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Everything posted by Raven Darkholme
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I am quite aware of that, my point is the paladin was never as bad as people made him and the Sacred Immolation is actually WAY stronger than any of those buffs and came months later. The same way the cipher will not be unplayable all of a sudden, especially if you factor in Spell mastery. Well, I think the concern is that these changes are coming at the end of the development cycle for the game. It sounds like White March is going to be the last expansion; after that are they still going to do major balancing patches? So if they don't get Ciphers tweaked appropriately now, there won't be time for the up-tweak cycle to happen. They did 6 or more patches before WM came out. Patches aren't necessarily related to expansions. ;P
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This transformed him from unplayable to awesome? :D They also buffed Lay On Hands, gave the auras secondary effects, and maybe other things I don't remember. I am quite aware of that, my point is the paladin was never as bad as people made him and the Sacred Immolation is actually WAY stronger than any of those buffs and came months later. The same way the cipher will not be unplayable all of a sudden, especially if you factor in Spell mastery.
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Totally agree with evilcat and Dr. Hieronymus posts here. Idk how much you others abused the cipher before, but to me it was a very cheap and awesome class. The gun cipher even got a little stronger with WM, because of Fellstroke. If you limit yourself to this weapon you now have soul whip with sneak attack combined, Idk if you can further enhance this with the mc talent. Up till Amplified Wave, Ectopsychic Echo is super powerful. Amplified Wave was way too strong and spamable, I'm sorry. This did not get fixed that much by immunities, for me the damage was always the main effect, prone often didn't hit because of high Fort.
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Solo it might be a problem, because Thaos. Why do you reckon? Seriously, as my only experience with rogue was the pacifist run long ago. Then I used the known approach of splitting, waiting and setting trap. Is there Fortitude check? But indeed, rogue with "invisibility" can breeze through the game as there is no grinding but questing here. With Wiz, as much as I like them, after certain level I just walk in and kill everything. With rouge more subtle approach is required, more planning (like using traps effectively) One of the statues prones you all the time.
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For Defiance Bay I'd go with either the Crucible Knights for the +DR or the Doemenals (not sure on the spelling) for the crit damage. I always avoid the Dozens as their bonus is terrible and they are a bunch of yahoos. Lol, Yahoos indeed. For the tribes quest I always pick the resolve reward and in the Council Hylea for resolve and petrify defense. Thanks guys for the replies. Just to be clear. When you say you always pick the resolve reward for the tribes, are you referring to the "Wild Running" passive? Yeah, kill mercenaries, help fangs.
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In TB, I could spend my every "action point" (or however they're called in the system in used) to get within melee range of you, just to see you spend your turn walking away from me. This chase could go on forever, and I could never get any attacks through. In this context, it makes sense to grant an attack of opportunity against a character who leaves melee range, so that they are discouraged from fleeing melee range before the attacker can attack at least once. In RTwP, the cost of moving is moving. Or, to be more precise, the cost of moving is the DPS I'm not causing to my enemy because I'm busy moving around instead. Punishing it further makes absolutely no sense, especially when a disengagement attack triggers whenever my characters move one pixel to the left or to the right. I should be free to move around as I please, which I probably wouldn't do that much anyway because I prefer to solve my problems through violence (i.e. DPS.) This is totally true if you run with a party, only reason to run around is if you solo and don't have high damage output.
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For Defiance Bay I'd go with either the Crucible Knights for the +DR or the Doemenals (not sure on the spelling) for the crit damage. I always avoid the Dozens as their bonus is terrible and they are a bunch of yahoos. Lol, Yahoos indeed. For the tribes quest I always pick the resolve reward and in the Council Hylea for resolve and petrify defense.