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Everything posted by Kaylon
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Some spells are harder to obtain than others, don't know if it's bad luck or the chance is not the same. However I managed to get the best ones and I don't see any reason why it wouldn't be possible to get all of them (besides the unique ones). Anyway it's not an easy task if you want to get everything.
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Wizard's imprinted spells will end up added in your spellbook with infinite uses if you didn't have them. In other words you can pick any kind of wizard (however a blood mage can spam lvl8-9 spells too) and steal every available spell of lvl7 or less. From druid/priest I don't know what is worth picking besides BDD/SoT... Maybe Withdraw (for the Ultimate), Nature's Bounty?
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Don't know if it's feasible or not, but you could in theory upgrade Visage of Death's Herald to Energized and have it for about 1 minute which would allow then to use scrolls of Storm of Holly Fire to try to rapidly deal damage and interrupt. PS. Assassin/Tactician would be a good candidate because he can easily debuff reflex and then become invisible for increased accuracy. When they split for the second time it might be possible also to spam Mule Kick with WotEP because the oozes are smaller.
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Once one has his hp low enough it will stay next to the other one and try to merge, it won't follow you. Also Clear out suffers from the same problem as WotEP and it's not even spammable. If you are able to get the energized buff long enough, then you could use a ranged weapon with bounce and interrupt on crits (easier when you target deflection instead of fortitude).
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All summons without scaling weapons are very weak, not weak. The high level ones are just damage sponges, while the lower level ones aren't even good as damage sponges. Uncontrollable summons should be equivalent to charmed enemies, while the controllable ones (chanter's summons) equivalent to dominated enemies - that's common sense and balance. Whisper of Treason - lvl 1 spammable cipher spell is stronger than most summoning spells in the game - you can charm stronger enemies than any summon without number limit for nearly the same duration.
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Won't work either because you can't control the summons and they're too squishy anyway. Avenging Storm helps deal more damage, but won't solve the main problem - without Blade Cascade, Conduit and Bleeding Cut there's no way to kill them fast enough. For solo only ciphers (kill during Disintegrate), blood mages (spam Concelhaut's Crushing Doom), chanters (keep the oozes away with the Animated Weapons) or monks (perma stun with WotW) can deal with Hauani without exploits (ie Blade Cascade & Co). If you don't play one of these classes you're doomed.
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Not really. If a class is picking always the same ability it simply means it's better than the others, not overpowered. You can have an average ability and multiple weak ones and then the choice is obvious. Also the discussion here is not about obvious overpowered abilities, but more about fine tuning.
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I always wondered how some people can make claims so easily about something being balanced or not. The balance is something subjective, based on the experience of the average player, which is very difficult to judge. Personally I prefer to use just common sense. If summons were not considered unbalanced at low level, I don't really see how could they become overpowered at higher levels because of scaling weapons. From my point of view all summons should have scalable weapons if they were intended to stay relevant at higher levels. And since the entire PL system advertises just that, I think all these inconsistencies are just bugs left unfixed (because OBS cared about things that were considered too strong, not too weak).
