etc.. Then to make the character even more useful, you MC chanter/wizard/priest. Focus that side into support. So you buff all your allies/yourself while being the front line. Items (Please keep in mind I've only explored the bottom half of the map): Kapana Taga (Sword, One-handed) = I think this is your best bet for the build. Basically the weapon will give you 1/5 chance of dazing on hit, bonus Raw damage, bonus melee damage for each engaged target, +4 accuracy for each engaged target AND +2 engaged targets! This does everything we want and more. The perfect weapon for us. "Sittin side on a Junk, better believe that's a paddlin'" - Edér Lethandria's Devotion (Shield, Medium) = Solid support shield that also has a tank flavor. Great for what were trying to do. I personally favor giving it 25% resist against INT affliction attacks, Sheltering Light, Hardened Crystal for the -25% Crit Damage taken. Patinated Plate (Heavy Armor) = A solid contender for the armor slot. With upgrades, you can make this armor have 40% chance to stun an attacker who hits you with melee weapons for 2 seconds. The downside is that this armor has higher recovery time penalties than usual. They can be mitigated via upgrades however and at the same time, recovery penalties aren't something we particularly care about on this build imo. Entonia Signet Ring = Perfect tank ring. +3 to all defenses when engaged, stacking up to 5 times. Yes please. The other ring can be whatever you would want. If your group will be behind your tank and no one else plans on being melee, you could use Ring of the Solitary Wanderer which gives you -35% Hostile effect duration. Or some HP regen ring. Undying Burden = Excellent belt. The more we get hurt, the less damage we take. Also grants us an extra Second Wind and +2 CON. Death's Maw = Being near dead bodies gives us damage reduction. Enter creepy Xoti quote here Bounding Boots = Mobility is great, Leap from the Barbarian on a pair of boots. Anyway I think that's a decent starting point.
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It does though because then you can't open the door where you have to put both conches in the Ondra Temple. I seriously hope people expect spoilers here... So right now I'm in the same boat. I have the conch of depths, but In have never received the conch of waves. I've now completed the quest with Dereo as well. But I can't put both conches into the door I've tried looting every NPC involved and it doesn't drop either from anyone. Sigh.
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I always go chanter but that may be coz my first run with a pally left me utterly underwhelmed with them, like fair enough he tanked well but he did nothingelse lol Again, this is just about playstyle. Considering they possibly get a /encounter rez, auras, heals, damage burst, etc.. your statement doesn't make sense. However I will say that Paladins are also not designed to be tanks in the sense that the game requires them to be. The game is about extremes, if you want a tank, you have to completely invest in being one, meaning that the Paladins abilities are most likely not properly utilized. The Paladin is a kill stealing class. It's designed to last hit mobs brought low by allies which then grants the party bonuses, usually in the form of endurance. If you make a paladin tank, you will almost NEVER last hit anything and you aren't going to be taking the talents that grant the bonuses in the first place. So all you're doing is being a sub-par fighter with some support. Better to have a real fighter who actually has the talents to make an amazing tank if that's what you're trying to achieve. This is of course, discounting everything but min/max. Well I´ve seen a lot of discussion about paladins making subpar tanks compared to the fighter, and while it is true that pound-for-pound, the fighter wins, the utility brought by the paladin is pretty valuable. Personally I used my paladin as a supportive tank with zero damage, but who had a teamwide aura, clutch heal, revive and 2 buffs for my main DPS (deflection and attackspeed). While I do think the fighter is the better tank, he does nothing for the team to help them kill faster. If you're investing into the talent to heal a modest amount of endurance, you're not taking a feat to help you tank more effectively. If you take the talents that help you do so first, by the time you take the heal it's basically useless because it doesn't heal enough. Aura is also a talent. What you're describing is good for easy-normal mode play. Higher difficulty play requires investment into the proper talents to actually make a tank. You cannot call yourself a tank if you've invested half or more of your talents into either support or DPS options. You're not tanking anything at that point. If you're playing on trials of iron you cannot waste a talent for that heal on a Paladin tank. It's exactly that, a total waste. The same can be said of the DPS talents you're describing.
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Because the animation is directly tied to how many shots you fire in a given length of time. This is also why the Chanter chant, that gives x2 reload speed and other benefits, is so amazing for a party that uses guns/arbalests/crossbows. Faster animation = faster attacking = more DPS. The less frames the game uses in between attacks, the better it is. Yep. And the difference is rather significant. I.e with dual stilettos, robe, max dex and 20% IAS mastery, you can cast spells faster than one/second. Thats great for bursting down, or quickly chain/cc with mental binding to rotate your group.But the cipher is very very squishy, even with body attunement and borrowed instincts. A ranged cipher can just sit back. I don't personally think that a melee cipher is viable outside of easy and normal mode. Just way too squishy to be on the front lines.
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Because the animation is directly tied to how many shots you fire in a given length of time. This is also why the Chanter chant, that gives x2 reload speed and other benefits, is so amazing for a party that uses guns/arbalests/crossbows. Faster animation = faster attacking = more DPS. The less frames the game uses in between attacks, the better it is. You said casting animation. Casting is not the same as weapon animation I didn't mean to sound like I was stating it was.
