Jump to content

Kaylon

Members
  • Posts

    1910
  • Joined

  • Last visited

Posts posted by Kaylon

  1. Quote

     

    A party of troubadours/paladins wearing brigandines (easy to cover pierce weakness with Nor Flame, Nor Thrusted Blade...) and using firearms can work easily vs most enemies. Against very resistant/immune to pierce enemies you can always use offensive invocations. With 10 chants and 3 auras active at the same time:

    • Ancient Memory
    • Mercy and Kindness Followed Where'er She Walked
    • Old Siec Would Not Rest 'til His Hunger Was Sated
    • Her Courage Thick as Steel
    • Aefyllath Ues Mith Fyr
    • Sure-Handed Ila Nocked her Arrow with Speed
    • One Dozen Stood Against the Power of the Saint
    • Seven Men, Onto the Deck They Went
    • They Shielded Their Eyes 'Gainst the Fampyr's Gaze
    • Many Lives Pass By, Each Leaving Footprints
    • Exalted Focus
    • Exalted Charge
    • Exalted Endurance

    you and your summons can become nearly immortals...

    With Eternal Devotion and Brand Enemy the paladin can add more steady dps, while his passives (Faith and Conviction, Deep Faith, Righteous Soul, Practiced Healer, Stoic Steel) can improve greatly your survivability. (Use a dedicated healer with maxed might, Ancient Memory,Exalted Endurance, Practiced Healer and items with healing bonuses - Bone Setter's Torc, Footprints of Ahu Taka, Physicker's Belt - for maximum effectiveness)

     

    • Like 1
  2. The armor becomes very good if fully upgraded (comparable with Magnera's Chain). The aura allows Pallegina to become basically the best tank in the game (while the ranged ones are less squishy). The easiest way to improve companions disposition (besides doing their quest in the best possible way) is to make compatible parties using people sharing the same trait - light hearted (Eder, Xoti, Serafen, Tekehu) or dutiful (Aloth, Pallegina, Maia) and adopt clever/rational attitude to get their approval.

    • Like 1
  3. If you allow extending buffs between fights (using SoT, WoD or SoF) or just finish the game then any class can do it. If you want to be able to finish the entire content without buff abuse, then the Changeling's Dance quest is another limiting factor besides the megabosses.

  4. 15 hours ago, Elric Galad said:

    All Dorudugan fire based attacks can be avoided, including Magnetic Overdrive with the right equipment. That's why I'm specifically asking about Cleave because it's not avoidable if one goes melee.

    Yes, you can't avoid cleave. But cleave is manageable if you don't have too many stacks and heal fast enough in order to avoid one hit kills. High resolve and the Ring of the Solitary Wanderer are mandatory to reduce its duration. Monks can also use Clarity of Agony. 

    PS. Cleave does the best of slash/burn damage, but even if you make it switch to burn, the damage won't be absorbed by Rekvu's cloak. 

  5. 9 minutes ago, Raven Darkholme said:

    Bloodmage/Tactician or even better Priest/Tactician can also infinitely tank him via extending Unbending.

    (even tho there is kind of no point for priest who could also just extend BDD).

    Yes, I forgot about Wall of Draining... But if I remember well it's more tedious because you have to spawn a Fire Blight before the fight...

    • Like 1
  6. 8 hours ago, dgray62 said:

    Which builds might reliably tank Dorudugan on PotD? Arcane Knight with Rekhvu's scorched cape?

    If we talk about MC without party support then :

    • paladin/troubadour
    • paladin/bloodmage
    • paladin/forbidden fist
    • forbidden fist (using BT)
    • priest/anything (using BDD & SoT)

    With passive help from the party there are of course more...

    Pallegina can also tank him with a little help but she won't be able to attack since without Rekvu's helm she will be interrupted most of the time. 

     

    • Like 1
  7. On 11/9/2022 at 11:35 AM, saborea7 said:

    I have mixed feelings: Yes this is a HORRIBLE and boring fight, I really can't remember any fight in any game coming close to the length of this battle.

    A troubadour with Brisk Recitation activated, chanting Many Lives Pass By... is enough to keep Dorudugan busy (a monk summoning the Dichotomous Soul works too but is more tedious). After that, if you pick the right buffs/equipment and ranged weapons (Essence Interrupter, Eccea's Arcane Blaster, Fleetbreaker, Amaliorra,...), Dorudugan will go down pretty fast with minimal micro and without any cheese.

