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Everything posted by Raven Darkholme
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Deathblows is nice, but for my personal playstyle having to set up 2 afflictions, even tho easily acomplished is still inferior to just straight attacking. Bear in mind I haven't played with a full party after my very first pt. One thing to be said about deathblows is its compatibility with spells. As Boroer mentioned direballs are quite awesomesauce.
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Yes rogues hit hard, but ciphers hit harder is what I'm trying to say. 40% bonus damage through soul whip and 1st talent. A rogue gets 50% but only on Sneak attacks, for cipher I can pick the Apprentice's sneak attack and I'm at 65% on sneak attacks and 40% on all other attacks. Powers are only additional and you can do a lot of damae with them too and also buff your attack speed like crazy with time parasite.
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I don't think a cipher shines less on hard. Because of lower enemy deflection their lower accuraccy will matter less. Their damage is higher than rogues without needing afflictions. On top they can have the crossclass talents for 15% extra damage on sneak attacks. They have powers which will also be easier to crit with on hard instead of potd.
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I have not quite understood yet, what makes the rogue good. A cipher does better weapon damage and the lower accuracy can be easily compensated by perception and early accuracy gloves from raedrics. On top of that cipher has it's powers. Rogue and ranger are the only classes I would rebalance, that being said rangers are way better than rogues.
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For longer fights on high level cipher I cast: Heavy ranged shot for focus - Defensive mindweb - switch to melee for focus (dual bittercut) - time parasite - more focus gain - borrowed Instinct - if theres a dragon or similar disintegrate it, if not reaping knives. From that point focus built is more than you can spend, cast whatever. Only mentioned this since nobody posted about long fights in high level as far as I can see, otherwise I can recommend the other posts above.
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Mainly enemy stats, sadly not on all enemies like Alpine Dragon. It's also supposed to add enemies but idk about that, the broodmother on Russetwood map felt kinda strange to me, is it always there? Other than that I mainly felt it to be important that broodmothers have higher stats so you don't kill them to quickly the same goes for most enemies I guess.
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I didn't say early game when I mentioned charge, I said it is a unique ability. Torments Reach requires a wound so it's not an off the bat use in a battle. Depending on the circumstance knockdown is much more useful than Torments Reach. It's an extra damaging cc ability that allows you to hit an enemy that cannot fight back and has lowered deflection. Torments Reach requires someone to hurt you and then you just have a bit of extra damage to fight back. I'm not saying it's bad or isn't useful, it's just not the same thing. For me, Knockdown is a much more useful skill than Torments Reach. The initial post of you about the monk said the monk was weaker early and stronger late, which is absolutely untrue. Yes you didn't repeat that when you mentioned charge but you quoted my answer to your first post. Whatever, both monk and fighter can be quite good I personally like the monk others fighter it's a question of personal preference.
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one-for-one the fighter has more damage output right off the bat because of their damage buffs. Buffs that monks do not get. Torments reach is great in debuffing and AoE damage, but the output is very similar to the Fighter if you count the passive buffs. Plus a fighter requires nothing to get going. I think they're very similar overall, but the ability Charge on the fighter just puts the monk to shame. The monk has nothing in his/her kit that can destroy 3-4 enemies in the first second of combat. And even though I enjoy the monk immensely I can't get passed the fact that their passive wound generation is completly counter intuitive to what an actual assassin style character should bring to the table, which is to decimate enemies without them being able to respond. That doesn't make any sense, Charge is not early game. Monk has torments reach, fighter has what? Knockdown? Please.
