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Hoo

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Everything posted by Hoo

  1. Thank you! By the way, it seems quite weird why Withdraw is even better than Beetle Shell, even though the latter requires higher level to acquire... The purpose of both abilities looks the exactly same, but Withdraw has longer Duration, better Cast Time (it has been mitigated by BPM though), and even the mechanism is way better; Comparison between Untargetable + HP restored and xxx-pt Shield is nearly... impossible and nonsensical imo. Are there any *unique* or better situations when the Beetle Shell works better than Withdraw?... I cannot imagine such case at all......
  2. This thread had been written quite long time ago when the last version was not released yet, however, I've read this accidently and looks somewhat interesting. Frankly speaking, I do not remember how many things had been changed comparing with the latest patch's, and I honestly think this would not work on the current patch because the xxx-pt shield doesn't scale at all and the Beetle Shell only provides 200-pt, which is quite small from mid-late game. But, the concept, protecting yourself with some shieldy-like ability and spam DoT into enemies, seems funny. Is there any good alternative of this build? Or, something improving this one?
  3. It can target spirit also, so I guess Ghost Heart's companion, which is spirit type, can be targeted, right? I'm not sure about Druid's Blights. Are they spirit?
  4. This is very small thing, but I'd like to share it; The improved One-Handed Style is shown at the right side of character portrait, where most buff status is displayed, unlike the other weapon style, with wrong description. The One-Handed Style has been changed to "20% Hits to Crits, 20% Grazes to Hits, 20% Misses to Grazes", but the description of the icon what is shown in the buff status is "20% of Misses converted to Grazes with weapons". This is just a partial explanation of the ability. I think the buff icon just needs to be removed as the other weapon styles, including the One-Handed Style in Vanilla, are.
  5. Ya, all the other factors such as MIG, INT and so on worked fine in Vanilla. So it would be same on BPM unless you've changed those. Stacking seems cool, but the problem is always limitation of resource. Since the damage is lower than the basic version, 1 resource consumption vs 3 for additional but lower damage is... a bit questionable for me. Of course, it's situational.
  6. Oh, ya... I've checked it myself right now, and it was just same with Vanilla. The problem belongs to Vanilla. Thanks for the answers. I'm quite disappointed about the poorly implemented ability... Robust Inspiration is cool of course, but the lower PL adjustments are... just ridiculous for me, because the "Greater" version has lower healing/damage than the previous. Anyway, both can be applied at once, so the double minor Flame Shields would be great combination for retaliation build, at least.
  7. I found weird thing about Paladin's Lay on Hands skill. The basic version of Lay on Hands seems fine, but the upgraded version, Greater Lay on Hands, looks like something wrong. First, The upgraded version of Darcozzi Paladini doesn't receive PL bonus (or receives fewer PL bonus?... My character has low level so I couldn't test it further) for the minor Flame Shield, unlike the basic version. The damage showed on description is lower than the basic version. Second, As far as I know this should replace the basic with it, but both abilities has been appeared at the same time on my ability pool. Lastly, the number of how many healing received from this ability, doesn't change according to Paladin's PL or whatever that should be adjusted (The color of the number shows Black instead of Green). Is it working correctly? Could anybody know about this? I've barely played Paladin so I'm not sure this belongs to vanilla or being suddenly occurred by BPM.
  8. I tested it, and the passive works well against spell damage! It seems fine enough to use, especially via combining with some DoT-like spells such as Beam/Wall Types. I'm playing the enhanced Fire-Godlike (from BPM) Paladin so that he can easily active the ability very often with Wall of Flame with little risk.
  9. Ya, I re-thought and it's reasonable as you explained. The reason it seems weaker was I just compared it with Blooded, which grants 25% damage boosts for any damage source with a relatively controllable status (Bloodied or Near Death)... Blooded probably is too good.
  10. I found a buggy (or at least wrong description) thing about a Paladin's passive ability, Retribution, in vanilla version. Could you consider changing it correctly? The description shows as below: When suffering damage, gain a stacking bonus to damage dealt on your next weapon attack. (stacks up to 5 times) The description didn't say "damaged by weapon attack", but it seems that the stacking only occurs when being bit by weapon attack, since Berserker's self-damage doesn't provide a stack. I think every tick of self-damage from Berserker's Frenzy should apply the stack, or the description has to be fixed correctly, at least. I honestly think that this ability is quite weak, because the stacks are gone whenever you hit an enemy via weapon attack. I didn't test it so much; I'm not sure some dot-like damage, such as Wall of Flame, triggers the ability though.
  11. Hello. I'm curious the character build as I mentioned topic, and I've found several thread that Terrified status can trigger Disengagement Attack when the character has Engagement against enemies. Is there any other way to trigger the disengagement attack? Are abilities pushing/knocking back able to trigger it? Thanks in advance!
  12. Oh, I was misunderstanding about the food; I thought there was some penalty when eating it without Corpse-Eater subclass. I was wrong... Sorry for that.
  13. Hmm, how about lowering the PL bonus from the foods while making it general PL bonus instead of Corpse-Eater only? This would be good alternative Berserker/Caster Combination. Berserker gives higher PEN bonus which is good for Nuke-type spells, and the general PL bonus of Corpse-Eater would be relatively fit with buff/debuff spells imo, PL bonus is still good for damage spells too, though.
