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Kaylon

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Everything posted by Kaylon

  1. With Devil you feel less guilty because she (deserves it and) dies anyway - at least you can benefit from it.
  2. Not really. You'll be rather squishy and you will run out of spells/buffs very fast in the long fights.
  3. The action speed from food doesn't stack with the potion and the drug. You should try instead Rymsjódda Lager + potion and Pukestabber/Squid's Grasp instead of stilettos. Also a barbarian/streetfighter would be even faster.
  4. I'm trying to side with the huana while having the VTC as the strongest rival. Has someone managed that? And if yes, what did you do?
  5. And how do you shore up the weaknesses of Arcane Archer? What multi makes them strong etc. There are enough strong weapons (Dragon's Dowry, Essence Interrupter, Thundercrack Pistol, Frostseeker) that give no penalty to the arcane archer. You get basically some strong attacks for free and this is probably the best subclass for a ranged ranger.
  6. Steel Garrote, Priest of Woedica, Blood Mage and Arcane Archer are the most solid because their drawbacks can easily be countered. Tactician, Ancient, Fury Shaper have big drawbacks and lots of things can go wrong easily for them. Psion, Debonnaire, Forbidden Fist and Belower are just worse than their base class.
  7. The important ones are the active skills which aren't affected by your party (alchemy, arcana, explosives, etc...) and the ones affecting items (metaphysics, religion, intimidate, etc..)
  8. False argument. Who says you have to leave the mega bosses at the end of the game? You can reach max level at half of the game and you have plenty of time to enjoy whatever loot you want if you pick it at the right time. I think the mega bosses are there purely as an additional challenge. Though if they all feel like dropping lots of adra ban and emerald for high-level crafting recipes I wouldn't mind (so you can replenish between fights). Objectively - what would be the point if mega bosses dropped sweet lewt? Mega bosses are basically the hard endgame... you're by definition already decked out just to fight them. What do you need that sweet lewt for afterwards? To even more roflstomp the already-incredibly-easy-at-level-20 encounters in Ukaizo? Anyway, the megabosses are the reason why you want the sweet lewt in the first place. Having the megabosses drop sweet lewt themselves seems a bit backwards. I kill the mega bosses only for the loot because I don't like to do things without purpose. If they would drop nothing I would kill them once for fun and then I wouldn't bother with them again. And since I kill them for the loot I feel the rewards are not proportional to the challenge and that's disappointing. PS. Also I would like if you could stop quoting me because it seems you have either a hard way to grasp my ideas, either a tendency of skewing them using false assumptions or flawed logic. Boy you are one hostile person. All I did was probe why one wants big lewt dropped from megabosses, which Gregorovich also probed about "Plus in Deadfire introducing such loot from Mega booses is not interesting, as you will be able to use it only at the final battle or some low-level encounters, like going aboard."
  9. I think the mega bosses are there purely as an additional challenge. Though if they all feel like dropping lots of adra ban and emerald for high-level crafting recipes I wouldn't mind (so you can replenish between fights). Objectively - what would be the point if mega bosses dropped sweet lewt? Mega bosses are basically the hard endgame... you're by definition already decked out just to fight them. What do you need that sweet lewt for afterwards? To even more roflstomp the already-incredibly-easy-at-level-20 encounters in Ukaizo? Anyway, the megabosses are the reason why you want the sweet lewt in the first place. Having the megabosses drop sweet lewt themselves seems a bit backwards. I kill the mega bosses only for the loot because I don't like to do things without purpose. If they would drop nothing I would kill them once for fun and then I wouldn't bother with them again. And since I kill them for the loot I feel the rewards are not proportional to the challenge and that's disappointing. PS. Also I would like if you could stop quoting me because it seems you have either a hard way to grasp my ideas, either a tendency of skewing them using false assumptions or flawed logic.
  10. This is also similar to monk's Resonant Touch.
  11. You can do that, but the Fonferus can't be upgraded and will have slow travel/attack speed.
  12. maybe the trinket ability should be per encounter At least... Mega bosses should have "mega" loot.
  13. The mega bosses are a nice addition and I would like to see more of them, but their loot is really disappointing and not proportional with the difficulty of the encounter - the crappy trinket and the stone we keep getting is a joke.
  14. There's clearly a bug because no matter how much hostile effect duration reduction you stack you can't go under 10s.
  15. For me the issue isn't the xp gain, but the lack of high level content.
  16. Eh? I guess the point of forbidden fist is to have a monk who can get wounds without the need to get hit (Vanilla, Helwalker, Nalpasca) or to hit (Shattered Pillar). You can build the toughest turtle and still do damage and generate wounds although you are untouchable while shrugging off afflictions and getting even more tanky because of that. You can do that already using Mortification of the Soul. Also if you have high defenses you won't get hit by afflictions either. The point of the forbidden fist is to apply Enfeebled which comes with a very high cost (slow wound regen and self damage)
  17. Yes, the health drain has the same requirements as sneak attack so a steel garrote/rogue with persistent distraction is a very good combo.
  18. Only on paper... These spells aren't guaranteed hits, don't affect all enemies on the screen and the length of the buff is given by the shortest duration of the flanked affliction (high defenses or resolve will easily screw this). It might give more reliable results on a rogue/tactician who can engage/distract all enemies left. And the cipher/tactician doesn't need brilliant - you can just use mind lance to restore discipline.
  19. In that case, the subclass description should have clarified that only Imbued attacks work, instead of adding in all the other unnecessary descriptors about it working with fire/frost/electricity/acid/spell damage (and especially considering none of the Imbued spells even inflict electricity damage). That's where all the mass confusion and initial theorycrafting came from. No, it says just that attacks other than elemental/spells will get an accuracy penalty. The accuracy bonus is mentioned only for the imbued attacks.
  20. Essence Interrupter and Frostseeker work as intended - they don't get any accuracy penalty because they're considered elemental attacks. From the subclass description only the imbued attacks are supposed to get the accuracy bonus from the arcane skill..
  21. The Colossus is very tricky because he heals for 100% from fire damage and his fireballs heal him. He also has very high defenses and it's very hard to damage him. The wizard isn't very hard if you destroy his obelisks first.
  22. What does Forbidden Fist and how much wounds do you gain from expiring negative effects?
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