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Thats just not true. at dex three you reduce your chanter to nothing more than a summoning/buff machine. There are several viable builds for chanters so saying that the only way to play them is to dump dex is pretty narrow minded. For example if you dump int you have more than enough points to make them relatively tanky but if you dump dex you lose a lot of dps for not much gain elsewhere. Itdepends how you play them and how you level them up. At 3 dex you're making an off-tank chanter.
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Death Godlike Wayfarer Paladin with a pike / weapon+shield combo as needed. Focused on last hitting to grant allies within AoE endurance. Aura with accuracy + crit for the party. Encounter rez. High burst DPS. Requires micro to properly function. Gun chanter seems like a good idea. Make the Priest of Magran gun focused with the correct class/non-class talents at mid field. Make the cipher use an arbalest/gun to benefit. Use summons for melee and the other chants as appropriate. Run the reload speed chant constantly to give bonuses to Cipher, priest and yourself. I find the wizard to be lackluster until late levels. If you have to basically carry a wizard from 1-5 and then have them be semi useful from 5+ til late game I feel you would be better off using a different character that's useful for at least 3/4 of the game instead. Just my 2 cp on that especially with the recent nerf to slicken and ice cloud for example. I find this even more true if you're running a Cipher and/or Priest already.
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Because the animation is directly tied to how many shots you fire in a given length of time. This is also why the Chanter chant, that gives x2 reload speed and other benefits, is so amazing for a party that uses guns/arbalests/crossbows. Faster animation = faster attacking = more DPS. The less frames the game uses in between attacks, the better it is.
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I think there's some bad calls as to what a class is designed to do in this thread which is tainting the perceptions of people. First off, at least half of the posters rank Paladins in their lowest possible rating. Most of the time when people explain why that is, they say things like: -Not as good a tank as a fighter -Not as good a support as a priest -Not as good a damage dealer as a rogue But let's take a second here and actually LOOK at what a paladin is designed to do. Can they tank? Yes, technically most of the melee (if not all) can be made to tank using the right talents and gear. However they are not actually designed to do this based on the available class talents. Can they support? Yes, in fact they have the ability to rez someone per encounter, can restore endurance in various ways (lay on hands and another more important way that I'll get to in a moment), etc.. And finally can they DPS? Yes, in fact DPS should be their main focus in a group and here's why: Paladins are the best last hit class in the entire game and so should be built as a kill stealer. This is because they have class talents that grant endurance to all nearby allies when they last hit which then sustains the rest of the party. They have multiple abilities that allow for burst DPS to easily achieve last hits as well. You can restore something like 40+ endurance per last hit to everyone in an aoe and if proper micro is used, can ensure no one ever goes down. Until a time where the last hit is possible, they are also completely capable of dealing efficient damage while giving aura support to allies and being an off-tank. Wayfarer Paladin is key. You people are comparing a single class to the best single target DPS (rogue), best support (priest) and best tank (fighter) classes while completely ignoring what the class is designed to do.
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I always go chanter but that may be coz my first run with a pally left me utterly underwhelmed with them, like fair enough he tanked well but he did nothingelse lol Again, this is just about playstyle. Considering they possibly get a /encounter rez, auras, heals, damage burst, etc.. your statement doesn't make sense. However I will say that Paladins are also not designed to be tanks in the sense that the game requires them to be. The game is about extremes, if you want a tank, you have to completely invest in being one, meaning that the Paladins abilities are most likely not properly utilized. The Paladin is a kill stealing class. It's designed to last hit mobs brought low by allies which then grants the party bonuses, usually in the form of endurance. If you make a paladin tank, you will almost NEVER last hit anything and you aren't going to be taking the talents that grant the bonuses in the first place. So all you're doing is being a sub-par fighter with some support. Better to have a real fighter who actually has the talents to make an amazing tank if that's what you're trying to achieve. This is of course, discounting everything but min/max.
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I don't agree that tanks sit there and do nothing. I think that's more of a symptom of your playstyle rather than an indication that tanks aren't dynamic. -Fighters are the best tanks. -Paladins are the best kill stealing class which actually grants varied bonuses when they kill something + has auras to boost crit, accuracy for everyone. This is your off-tank with a high damage weapon (with reach preferably) like a pike. Micro the character to land last hits in order to sustain everyone in the party. They also get a /encounter rez which is incredibly useful at high difficulties. -Gun chanter for ranged DPS + back line support (via the gun chant). Summons to help the front line when required/aoe paralyze/etc.. -Gun/Arbalest Cipher is pretty much required. -Gun(?) priest in order to continue the established theme. You could do something different, but you want the least amount of people in melee as possible in order to control incoming damage. You also want the most amount of people possible to benefit from the chanter. -Arbalest/bow/gun Rogue for ranged DPS. It's easy enough to generate sneak attack at range and the various disables available will also help. Look here for help creating your characters. There's some really good advice on each class with multiple builds presented. https://www.youtube.com/channel/UCGSnd6gOXMgFuKvNXXFXZsw