  14. I'm considering Corpse-Eater MC that focus on Carnage Passive + Blood Storm + several good passives of Barbarian. The PL bonus for Carnage, aka. +25% damage and +5 Accuracy, would be sweet and Blood Storm would mitigate the cost penalty. Lord Darryn's Voulge is probably the one of the best weapon for Corpse-Eater with the improved Carnage (Static Charge/Thunder's On Hit effect is applied on Carnage, isn't it?). The thing I can't decide yet, however, is which subclass would fit with Corpse-Eater MC, especially with the Carnage of higher accuracy. Since the Carnage attack is not counted as Weapon Attack, there would be little synergy with other subclass I guess.
  15. Ohhh, thank you for the correction! Well, PL bonus seems a bit weaker than What I've thought, since taking the buff from the special foods is alternative to consume one of the other food. I would probably still pick Berserker in most cases...
  16. I found another unchanged description: Wildstrike Frenzy: even though the lower versions of these skills now provide PL bonus, the description doesn't contain it. By the way, I think Garden of Life might need to get Rejuvenation Keyword like Cleansing Wind that has been modified on Community Patch. What do you think of this? and I have a suggestion for expanding synergies for MC about Fury: How about modifying the advantages of Fury (+20% range/+1 PEN) from Elements Keyword to Elements/Fire/Electricity/Frost/Water/Wind? Oh, it seems that a spell that contains multiple Keywords would be able to benefit from all of those, right? like more than +2 PEN. I wish it would be doable to allow the bonus only once. I personally felt that some druid subclass should benefit from Poison/Decay Keyword, but it might need to add a new subclass instead of putting the advantage into one of the existing subclass. Hmm...
  17. By the way, I found an excellent thread which describes the impact of PL scaling written by @thelee; So, based on this, I assume the PL bonus for Corpse-Eater would provide (in case of +5PL food): Carnage: +10 accuracy, +50% damage Blood Storm: +25% buff duration, +50% DoT damage and +25% longer duration of the raw DoT damage (I'm not sure about this DoT damage) Spirit Tornado: +25% buff duration, +10 accuracy, +50% damage, +1.25 PEN Driving Roar/Dazing Shout: +50% damage, +25% debuff duration, +10 accuracy Lion's Sprint: +25% buff duration Heart of Fury: Does this spell benefit from PL? I'm not sure Instrument of Boundless Rage: +10 accuracy, +50% damage Stalwart Defiance/Savage Courage: +25% duration Panther's Leap/Dragon Leap: +10 accuracy, +50% damage, +25% duration Barbaric Smash/Crushing Blow: +50% damage (I'm not sure) Am I missing something?
  18. Hello. We'd like to hear any comments and opinions about the topic, since the Corpse Eater has been improved at BPM but I barely found discussion related to this. Due to the cost penalty, the subclass is more fit for SC I assume, but I'm still not sure the SC would be comparable to the other subclass (Mage Slayer is another underwhelming one I think, because of the -25% Beneficial effect duration penalty, so lets compare with either Berserker SC or Furyshaper SC). I'm really wondering how much the PL bonus from his/her special food(s) is worth. Do Barb's abilities get enough advantages from the PL boost in turn for the heavy cost penalty? Lastly, I really appreciate any good/interesting information for either Corpse Eater or Mage Slayer MC build (or even SC build) with BPM!
  19. Oh, I forgot to suggest second thing, related to Transmuter. I know this subclass has also been buffed a lot, however, it still needs something more I think. Transmuter looks like Shfiter-like Wizard imo, I've felt that the form is a bit still underwhelming comparing with the Spiritshift form, because: 1. Shifter's Spiritshift forms give lots of healing (after shift back to human form). 2. The forms never bring any attribute drawback unlike Transmuter's form does (this brings penalties to INT and DEX) 3. The Ogre form consumes Wizard resource instead of being independent. The Ogre form might be stronger than Spiritshift form and has longer duration, but I'm not sure this is comparable with the Shifter's forms. Sadly, there is even no items or whatever that give PL bonus to Transmutation Keyword, so I really doubt whether there is some good synergized multiclass with this subclass despite of the BPM improvements. How about removing the stats penalties first?... I don't have idea how to revise this subclass further yet though.
  20. This would be great alternative change that can replace with the current one imo! Higher chance will give possibility to use the passive intentionally as the original (but much more frequently), like the way standing upon some damage hazard spell.
  21. Oh, I should consider the aspect of technical issues before I suggest something. I'm sorry if I was bothering you...
  22. Just my two cents, I'd like to share what I've felt during the new game playthrough, especially about Wizard subclass changes. 1. Illusionist The current change seems a bit unhandy for me because of several reason. First, applying the effect is quite unstable, since the Vanilla version 100% guarantee it at specific situation (when first attacked). This provides possibility to use this passive ability in purpose. The current version, on the other hand, is obviously better than the original when the battle is getting harder and harder, like confront Mega Boss, especially). At the situation when the combat time is relatively short, however, it's hard to use the current passive proactively. So, I'd like to suggest changing this one as below: Changed: Once per encounter, the passive spell is applied when become Hurt, Bloodied, and Near Death (it means the total number of the spell applied is 3). If the change looks like too much strong, I think it can be easily handled by lowering the count like 1~2 (e.g., when become Bloodied and Near Death or something like that). And if this passive ability should be useful enough at the situation like what I've mentioned above, like in the battle against Mega Boss, this also can be achieved by setting timer what you've done already on Fury Shaper's penalty adjustment while a Ward is destroyed. So Once per encounter, this passive ability basically not only be active 2~3times in small battle, but also can be reset in large battle due to its timer (more than 120~180 sec would be reasonable). What do you think of this change? Thanks in advance!
  23. This is very small things, but I found a something missing; It doesn't show the additional Godlike's passive abilities, Crescent Purity and EvergreenVigor on tooltip of first character making scene.
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