    And, contrary to the common belief, it's also possible to tank Dorudugan at melee with some builds.

    • Like 1
  8. The same is true for Grave Calling (and probably Hel Beckoning too) with the advantage you can freeze/paralyze any enemy without immunity to dex afflictions (even Dorudugan). Works well on SC rogues but also on any monk crit builds because the freeze/paralyze will increase the hit to crit chance. (It makes a great combo with Scordeo's Edge because of the accuracy buff and Blade Cascade...)

    • Like 3
  9. The ideal way is to recruit new companions only when you want to use them and preferably when you're near max lvl (that way they will scale with you and will require less xp to reach lvl20). Basically explore and do side quests/bounties with your main party until you're high level and after that start doing main/factions/expansions quests and recruit the others...

    • Like 1
  10. 8 hours ago, dgray62 said:

    Speaking of WotW, has anyone tried using this ability wearing the Mask of the Grotto Deep in addition to the obligatory Ajamuut Cloak? I assume that the Shadow Fang raw DoT would be applied to every target hit. Would make the ability even more devastating I think.

    Yes, the dot is applied to every target but it doesn't stack and if the targets die in 2-3 WotW it doesn't make a big difference. However if you can't hit a target continuously it helps (like vs obelisks).

    PS. There are many good headgear options for WotW: Helm of the White Void (helps CCs), Cap of the Laughingstock (helps melee), Acina's Tricorn (helps AoEs) and Thaos' Headdress (helps all attacks if enemies are affected by Blinding Smoke).

    • Like 1
  11. 42 minutes ago, MaxQuest said:

    Good. So you endorse Noqn's suggestion. Are you ok if the weapons that went from phys to phys/elem damage would lose 1 PEN? (e.g: Grave Calling: slash -> slash/freeze)?

    Also should we keep Caedebald's Blackbow damage type at acid or change it into pierce/acid?

    Yes, I'm ok with the PEN reduction since it follows the rule of dual damage weapons. Also I see no reason to treat Caedebald's Blackbow differently and not give it dual damage. 

    1 hour ago, MaxQuest said:

    For example would you expect Ninagauth's Freezing Pillar to hobble an Ice Blight?

    In vanilla:

    • lesser and regular Ice Blights won't take damage from Ninagauth's Freezing Pillar, and won't be hobbled
    • greater Ice Blights will heal for 100% of damage from Ninagauth's Freezing Pillar, but.. will be hobbled

    Another question: would you expect Sunbeam to Blind a Greater Flame Blight? Because at the moment it can (but not regular or lesser one).

    Personally I consider the secondary effects separate from the damage and should be separate from the main attack. In other words Sunbeam won't burn someone immune to fire, but will blind him because of the powerful light. Same with the Freezing Pillar - if you're immune to cold you don't take damage but the ground gets freezed and you're still hobbled. The Blights are maybe a bad example because they float and should be, in theory, immune to ground effects.

  12. On 9/1/2022 at 7:51 PM, MaxQuest said:

    And one more:

    1. when attacking a Flame Blight (which has Fire AR: immune) with Firebrand (fire/pierce) - what result would you expect as a player?
    2. when attacking a Greater Flame Blight (which converts incoming Fire damage from Fire attacks to healing) with Firebrand (fire/pierce) - what result would you expect as a player?

    In both situations I would expect to pick the most favorable damage type, ie pierce.

    Giving all elemental weapons dual damage seems, for me too, the most logical choice in order to have a single clear rule. 

    Personally I also expect an immunity to protect only against the respective part of an attack not the entire attack. For example Rot Skulls vs crush immunes should apply only the disease, while vs disease immunes it should just deal crush damage.

    For that reason I consider also the damage immunity a much better solution overall, instead of keywords. To solve the situation 2 a solution would be to increase the specific elemental damage above the other resists and also increase the healing part to compensate for the lower damage received.

    • Thanks 1
  13. You don't gain wounds between hits, you gain them at the end. I think 30+ resolve is enough, however you need at least Clarity of Agony and the Ring of the Solitary Wanderer to shorten the effects. That way it's possible to reach 2.3-2.5s duration which ends at the same time with WotW recovery if you don't have other speed buffs.

×
×
  • Create New...