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Kaylon

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Everything posted by Kaylon

  1. As a cipher you should always start the fight with a firearm (arquebus, pistol,...) and then switch to a bow or an implement. Warbows are good but the damage is greatly reduced vs enemies resistant to thrust. The best weapon to complement your war bow is the Engwithan Scepter (does crush/slash damage and has a speed enchantment) and can be obtained as soon as you start ch.2. While the Golden Gaze does slightly better damage because it fires 2 low damage projectiles, it suffers from the same problem as the blunderbuss vs high DR targets (enemy's DR will count twice in its case) and it's slower than a scepter. PS. Golden Gaze is best used by your wizard who can trigger Expose Vulnerabilities often thanks to his Blast ability.
  2. HoF also has -5acc penalty and affects the area around your target, while Vengeful Defeat affects the area around you. The drawbacks with Spelltongue are it lowers the output dmg of HoF and it can increase also the duration of some debuffs...
  3. HoF just gives 25%dmg. Only Barbaric Blow gives crit dmg bonus.
  4. But if reach wm1 you can get one hat that gives -2 to int and reach 1 And isn't there a drug that gives you -4(?) INT? Blacsonn ? Or the new Carow Golan? I saw something... Hmm, you'd think one of them does, I'll check tonight. And perhaps even better, one might give an INT penalty as drug crash. In combination with the WM1 hat that should indeed get the job done, gives a nice MIG and CON bonus too. And the Dandy Hat of the Diseased Yak, pre-Stalwart... it'll be glorious! Though I'd have to use a hireling for this of course, he'd be to dumb to speak so not much of a protagonist. Of course this is contingent on the possibility of stats even becoming negative in the first place, can they? 1 is the min you can have for a stat.
  5. Death Usher and Bloody Slaughter trigger under 10%end (and Bloody Slaughter does nothing for grazes...). Which means you don't need them if you can already remove 10% of the enemy's endurance with a single hit (you'll just see bigger hits which just overkill your target). 90% of the enemies have under 300end and maybe 1% have over 500end (a few very high level creatures). My barb, for example, was dealing 50dmg with carnage (without counting the damage from Combusting Wounds) wich means he could finish anyway a monster with less than 500end if they had only 10% left. Also Fighting Spirit (+helmet) is hard to beat for a barbarian - +15%dmg/+7acc for HOF&Vengeful Defeat is huge... Drawn in Spring is close to sabres but still behind Bittercut, Resolution or Purgatory when you compare the dmg per hit... With Drawn in Spring my barb would do, on average and before DR, 33slash+10corrode+13raw per hit, while Bittercut does 51slash+15corrode per hit (and Bittercut will have higher dmg if targets are weak to corrode). From a dmg/hit point of view the order is Legendary Bittercut > Legendary Resolution > Legendary Purgatory > Exceptional Slaying Sabre > Legendary Drawn in Spring.
  6. It's not possible to have 50+ wounds on a single enemy because with Tidefall you can hit an enemy maybe 6-7 times on average. Also if the hits are done at the same time the dots can't all be displayed since they tick at the same time, but they should be there and they all stack.
  7. The loot should be the same on all difficulties. However I remember it already happened when some people, for some strange reason, had different results.
  8. You can test it, but I think the bonus applies only to the enemy you target, not the ones who take damage.
  9. I don't know, it has to do probably with the fact that it's based on a percentage of the weapon's damage. Wounding Shot and Runner's Wounding Shot don't have their damage affected by INT either (however their wounding percentage is applied to the final damage, after the DR - probably the devs considered the damage too high if it worked like a lash)
  10. The left door is larger and it's not possible to block them there reliably (only if they have pathing issues) - you better go into a corner. My first attempts were also on the left side because the initial idea was to split them and on that side you have more space to run. Also I was fearing that once I attack Raedric all the doors will open and guards from other rooms would aggro me, so I thought the most isolated place was the best choice. But once I understood I had to fight only the guys in the throne room I tried to find the best place to fight them...
  11. INT doesn't affect the damage of wounding, only its duration - in fact it's better to have only 3INT because the dmg is dealt faster. However MIG affects the wounding damage twice (first because it's based on the total damage dealt by the weapon and secondly because each tick is again affected by might) - that's why wounding is even more effective with high MIG.
  12. Here's a video I made a while ago on how you can solo Raedric with a paladin, maybe you'll get some new ideas... https://youtu.be/5K0kDxZpRsw
  13. For me HoF is fine like it is - my video makes it seem overpowered, but to achieve that result it took lots of testing and planning... PS. If I would have to redo my build I would take Bloodlust instead of Blood Thirst and Two Weapon Style instead of Gallant's Focus - combined with Frenzy it allows to be at nearly 0% recovery for more than a single hit. Barbaric Blow could also be replaced by Aprentice's Sneak Attack - once the enemies are clustered together you can use a Scroll of Paralysis before jumping in the middle for even more fun.
  14. When under 50% endurance you're supposed to get +5 accuracy which never happens...
  15. This barb really struggles to kill a single guy, but he can kill easily 10 of them - that's a little ironic, no? The monk would have a much harder time because they will use healing spells and you can't afford to trade blows with them for very long...
  16. Yes, fast weapons become less effective vs enemies with high DR (15+) with a single exception - Drawn in Spring.
  17. Unfortunately you can't have the enemies clustered like that in all the fights and that's when it really gets hard. And enemies with lots of stuns, paralysis, roots, prones can be very painful too (Durgan's battery lv3 is very very hard with all the abductions, paralysis, stuns, roots...).
  18. Here's the video https://youtu.be/HSakyeWsN48 PS. This was with scaled content and I was a bit lucky because I wasn't blinded. If you don't play with scaled content they're much easier.
  19. The alpine has 145 Acc with his breath and 155 with the prone from his tail. With WM2 items it's easier to tank him, however if you're prone and flanked he can kill you even with a graze because he has sneak attack and deathblows. SI becomes less effective against enemies with high DR and reflexes, that's why people drop INT.
  20. There's another bug I forgot about... You remember when you want to use a potion and you see the drinking animation but nothing happens? You can do the same with Dragon Leap - you activate it, you do the jump but when you land you do no damage at all and you still have one use left... PS. Drawn in Spring isn't very good with HoF because its lack of damage is compensated by its speed and for HoF the speed isn't important. You want to pick another sabre (maybe enchanted with slaying) in the right hand and use Bittercut in the left hand - but in the end it won't make a big difference because only half of the initial hits are done with the right hand. PPS. I will try to make a short video.
  21. A few observations... There's a bug with HoF - whe you're using 2 weapons all the carnage hits are done with the left hand weapon (even those from the right hand) - and if you have a shield with bash all the carnage hits will be done with the shield. The procs from weapons can happen only once per attack - ie if you're using Badgradr's Barricade and all the hits from carnage are crits only one enemy will receive the proc... HoF radius (2m - pretty small) isn't affected by INT, only the carnage radius - that means you have to hit an enemy with many enemies clustered around him to be effective...
  22. Until lv13 a paladin solo works very well with 3int. After lv13 you can lower his constitution and increase his intellect because his defenses are very high and he won't take very much damage anymore. The best tank build for a solo paladin is: L1 Lay on Hands L2 Weapon and Shield Style L3 Zealous Focus L4 Cautious Attack L5 Sworn Enemy L6 Superior Deflection L7 Flames of Devotion L8 Deep Faith L9 Righteous Soul L10 Bear's Fortitude L11 Aegis of Loyalty (when using figurines to prevent them to turn on you) L12 Snake's Reflexes L13 Sacred Immolation (once you have SI you can clear the endless paths very fast and get Drawn in Spring) L14 Scion of Flame L15 Abjuration L16 Weapon Focus (Noble)
  23. I managed to defeat Magran's Faithful with a solo barbarian in potd - which I thought impossible without heavy shot&run. Base stats: 18mig - 15con - 3dex - 18per - 18int - 3res; skills - max athletics Items: legendary bittercut with corrosive lash x2, gauntlets of accuracy, crossed patch, ring of searing flames, ring +4int, belt +3might, argwes adra armor, boots of speed, periapt of winding path Consumables: flask of war paint, oaken scarab figurine, potion of spirit shield Tactic used: Use food. Pull enemies with an arquebus and then run behind the tree on the right of the map (you can be attacked from a single side there). Use Savage Defiance, Greater Frenzy, potion of spirit shield and flask of war paint. Cast combusting wounds on them then use dragon Leap to jump in the middle. Use Heart of Fury (and Barbaric Blow if still alive ) which will kill the priests. After being knocked out you will trigger Vengeful Defeat which will kill most of the enemies left. Thanks to second chance you'll be back again and use instantly Second Wind to avoid another death. Then call the beetles and depending on how many enemies are left standing (I had a single soldier left badly wounded and I simply killed him) you can attempt to finish them or to run away using the beetles as distractions.
  24. It's not true that ciphers are weak vs bosses, in fact I would even say ciphers are the best boss killers because of Disintegration. Replenishing your focus is never a problem if you play smart and when you reach lv15 they can make your party invincible and the focus problems disappear completely. We weren't talking about the time in game, but about our time. Wasting your time in game is nothing of course...
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